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		<title>Dominian Culture</title>
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: I got sick of opening this whenever I came to check the holidays.&lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
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The Imperial cultural identity has been forged over centuries of isolation from the broader Spur into a unique identity. It is informed by the heavy stratification of Imperial society, the Moroz Holy Tribunal, and the stark divide between the Imperial Core and Frontier, the region outside of the Empire’s core worlds within its borders. The Imperial capital of [[Moroz]] is the cultural capital of the Empire and exerts a heavy influence upon the other planets in its domain. Broadly, Imperial culture values &#039;&#039;&#039;honour&#039;&#039;&#039; in one’s actions and conduct, &#039;&#039;&#039;faith&#039;&#039;&#039; in Emperor and Goddess, and is generally &#039;&#039;&#039;militaristic&#039;&#039;&#039; as a result of the Empire’s conquests. This page is a broad overview of the Imperial cultural identity, which is strongest in the Imperial Core and becomes more varied as one travels outwards into the Frontier, where communities often have their own regional identities in addition to the Imperial one. It will also discuss Imperial media and its role in Dominian society.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Honor==&lt;br /&gt;
&lt;br /&gt;
To a Dominian, honour is paramount in maintaining one’s dignity and social standing. To be deliberately slighted by an equal is seen as the gravest disrespect one can endure and may result in a demand for a duel of honour — a contest, generally with bladed weapons or pistols — to see which duelist is struck first. These are rarely to the death, with stun or taser-shooting handguns having replaced their traditional counterparts and bladed duels traditionally being to first blood. Especially severe offenses — such as a subordinate or inferior insulting one above their station —  may result in a duel to the death.&lt;br /&gt;
&lt;br /&gt;
To be formally considered an official duel of honour, an Imperial judge or magistrate must receive a petition from one or both parties explaining the matter of dishonour or dishonourable conduct which requires a duel to ameliorate. In the Core these can be resolved within a day (or within an hour for great house nobles) but on the Frontier some may languish for months in the Imperial bureaucracy while tempers rage or sometimes cool, leading to unsanctioned duels or the latter being dropped by the involved parties. Upon confirmation letters will be sent to the involved parties and an authorized HM’s constable will be assigned as a referee. Duels concerning religious matters are, after review by a civil judge, deferred to the Tribunal Investigations Constabulary on a case-by-case basis and must instead be reviewed by a member of the clergy or authorized layperson. A Tribunal Constable is instead sent to oversee the duel. The winner is officially noted within the Imperial judicial system and the matter is considered to be resolved unless disputed by an involved party.&lt;br /&gt;
&lt;br /&gt;
If disputed by an involved party the involved constable will present their observation records to a council of certified duelists overseen by a judge or magistrate. This is followed by a period where both sides of the duel may call witnesses, present evidence, and examine witnesses and evidence presented by the opposing side. The council then deliberates and renders the duel either legitimate or disputed. Disputed duels fall into several categories: disputed due to dishonourable conduct by the winner, disputed due to dishonourable conduct by the loser, or disputed due to other circumstances. They will then either void or uphold the result, and in rare cases might even call for a new duel refereed by a council member.&lt;br /&gt;
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Unauthorized duels lack any of this bureaucratic review and are more common in the Frontier, where delays in authorizations lead duelists to take matters of honour into their own hands. They lack legal protections and will not be recorded under Imperial law, causing some participants to end up in court defending their actions as a duel rather than an assault or murder.&lt;br /&gt;
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&#039;&#039;&#039;Understanding Dominian honor is a key part of playing any good Imperial citizen, particularly nobles. Read this section before playing a Dominian!&#039;&#039;&#039;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===The Codex of Dominian Honor===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
What follows is the most well-known codex of Dominian honor and etiquette, first compiled in 2304 by Kristyan Langver, and then edited by Zalze Han&#039;San in 2447 to reflect more modern views.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;I. Conduct toward Equals&#039;&#039;&#039;&lt;br /&gt;
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An honorable person will conduct himself in a manner that recognizes rich or poor, young or old, all are morally equal. Birth and wealth do not convey honor and a good reputation, your actions do. It is not what one thinks, but one does. Thus, a gentle-being of good repute and standing should avoid conducting himself untowardly to their fellow, that they may avoid unnecessarily coming to blows. Politeness and civility are the hallmarks of a reputable person. Thus, unless a person is known to of low repute and lacking honor, act civilly to all you meet.&lt;br /&gt;
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&#039;&#039;&#039;II. Dueling Etiquette&#039;&#039;&#039;&lt;br /&gt;
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There is no justice in the court of law for an offense of Slander, and to be Slandered is worse than death. To live a life of shame and ill repute is the lowest fate one can receive. It is thus that affairs of honor are brought to the contest of the duel – to satisfy both parties, defender, and accuser. In a duel, a second for both sides must be present, as well as a physician. In some cases, a legal notary may be present to ensure its validity.&lt;br /&gt;
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In the cases of duels between or people of differing ages and physical capabilities, to ensure the uprightness, fairness, and honor of the duel, guns may be used. These shall be inspected by both seconds upon being presented by the defendant in the duel. In a contest between two of equal physical ability, swords are preferable in use, as they do not necessarily inflict a mortal wound when one is not necessary to satisfy the Honor of the two parties.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Editor’s Note: In some outer areas of the empire, duels are often simply a contest of who can draw their weapon, in most cases a handgun, first. While shooting isn’t always involved, it can often turn deadly.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;III. Conduct of a Soldier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Soldiers, of all professions, have the greatest responsibilities in society to be fair and gentle in some cases, and be harsh and punishing in others. Looting, bawdiness, pillaging, a lack of appropriate mercy, cruelty in killing, all hallmarks of a dishonorable soldier. A soldier must be dedicated to their task, dedicated to becoming a master of their task, and willing to die to complete it. A soldier in defeat, if they have given their all, is a soldier who has learned. No soldier should be afraid of defeat – for no soldier can win every battle – they should be afraid to not learn from it.&lt;br /&gt;
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&#039;&#039;&#039;IV. On High and Low&#039;&#039;&#039;&lt;br /&gt;
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The Goddess, in Her wisdom, sees fit to place some souls high and some souls low. This does not make them any less equal in matters of honor. A powerful individual, if they have been seen fit to be head over another, must not, in any case, abuse their authority or position. An individual, if they have been seen fit to be placed under another&#039;s authority, must be dedicated and true in their work. There is no greater stain to a person of honor than to be a cruel task-master or an abuser of the weak and powerless. They have a responsibility to ensure those under him work efficiently, and they have a responsibility to not cheat their master. &lt;br /&gt;
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&#039;&#039;&#039;V. Behavior amongst Foreigners and Enemies&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When among foreigners, an honorable and respectful soul must be honorable and respectful of their customs as much as he can, unless they are themselves against the code of Honor and the Edicts. Do not expect them to know or recognize our higher Code of Conduct. They, someday, will be brought under its reach – but until then, be as polite and respectful to them as they deserve. When amongst your enemies, be polite. If they are enemies in war, they are doing their duty as you are. Respect and honor your enemy unless they prove themselves unworthy of it. In all cases, show that you are a better individual than they are. &lt;br /&gt;
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&#039;&#039;&#039;VI. On Duty to Family and Goddess&#039;&#039;&#039;&lt;br /&gt;
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A genteel and honorable person, in all cases, is loyal first to Goddess first, their family second, king third, country fourth, and themselves last. Your family is your closest friends, allies, and compatriots: you must rely upon them, and they must rely upon you. If a person has no family, they have nothing. Be upright and honest with your family, loyal, and keep your promises in all things – such as your dealings are with other men. Be loyal to the Goddess first and foremost – for if a soul is without the Goddess, it is not living. It is Goddess that gives us this opportunity to be honorable and just people.&lt;br /&gt;
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&#039;&#039;&#039;VII. On Duty to Country and Emperor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dutiful should describe any honorable person. A person everyone knows will keep their word, honor their word, and faithfully fulfill their word. And no more important word is given than an oath to King, and to Country. While some argue the Emperor is the Country, this codex is not one of philosophy. Obey the Emperor faithfully, serve him faithfully, and your country will prosper for it. Respectfully question the Emperor at the appropriate time if necessary and obey him in all right and honorable things.&lt;br /&gt;
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&#039;&#039;&#039;VIII. On Duty to Self&#039;&#039;&#039;&lt;br /&gt;
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Your body, your mind, your honor – these three are the trinity of life. An honorable person keeps themselves in as good shape as they can and abstains from things such as overuse of hard liquors and substances which cloud the mind and hamper the body. Without a sound body and mind, nobody can maintain their honor and reputation.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Interspecies Relations==&lt;br /&gt;
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Though Unathi have joined Dominia’s rise to the international scene, points of contention exist between humans and Unathi in the budding country. A sect of humans, a noteworthy amount being Fisanduhian, resent Unathi being accepted into the country. For some, this can be attributed to xenophobic roots; isolation from the greater galaxy for some time could explain this general behavior. Alternatively, their allegiance is sworn to the Emperor and role played in the occupation of Fisanduh could be seen as a form of meddling in an internal conflict the Unathi should never be a part of. The problem still exists either way, and discrimination and hate crimes targeting Unathi are a significant problem within the empire.&lt;br /&gt;
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Another sizable distinction between these two different groups is their views on religion. While Kasz Han’san, as Chief Minister of Unathi Affairs managed to convince Dominia’s Sinta population to convert over matters of honors, it’s clear that some worship the Goddess more out of necessity rather than out of honest devotion. On the more sincere side, while it is true the fanatical Unathi contributed some of their religious ideals to the Morozi religion, various people of either species struggle with a singular and unifying interpretation of the religion. The Han’sans and the Strelitz lean towards traditional, stricter interpretations of the Kaelkahist denomination, whereas many Dominians within the Empire -- particularly those affiliated with Houses Volvalaad and Zhao -- and the Kazhkz go by more liberal Jakakhist interpretation. Religious disputes often flare over decisions in faith as a result. More interestingly, however, is the tendency for some Unathi to revere the Aspects of the Goddess and the Goddess herself as great powers in a pantheon rather than singular parts of a whole. With this, a few Unathi even recognize and venerate powerful spirits, whether ancestors or those of lore, and pay regular tribute to them. The Han’sans are more prone to this traditional worship, stemming from their Th’akhist practices and both admirable and stubborn dedication to the old ways. In either case, the clashing perspectives on the Morozi faith have yet to be settled and reconciled, and likely will not for some time.&lt;br /&gt;
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Unathi have taken a liking to most Dominian pastimes— fencing and martial arts were both contests of skill and prowess on Moghes, and even the Emperor remarked on their skills before they swore into the Empire. However, the most surprising of these activities was their interest in video games. Due to Unathite physiology though, special controllers and grips have to be ordered custom made for anyone seriously into the hobby.&lt;br /&gt;
&lt;br /&gt;
Usually, if anything, humans lean towards the storyteller-attitude most of these former pirates have. Traveling Unathi, whether Kataphracts, merchants, or Lords and their diplomats, have a knack for storytelling and weaving a great tale. The ability to orate is nothing special or unique to them, but the passion with which some of them regale others with their victories, losses, and battles is enough to inspire others to similar practices and engagements.&lt;br /&gt;
&lt;br /&gt;
Integration of the Unathi has largely been a stable endeavor. Despite this, tensions between lower-class Dominians and these freshly-indoctrinated aliens remain on edge. Only time will tell if their cultures will converge or reject each other.&lt;br /&gt;
&lt;br /&gt;
==Holidays==&lt;br /&gt;
&lt;br /&gt;
Holidays in the Empire can be broken down into two types: religious holidays, usually feast days, and government or social holidays. The first are widely celebrated social occasions that provide rare occasions for all social classes to mix. Feasts are often the largest communal event of the calendar year. Of the non-religious holidays, some are officially celebrated holidays, while some may only be official in certain regions or planets. &lt;br /&gt;
&lt;br /&gt;
===Dominian Holidays===&lt;br /&gt;
* &#039;&#039;&#039;January 1st: New Year&#039;s Day&#039;&#039;&#039; &amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;February 3rd: Feast of Devotion&#039;&#039;&#039; - A feast dedicated to those in lower stations or classes, it celebrates all those who work to keep society functioning from the bottom up. &amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;April 3rd: Feast of Faith&#039;&#039;&#039; - A feast especially dedicated to the Goddess, this holiday is celebrated widely across all social classes, especially priests. &amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;May 22nd: Worker&#039;s Day&#039;&#039;&#039; - A holiday similar to the Feast of Devotion, but more widely celebrating all who work in some way. &amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;June 3rd: Feast of Loyalty&#039;&#039;&#039; - This feast celebrates soldiers and all professions that rely upon loyalty and fealty to something higher.  &amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;July 7th: Founding Day&#039;&#039;&#039; - One of the oldest holidays celebrated in the Empire, especially on Dominia, it remembers the first time colonists set foot on the planet. &amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;July 29th: Victory Day&#039;&#039;&#039; - The official Army holiday, it celebrates the victory over the Confederacy and the creation of the Empire of Dominia. July 29th is recognized as a National Day of Mourning in Fisanduh, and conflict in the region is known to flare up around this date. &amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;August 3rd: Feast of Remembrance&#039;&#039;&#039; - This feast remembers all who have passed on to the Goddess. It is a somber holiday spent with close friends and family. &amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;September 3rd: Feast of Joy&#039;&#039;&#039; - The largest celebration of the Dominian year. This holiday is occasioned by massive feasts, tournaments, and social gatherings. &amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;October 29th: Day of Crossroads&#039;&#039;&#039; - A government holiday celebrating the completion of the first major section of the Imperial Railroad. &amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;November 17th: Navy Day&#039;&#039;&#039; - The Navy&#039;s official holiday, this holiday is primarily celebrated by those affiliated with the Navy in some way. A fleet review is traditionally held on this date by the Emperor. &amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;December 3rd: Feast of Renewal&#039;&#039;&#039; - A feast to celebrate the past year and look with hope toward the coming year, with prayers and praises often given to this effect.  &amp;lt;br&amp;gt;&lt;br /&gt;
* &#039;&#039;&#039;December 25th: Giving Day&#039;&#039;&#039; - A feast day involving the giving of gifts to friends and family. This holiday was heavily influenced by Christmas, which was celebrated by the original colonists. &amp;lt;br&amp;gt;&lt;br /&gt;
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==Cuisine==&lt;br /&gt;
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Dominian cuisine is, like much of Imperial society, a product of the harsh conditions that the original settlers of Moroz were first met with upon their landing on the planet. These original settlers quickly discovered that aquaculture and water-based techniques were the best way to grow large amounts of food on Moroz due to the planet’s short growing season and lack of easily farmable land. As a result Dominian cuisine is often fish-based, and most plant-based cuisine tends to derive from crops that take less space to grow -- or those that are hardier or have been genetically-modified by the Volvalaads, with rice a common crop throughout Moroz and the broader Empire. The expansion of Dominia beyond Moroz and into its greater colonial empire has allowed for the Empire -- and Moroz -- to have a much more diverse diet, and the modern Empire’s culinary scene is quite unlike that of its original colonists. Many Dominians see their vastly-improved culinary scene (and diets) as a mark of pride for the Empire, and Imperial holidays -- particularly the Feast of Renewal on December third -- are often very extravagant culinary affairs.&lt;br /&gt;
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&#039;&#039;&#039;Morozian brudet&#039;&#039;&#039; is a common dish found throughout the Empire that, as the name suggests, originated upon the Imperial capital world. Its fairly simple ingredients -- fish, vegetables, spices, and wine or vinegar (depending upon one’s wealth) -- and ease of preparation (as it requires only a single pot to make) have made it a staple of Imperial cuisine from the poorest frontier settlements to the palatial residences of Moroz.&lt;br /&gt;
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&#039;&#039;&#039;Imperial scallops&#039;&#039;&#039; are rumored by Dominians to be the absolute best in the Orion Spur, but Silversunners would likely disagree.  Traditionally these scallops are boiled in saltwater and served with only limited herbs, reflecting the austere nature of early Morozian cuisine. Contemporary scallops retain their saltwater boiling but are typically garnished lavishly, often with previously-rare ingredients such as olive oil. Genetically-modified scallops are often exported by House Volvalaad, and are consumed throughout the Orion Spur.&lt;br /&gt;
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&#039;&#039;&#039;Imperial pots&#039;&#039;&#039; are traditional festival and holiday meals of the Empire that originated upon Moroz shortly after the end of the War of Moroz. The size of the postwar celebrations overcame the amount of serving dishes in many Dominian communities, and large wooden pots were employed to serve celebrating Morozians. Contemporary Imperial pots are communal meals primarily consisting of seafood and rice that are served on Imperial holidays, and are intended to be shared between a family or the residents of a given building.&lt;br /&gt;
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&#039;&#039;&#039;Morozian flatbread&#039;&#039;&#039; is, much like Morozian brudet, a commonly-consumed dish throughout the entire Empire. Morozian Flatbread is dry and thin, and is typically made of a mix of flour, salt, and eggs -- though some mix in fat before it is baked. The ease of its creation has allowed the flatbread to spread far beyond Moroz itself to the greater Empire and even beyond its borders, where it is typically referred to as “Imperial flatbread.”&lt;br /&gt;
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&#039;&#039;&#039;Jadrican flatbread&#039;&#039;&#039; is, as the name implies, a regional variation upon its Morozian counterpart from the Imperial colony of Novi Jadran that is commonly consumed by the Ma’zals of the planet. Until its final stage Jadrican flatbread is prepared in exactly the same manner of its Morozian counterpart, but upon the completion of its baking the flatbread is fried in fat to improve its taste and nutritional value. The flatbread is able to stay edible -- and tasty -- for weeks after this frying, which makes it ideal travel food for traversing the frigid surface of the rural planet.&lt;br /&gt;
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&#039;&#039;&#039;Jadrica&#039;&#039;&#039; is a braised beef dish from the Imperial colony of Novi Jadran commonly seen at the feasts that the planet throws Imperial dignitaries, though it has travelled well beyond the planet itself over its decades in the Empire. Due to its composition of beef (not an easy meat to raise on the frigid world), cloves, carrots, and bacon in addition to enough vinegar to marinade it for an entire night traditional Jadrica is a time-consuming and complicated dish to prepare and those that are able to properly prepare it can find themselves rapidly in the employ of a visiting dignitary’s culinary staff.&lt;br /&gt;
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&#039;&#039;&#039;Netoriclie&#039;&#039;&#039; is a meat-heavy dish from the Imperial colony of Novi Jadran. Most commonly consumed by the planet’s Ma’zal population, netoriclie is composed of marinated meat and fresh potatoes (a fairly common crop on the planet), both of which are then grilled before being placed into a cauldron filled with water before being served as a hearty soup or individual meat chunks. While typically consumed during celebrations, netoriclie is a common travel food on the Imperial frontier. If not immediately consumed the meat is removed from its stew and heavily salted for preservation, and can last several weeks on the road before spoiling.&lt;br /&gt;
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==Fashion==&lt;br /&gt;
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Imperial fashion is centered on Moroz, where noble courts and commoner high society sets the standard for the broader Empire. Opulence, extravagance, and striking colours (generally intended to conform to one’s house colors, if the wearer is a noble) are favoured by Morozian high society, reflecting the wealth of the Empire and the elite status of the Goddess’ chosen people in their own eyes. While some conservative Tribunalists caution modesty, few Morozian aristocrats outside of House Strelitz and Zhao — well-known within the Empire for their austere, military-inspired fashion — wish to be caught behind on contemporary trends.&lt;br /&gt;
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The Imperial Core broadly follows the Morozian lead on fashion, though each planet has its own variations of typical Morozian styles. Non-Morozian Imperial Core fashion is often lighter and more breathable due to its three worlds being warmer than Moroz.&lt;br /&gt;
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Fashion on the Imperial Frontier diverges significantly from the Core, with Novi Jadran standing as the closest equivalent to a typical Imperial world with its well-dressed, typically wealthy, noble and patrician families. Here, practicality takes precedence over fashion trends as wealth decreases and the standard of living falls compared to Moroz. Frontier Ma’zals outside of Novi Jadran’s cities often wear resized hand-me-down clothing from relatives or cheaply-made clothing from Imperial factories or imported from Biesel. Imperial colonial bureaucrats swap out the heavy, ornate clothing of Moroz for lighter, more durable, and well-made clothing suited for whatever environment they may be sent to, from the stifling heat of Sun Reach to the freezing cold of rural [[Novi Jadran]].&lt;br /&gt;
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==The Palatial Taboo==&lt;br /&gt;
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The &#039;&#039;&#039;palatial taboo&#039;&#039;&#039; is an informal Dominian rule against discussing matters of the Imperial family, particularly their health and private lives. While not formally written in [[Dominian Security and Law|Morozian legal code]], cultural norms have created a deep stigmatism about criticism of the Imperial household. The taboo may be rooted in many critics of the monarchy having been discovered to be secret edict breakers or Elyran spies. Taking its name from the imperial palace, it has led most Dominians to speak reverently of the [[Keeser Royal Family|Imperial family]] and view them as above criticism. As Emperor Keeser’s health has declined the taboo has become even more prominent, with his condition being spoken of in muted and polite language. Few outside of the cabinet and his family are aware of how ill the Emperor truly is, a matter which some foreign news services just as the [[Sol Alliance#The Solarian Alliance News Network|Sol Alliance News Network]] have commented on.&lt;br /&gt;
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==Noble Cultural Activities==&lt;br /&gt;
&lt;br /&gt;
As a highly stratified society, there are some cultural activities within the Empire which are more associated with its noble classes than others. The most prominent examples of this are noble balls and noble hunting parties, which are generally invite-only and rarely include commoners or foreigners.&lt;br /&gt;
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===Noble Balls===&lt;br /&gt;
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An important part of the Empire’s nobility, and the knightly orders many belong to, are noble balls, which are generally attended by only the nobility, their servants, and fortunate commoner (or foreigner) guests invited by attending nobles – even a wealthy and influential commoner is likely to be turned away without a noble’s recommendation. These events are lavish affairs, capable of lasting for days, where business alliances are made, friendships (or more) formed, influence determined, and — sometimes — enemies made and honour snubbed. While an invitation to a ball does not mean one is required to attend it is considered a major snub to decline an invitation unless there are exceptional circumstances — a death in the family, an illness, or other disastrous misfortune — and most attend even if they must interrupt other duties for it. The sole exception to this social rule are those considered “under oath” to serve the Empire, such as military personnel, the clergy, or diplomats. Those abroad are often not invited unless their presence is necessary — though what constitutes “necessary” can vary greatly from host to host.&lt;br /&gt;
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Balls typically center around a guest of honour — a successful military officer on leave, a new member of a knightly order, an accomplished scientist, or other distinguished individuals— or an Imperial holiday. Guests are expected to bring their finest clothing to enjoy the best experience the hosts can provide, and arriving underdressed for the occasion will reflect poorly upon the guest — likewise, the host providing a subpar experience will reflect poorly on them and their family, if not their entire house. These balls can have anywhere from a handful to hundreds of guests, with some grand balls thrown by the great houses concentrating enough major nobility to influence the course of the wider Empire.&lt;br /&gt;
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While most balls occur in the Empire, the consulates, embassies, and ambassadors of Dominia are known to host their balls of their own. Considered to be less exclusive than balls inside the Empire proper, these “ambassadorial balls” are used by the Empire’s diplomatic service as a way to promote Dominian culture abroad — local foreign notables are often invited and many embassy and consulate ballrooms have a viewing area above them where members of the public can observe the festivities. Dominians living abroad often bring their children to these events to familiarize them with balls, and what will be expected of them once they are old enough to attend them.&lt;br /&gt;
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Noble balls — and many other social events — are tied into what is known as “&#039;&#039;&#039;social season&#039;&#039;&#039;” on [[Moroz]]. A period from October until February when the planet’s weather is coldest and many nobles travel from their country estates to winter homes in the major cities of the planet, the greater concentration of the Empire’s social elite makes coordinating balls and other social events much easier. The informal, though widely agreed-upon, start to the Morozian social season is the opening of the Royal Opera of Nova Luxembourg’s winter season in early October. This schedule is kept on other worlds of the Empire, such as Zhurong and [[Novi Jadran]], out of convenience&#039;s sake.&lt;br /&gt;
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===Hunting===&lt;br /&gt;
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An activity associated with the upper echelons of Houses Strelitz and Zhao hunting is a pastime and social activity done outside of social season. It is viewed by these houses as a martial pursuit best used to teach young future officers to both lead and shoot well. Those they invite  — usually commoners or lower-ranking nobles — typically see it as a chance to get out of the city and into the countryside for a rousing weekend of socializing and entertainment, even if most view the activity as quaint and dated. The expansion of the Empire has seen the sport expand into the Imperial Frontier, where a canny Ma’zal may turn quite a profit serving as a guide — or host — for hunting parties of these great houses.&lt;br /&gt;
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The most dedicated hunters have been known to go on hunts abroad they refer to as safaris. Generally centered around big game and the exclusive domain of the Empire’s wealthiest, these expeditions can be to locations as far away as Arusha or [[Vysoka]], assuming one can gain entry to the Coalition. Others instead choose [[Moghes]] or [[Adhomai]], hoping to find animals worth hunting in the New Kingdom or Hegemony’s territories.&lt;br /&gt;
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==News Media==&lt;br /&gt;
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The press is not free in the Empire and is subject to extensive state control and censorship. Most press outlets are controlled by either the state itself or House Caladius, with few independent news outlets existing, most in Novi Jadran’s cities and none reaching beyond the planet in their distribution — the independence of papers such as the &#039;&#039;Jadranic Record&#039;&#039; is viewed by some as a gesture of goodwill towards the “model colony” of the Empire.&lt;br /&gt;
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The most widespread news service in the Empire is the Imperial News Network, a state media organization that operates print, broadcast (via the Imperial Broadcasting Company), and online editions free of charge throughout the Empire. Foreign news media is limited in the Empire. [[Coalition of Colonies|Coalition]] and [[Republic of Elyra|Elyran]] sources are banned from the Empire while [[Republic of Biesel|Bieselite]] and [[Sol Alliance|Solarian]] sources are permitted, though they are reviewed and censored by the Imperial Institute of Cultural Affairs prior to publication. Broadcasting an Elyran or Coalition news source within the Empire is a capital offense under Imperial civil law. Listening to an Elyran or Coalition news source is punishable by time in jail for repeat offenders and fines for most first-time offenses.&lt;br /&gt;
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The INN is dominated by House Caladius, which owns the second largest share of it after the Imperial government. Most of its employees are either members of or affiliated with the great house, with most non-Caladius staff members belonging to House Seok. The Network’s main presenter, Josephine Maria Caladius, is a member of the house and a countess, holding a small estate on Moroz itself. Independent media outlets in the Empire such the Jadranic Recorder have criticized the Caladius’ dominance of the INN as a potential conflict of interest when reporting on issues impacting economic policy — which House Caladius exerts influence over — or house matters. The Network has denied these accusations and House Caladius seems likely to continue in its dominance of the INN.&lt;br /&gt;
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Josephine herself, as she is known to the public, is the network’s face and can be seen on many of its public advertisements, looking out at the viewer with her elegantly curled hair and finely-tailored clothes. Countess Caladius is a cousin of the great house’s leader and closely involved with the Empire’s foreign policy, working with the Diplomatic Service and colonial office to ensure a positive image of the Empire is readily available at home and abroad.&lt;br /&gt;
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==Popular Imperial Media==&lt;br /&gt;
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&#039;&#039;&#039;Domelkos in Summer&#039;&#039;&#039; by Chen Sun is a classic Morozian novel from the pre-Imperial period which discusses the romance between a young rural noble of House Caladius, Marie Caladius,  and the House Zhao engineer, Jiajun Zhao, her father brings to their country estate to oversee repairs. As Jiajun’s survey work brings him closer and closer to Marie, a youthful romance emerges and blossoms between them as the summer goes on. Though fall and winter call Jiajun away to other duties, and Marie to her studies, the two reunite in spring and marry, becoming the new masters of the estate. In her era, Sun — a minor noble — was a prominent writer of romantic fiction. Though she died in the late 24th century her works have endured, and she is one of the few classical Dominian authors with notable popularity abroad.&lt;br /&gt;
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&#039;&#039;&#039;Daybreak&#039;&#039;&#039; is a popular opera from the late 24th century written by the well-regarded composer Grafin Yvonne von Stromberg (2352 - 2459). A fictionalization of the Holy Kingdom of Domelkos’ role in the War of Moroz with fantastical elements, it follows the general staff of the fictional Countess Emiliana Caladius as they struggle to overcome the Fisanduhian Armed Forces. Its climax comes when the Goddess intervenes to temporarily save Emiliana from a poison administered to her by a spy, Major Ernst Stroß, and she overcomes the [[Fisanduh|Fisanduhian Army’s defenses]], ultimately dying in the arms of her lover, Lord Erik Weiss. The opera is known for its relatively fair portrayal of Fisanduhian troops, depicting them as loyal but flawed soldiers manipulated by the corrupt government of the Confederated States. Productions of Daybreak are common in the Empire and abroad, where it has become the face of Morozian opera in the wider Spur.&lt;br /&gt;
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&#039;&#039;&#039;Life on the Reach&#039;&#039;&#039; is an Imperial Broadcasting Company weekly radio drama popular on [[Sun Reach]]. Set in the fictional village of Valkeakaupunki in the late 2420s, it covers the events of the village and its small Home Guard garrison as they struggle against nature, bandits, and try to shape themselves into model Imperial citizens. It is centered around the village mayor, Mangasar Kinosyan, and his family in particular, but is known for a vast number of side characters ranging from Imperial colonial bureaucrats to bandits fighting for the Pirate Lords. Having run since 2428, it is one of the longest continuous series in the modern Spur and is known for using actors from Sun Reach itself to portray its characters. It is one of only a few pieces of popular Dominian media which focuses almost entirely on Ma’zals rather than Primaries or Secondaries and is most popular on Sun Reach itself. It has little popularity abroad, though novelizations of the series can be found on bookshelves throughout the Empire.&lt;br /&gt;
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&#039;&#039;&#039;By Moroz’s Light&#039;&#039;&#039; is a popular series of mystery novels written by [[Novi Jadran|Jadranic]] author Daria Jurina, sister of the [[Moroz Holy Tribunal#Witchfinding and Witchwork|famous witchfinder story author Andrija Jurina]]. It follows Katia Izambard, a junior investigator of the Tribunal Investigations Constabulary who saves a Goddess-touched seer, Lady Yvelise de La Fontaine, and finds herself integrated into the inner circle of the Inquisitrix despite being a commoner. There she works alongside Inquisitrix Matsuko Kaneko, a native of Zhurong and scion of the famous noble family, as they combat threats to the Empire throughout its territories ranging from insurgents to witch-spirits to sorcerers. Izambard, the point-of-view character, is more logical but less experienced, while Kaneko is more experienced but more prone to acting upon her intuition alone — together, they form an effective team, if one with a notable height difference between the non-geneboosted Izambard (162cm) and geneboosted Kaneko (230cm). Generally marketed as fantasy novels, they have attained some popularity abroad. &lt;br /&gt;
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&#039;&#039;&#039;Shadows of Our Past&#039;&#039;&#039; is a popular Jadranic mystery novel. Set in Durres, Novi Jadran, in the early 2410s, it follows constables Gjon Lasko and Alvaro Moretti as they attempt to unravel a conspiracy between a clique of anti-Imperial Jadranic nobles and their shadowy masters — later revealed to be Elyran agents — to overthrow the government and turn the planet into their personal fiefdom. As the two constables attempt to unravel the conspiracy they must navigate the court politics of Novi Jadran as urban Jadraner commoners, travel the planet, and ultimately find themselves in a showdown with the conspiracy’s leader in [[Novi Jadran#Major Cities|Nova Rijeka’s]] imperial palace. A rare example of popular Jadranic counterculture literature, it is widely believed to be a critique of the planet’s corrupt rural nobility and is rumored to have only been published thanks to the crown princess’ intervention. Many have observed the similarities between the conspiracy’s leader, the Black Duke, and contemporary policies of [[Council of Imperial Governors#Imperial Mandate of Novi Jadran|Governor-Marchioness Anastazija Glavan]], current governor of Novi Jadran, including both being Imperial Army veterans.&lt;br /&gt;
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&#039;&#039;&#039;Jadranic Destroyer Commander&#039;&#039;&#039; is a popular limited series loosely based on the autobiographical novel &#039;&#039;Jadranic Fleet Captain&#039;&#039; by Dame Helena Igrec, OGE, which discusses her experiences as one of the first Jadraners to command a vessel in the [[Dominian Imperial Military#His Imperial Majesty’s Fleet|Imperial Fleet]], captaining the HIMS &#039;&#039;Belluno&#039;&#039;, a [[Zavodskoi Interstellar#Major Products 2|Jinxiang-class destroyer]], from 2450 until 2464 in many anti-piracy patrols. Commander covers the fictional Captain Vanja Matešić, commander of the Jinxiang-class destroyer HIMS &#039;&#039;Tivat&#039;&#039; of the 1st Battlefleet, as she does the same and must balance the needs of her crew — divided between Reachers and Jadraners — while keeping her hull intact. Praised for its realistic depiction of life and death on a vessel, Commander has found a small nice abroad in the Republic of Biesel and Solarian Alliance, where it is popular among naval enthusiasts. The Imperial Fleet uses Commander as a recruitment tool and holds showings of it on Sun Reach in “pop-up” theaters, bringing the series to remote villages where they may not have a holoTV.&lt;br /&gt;
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&#039;&#039;&#039;My Life in a Lyodic Village as an Outsider&#039;&#039;&#039; (typically shortened to Lyodic Life) is a Morozian “schoolbag book” series — named so as the genre featured books intended to fit in a student’s bag or worker’s briefcase — featuring the adventures of Evelyn Alcivar, a surveyor employed by House Caladius and the point-of-view character, and her [[Lyod|Lyodic]] companion, Abenanka, as Alcivar attempts to map the northern Lyod and Abenanka attempts to keep her from danger. The series is well-liked by Imperial readers for exploring what is to most an unknown region, but has become the subject of some controversy abroad due to avoiding controversial aspects of Dominian rule in the Lyod. The relationship of its two main characters is the subject of debate amongst fans, with Alcivar having developed feelings for Abenanka, who has not yet shown interest herself.&lt;br /&gt;
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&#039;&#039;&#039;Reign of Steel&#039;&#039;&#039; is the most popular video game in the modern Empire, and has found success in the wider Spur. Developed by a studio affiliated with House Volvalaad, Reign is a well-regarded competitive first-person shooter set in a fictional version of the [[Sol Alliance History|Interstellar War]] which pits the [[Sol Alliance|Solarian Central Government]] (rendered in-game as SOLGOV) against the [[Coalition of Colonies|Frontier Coalition]]. The game is notable for its non-Morozian setting, which some theorized was an intentional choice to reach a wider market and avoid censorship. A popular esport, some players joke that while Emperor Keeser is the undisputed master of the Empire, Reign is the undisputed master of the Imperial video game market.&lt;br /&gt;
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&#039;&#039;&#039;The Ever-Faithful Fleet&#039;&#039;&#039; is a long running radio comedy written by Aleksandar Markovic, a veteran of the Imperial Fleet, about the misadventures of the HIMFS &#039;&#039;Diligent&#039;&#039;, a patrol destroyer, and its crew as they attempt to make naval life work for themselves. The cast includes Maurice de Archambeau, a young Morozian nobleman and the vessel’s captain who seeks to prove himself as an officer and gentleman but must often be restrained by his crew due to excessive enthusiasm, and Radomir Horvat, the executive officer of the vessel who is consistently depicted as the most sane and competent, but whose obsession with his Mo’ri’zal often drags the ship into trouble. Rounding out the class is Morana Lindahl, initially a raw recruit voidsman from Sun Reach who is depicted as extremely enthusiastic and energetic but naïve — a rare positive portrayal of a Reacher by a Jadranic author. A fan favorite, Lindahl often finds herself roped, or stumbling, into her superior’s plots. Having run since 2425 and recently celebrated its 50th, the radio show shows no sign of slowing down and is commonly listened to by Fleet personnel and veterans.&lt;br /&gt;
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==Opera==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“There is no finer example of Morozian culture than its opera. Arguably, it is the Empire’s greatest export,”&amp;lt;/i&amp;gt; - [[Dominian Society and Class Structure#Petty Nobility|Countess Yunseo Seok]] (2398 - ) speaking at the Interstellar Academy of Sociologists, Harmony City, [[Luna]], 2465.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Sometimes called the Empire’s true main export, Dominian opera is regarded as some of the best in the modern Spur and is a common pastime for the Imperial nobility and many commoners, though non-noble opera fans tend to be from the middle or upper middle class, with most being [[Moroz|Morozians]] or [[Novi Jadran|urban Jadraners]]. Patronizing operas — either theaters or composers — has been common among the Empire’s wealthiest since Emperor Godwin Keeser financed the Imperial Opera Theater of Nova Luxembourg in 2386, thus making the practice nearly as old as the Empire — itself declared in 2385. Nearly every major city of the Imperial Core has an opera theater — with many having multiple theaters — and securing a place in one as a performer can be a path to fame and wealth beyond the means of most outside of the nobility. The two largest patrons of opera remain Houses Keeser and Seok, with the Seok family in particular having long been well-known as patrons of the art.&lt;br /&gt;
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Imperial opera theaters and actors do not limit themselves to just the Empire’s stages and audiences, with many traveling throughout the Orion Spur to perform. Some go as far afield as the [[Nralakk Federation]] or [[Xanu Prime|Xanu]], but most ply their craft in either the [[Sol Alliance|Solarian Alliance]] or [[Republic of Biesel]]. Foreign productions of Imperial works — and vice-versa — are not uncommon either, and opera has been viewed by some in the Empire’s government as a “safe” way of cultural ambassadorship, as anything truly controversial can be written off as simply art — a work of fiction not truly offensive to anyone capable of understanding it.&lt;br /&gt;
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===Prominent Operatic Artists===&lt;br /&gt;
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While operatic works in the Empire can have hundreds involved — from designers to musicians to actors and more — some are more renowned than others. The following individuals are prominent artists in the field and are known throughout the Empire and beyond, serving as celebrities in their own right. This is not an extensive list by any means — your character may know far more opera figures than them! — but is designed to serve as a baseline for what a prominent figure in the opera world looks like in [[Empire of Dominia|Dominia]].&lt;br /&gt;
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&#039;&#039;&#039;Lorenzo Gentilini&#039;&#039;&#039; is perhaps the most prominent Jadranic actor of his generation, having starred in numerous productions inside and outside of the Empire. He has wowed [[Moroz|Morozian]] audiences with his exceptional command of High Morozi and dedication to each role, with Gentilini describing himself as a “method performer” who must become his role in his life before setting foot on the stage. Some of his most memorable performances are as Hristofor Jakovljević in The Goodship Imperator’s 2460 season on [[Luna]], where he applied — and graduated from — an Imperial Fleet officer’s course to prepare for his role. While initially known as a dramatic actor, Gentilini shifted into comedy roles following this success and is sometimes referred to as the “Chief Commissioner of Imperial Humour” in his billings. Between productions he lives and works in Durres, [[Novi Jadran]], with his wife and three children. He is known in the city for his approachable nature and willingness to help local opera houses.&lt;br /&gt;
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&#039;&#039;&#039;Walburga von Groß-Lorenz&#039;&#039;&#039; is a relatively young, but still famous, actor from a minor noble family on [[Moroz]]. Only entering into opera in 2459, Walburga quickly made a name for herself by her stature  and deep voice — a quirk of her birth — which allowed her to sweep into the ranks of the top dramatic and tragic actors. Her breakthrough role was as Katerina Nikolaeva, the main antagonist of Lords of the Reach, during the 2461 Nova Luxembourg social season. She is popular abroad due to her height and regal bearing, and recently headlined the 2466 opening of the Harmony City, Luna, and Callisto’s performance seasons of Imperial opera. While her likeness is often featured on advertisements, the real Walburga is notoriously private and camera-shy, making few official appearances. Little of her private life is known, leading to rumors about her relationships and residence — some say she now lives on Luna.&lt;br /&gt;
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&#039;&#039;&#039;Minna von Fromm&#039;&#039;&#039;, Member of the Order of the Distinguished Cup and Coin, is a well known conductor of operatic works, having led orchestras for half of a century. She followed the classical route for a Morozian composer, beginning as a musical assistant before working her way up to conductor. Appointed conductor of the Royal Philharmonic Orchestra of Nova Luxembourg in 2428, von Fromm has led it ever since and gained renown for performing both in the Empire and abroad, taking the Royal Philharmonic across the Spur for both musical and operatic performances. House von Fromm is a wealthy affiliate of House Seok, and Minna had the great fortune to be geneboosted — she looks far younger and more spry than her age would suggest. While she does not freelance as a composer, von Fromm has trained many foreign conductors on how to properly conduct an Imperial opera and was present for the first ever showing of Feyfolken on Luna.&lt;br /&gt;
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&#039;&#039;&#039;Ervin Kapllani&#039;&#039;&#039; is a prominent writer of Jadranic comedic operas most known as the writer of Empire of the Feyfolken, an operatic work parodying the nobility. Born into a family of Jadranic bureaucrats, he was educated in the classics and established himself first as an editor, then as a writer. Kapllani is a well-known critic of the current governor of [[Novi Jadran]] and some view Feyfolken as more an attack on her than a satire of the nobility. He still lives in Bellini but often tours the Empire, having notably attended the first showing of Feyfolken in the Royal Theater of Nova Luxembourg, and is rumored to have the patronage of House Seok, Empress Keeser’s house of origin. Such patronage would explain Kapllani’s ability to dodge censorship, and his use of a crown princess-like character as the hero of Feyfolken.&lt;br /&gt;
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===Prominent Operatic Works===&lt;br /&gt;
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&#039;&#039;&#039;The Goodship Imperator&#039;&#039;&#039; is a comedic opera based around the crew of the fictional [[Dominian Imperial Military#The Imperial Fleet|Imperial Fleet]] cruiser HIMFS &#039;&#039;Imperator Godwin&#039;&#039;, an Empire-class cruiser both incorrectly named after the then-Emperor — Godwin Keeser — and using the wrong title in its name. The cast consists of [[Novi Jadran|Jadraners]], with the opera having been made in the 2410s before [[Sun Reach]] was annexed and Reachers became common in the Fleet. The protagonist is Captain Hristofor Jakovljević, the vessel’s commander. He is a faithful and honest man, if uncreative, and the opera centers around his attempts to outwit the Fleet’s bureaucracy and escape consequences — real or imagined — for the ship’s seemingly offensive name. Assisting him is his dedicated executive officer, Borislava Injac — who is less hardworking, but more cunning and creative, than her captain. Through their efforts the ship finds itself steadily in more and more trouble, until it inadvertently gains the attention of Fleet Admiralty. In an act of what their fleet admiral thinks is an easy out for the crew — and captain, the vessel is renamed Duke Glavan — the then-ruler of Novi Jadran — which mortifies the crew as the opera ends while the fleet admiral describes the name as, “much less offensive!”&lt;br /&gt;
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The opera has remained popular since its first showing in 2414. It is popular on [[Novi Jadran]], as it shows Jadraners in leadership roles, and in the Imperial Fleet, which views it as an inoffensive way of laughing at itself. Abroad it is often shown on [[Luna]], both in its original form and in a localized [[Sol Alliance|Solarian]] form dating to the 2420s that changed the vessel’s name to the [[Notable_Humans#Admiral TerrenceHopper|Terrence Hopper]] — changed to the [[Notable Humans#Michael Frost|Michael Frost]] in 2463 — and swapped the crew to [[Visegrad|Visegradis]]. Grand Admiral Huiling Zhao is a fan of the opera and hosts a showing of it produced by the 1st Battlefleet on each Navy Day.&lt;br /&gt;
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&#039;&#039;&#039;Empire of the Feyfolken&#039;&#039;&#039; is a comedic opera parodying the Empire’s [[Empire of Dominia Great Houses|great houses]]. It is centered around a meeting between two noble families of fairies concerning the economic policy of their Empire towards producing trade vessels — a seemingly trivial matter. One family is militant, priding their honor as soldiers — a parody of Houses Zhao and Strelitz — while the other is mercantile and scholarly — a parody of Houses Volvalaad and Caladius. The “trivial matter” itself is intended to parody the divide over what can and cannot be traded abroad from Dominia. The nobles cannot agree on anything and are continually interrupted by petitioners, new nobles arriving, and the need to attend what they call, “matters of high culture in our Empire.” The man nominally in charge is the only human in the opera: the majordomo, Mister Markovic. He is the only character who does not sing, instead delivering his lines in plain speech and often quite bluntly — implying he has a poor command of High Morozi and is unbounded by the nobility’s social norms. In the second act he approaches Princess Mirielle, heir of the more militant noble family (the hosts of the meeting, and his employers), and plots a way to force an agreement by giving the host food poisoning and having Mirielle take over. They are successful, and a compromise is reached — all without the nobles knowing he was behind it.&lt;br /&gt;
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It was first performed in 2454 and attracted controversy by parodying the great houses. Attempts to censor the play and fine its writer were squashed by the intervention of the royal family, stirring rumors Princess Mirielle is based on Priscilla Keeser. The royal family has claimed this is baseless speculation and others have pointed to the small and feminine Mirielle not resembling the towering and martial crown princess. It is popular among the middle class and minor nobility, which view it as a harmless way to laugh at the Empire’s high nobility. Feyfolk has never achieved the popularity of other operas abroad and is, “too Imperial to succeed in foreign theaters.”&lt;br /&gt;
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&#039;&#039;&#039;Nothing but the Mountains&#039;&#039;&#039; is a tragic opera in four acts set during the War of Moroz: the conflict which brought about the modern Empire. It is centered around two families and an arranged marriage between them: the Whiteheads— wealthy industrialists from Isterberg — and the di Oscuro — a noble household in Nova Luxembourg connected to the Imperial Alliance’s military. Both families wish to grow their business empires in their counterparts’ nations, with little attention initially paid to Lawrence Whitehead or Guistina di Oscuro, both in their early twenties and uncertain of one another. Over the second act — with the first covering their wedding — a true romance blooms between them, only for the start of the War of Moroz in the third act to drive them apart, shattering the relationships between their families. Over the final act members of both families perish in the War, both as combatants and civilians, and the protagonists join their respective militaries: Lawrence enlisting in the [[Fisanduh|Confederated States of Fisanduh’s]] Army and Guistina joining a medical unit aligned with the Holy Tribunal. In its final scene they meet again, with Lawrence as a prisoner of war and Guistina as a medic ensuring they are healthy. Neither initially recognizes one another, showing how far apart they have drifted, and when they do, they realize the love between them perished in the War. The curtains close on both staring at one another, uncertain of how to move forward.&lt;br /&gt;
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Nothing but the Mountains was first performed in 2389, after the end of the War of Moroz, and is viewed as the national opera of Dominia. However, the four-act structure and length — fourteen hours — makes it difficult for all but the most well-funded opera houses to perform as it must be shown over multiple nights. An alternative ending where Lawrence’s unit attacks Guistina’s hospital and unintentionally kills her, only to realize what he has done and accept death at the hands of her brother, was popular during the peak of Fisanduh’s insurgency in the early 25th century and is still shown today. Though its writer and composer, Serhat Berker, died in 2429 he is still popularly associated with it and his face often appears on posters for its showings. Abroad Nothing but the Mountains is relatively popular, though the original ending is preferred. &lt;br /&gt;
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&#039;&#039;&#039;Lords of the Reach&#039;&#039;&#039; is a tragic opera set in the years before the Empire’s 2422 invasion of [[Sun Reach]]. It is based on the real Florencio Casas, a [[Moroz Holy Tribunal|Tribunalist]] martyr who died in the late 2410s and was heavily involved in the underground Tribunalist struggle on the planet. It opens to Casas and his husband, Eberado, guiding a new convert to their convent’s priestess, Mirae Jeon — who is implied, but never stated, to be [[Moroz|Morozian]] — who has made Casas her second-in-command due to his knowledge of the area. Casas is tortured by the prospect of the convent being attacked by the region’s pirate lord: Katerina Nikolaeva, a sadistic naval officer whose first scene involves her ripping a Codex in half and grinding its papers into the stage (a scene that caused some members of its first audience to faint). Regarded as one of Morozian opera’s vilest characters, Nikolaeva is depicted as an atheist and a nihilist who views herself as above good and evil — something that directly opposes her to Casas’ piety and humility. In the climax his worst nightmare comes true as her bandits attack and burn the convent, massacring its inhabitants and shooting Eberado and Jeon in front of Casas, who cries out to the Goddess as he collapses. The Goddess then bestows Her strength on him, who rises and fights his way through the convent — killing the bandit leader before collapsing from his injuries, looking towards the rising sun. Jeon — miraculously healed of her injuries — exits the convent and cradles Casas as he dies, telling him his valor will be remembered by generations of believers.&lt;br /&gt;
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While ending in tragedy, the opera has been popular since it debuted in 2425. While a fictional character constructed from multiple real Pirate Lords, Nikolaeva is viewed by many Dominians as an example of the violence against Tribunalists on pre-Viceroyalty Sun Reach. Casas himself has become a popular symbol of Reacher loyalty, with Houses Seok and Caladius having funded projects in his honor on Sun Reach.&lt;br /&gt;
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==Sports and Pastimes==&lt;br /&gt;
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Popular sports in Dominia, while varying depending on income and class, include martial arts (particularly fencing, which has been sponsored as a pastime by the royal family), tournaments, and horse racing. Video games are often played as a sport and pastime throughout the social classes of the Empire, both amongst commoners and the nobility. Dominians, while primarily associated with fencing abroad, are proficient players of esports through the Orion Spur - even in Tau Ceti. The most unique sport in Dominia is Talcrac, a sport that involves using a whip made of leather or synthetic material to hit targets. Points are awarded for the difficulty of hitting the target as well as the flair involved in doing so. Various forms of card games are popular in the Empire, with the peculiarity that only Priests can deal cards, and the dealer cannot participate in the game. Success in gambling games is often attributed to the Goddess&#039;s favor.&lt;br /&gt;
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==Fencing==&lt;br /&gt;
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Dueling is a venerable pastime and respected career in the Empire and particularly on the capital planet of Moroz. Prominently featured in Her Majesty Empress Lei’s Royal Fencing Society, a number of leagues, académies, and varying societies in Nova Luxembourg, Domelkos, and beyond— dueling is a matter of not only competition, but status and honor, and each great house places a personal stake in their own training, dueling styles, and placings. It’s commonly understood that grander, broad-stroke arguments can be mediated through this form of competition.&lt;br /&gt;
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Largely a departure from Terran Olympic fencing, Dominian dueling opts for more traditional and less “protective” styles and rules. More advanced rankings opt to discard appropriate protections and armors as well, considering the earning of legitimate scars an honorable feat; much more so than the earning of a trophy. Duels are popularly to first blood, leading to extended fights where passions can fly and careful calculations must be made.&lt;br /&gt;
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In Her Majesty Empress Lei’s Royal Fencing Society, there are two leagues. The first is the Geneboosted League, which is populated almost exclusively by Primaries. Viewing this league is a pastime more for nobles and matches are often more subdued as they end incredibly quickly. The second is the Non-Geneboosted League, which features non-geneboosted Primaries, Secondaries, and a minority of Ma’zals. This league is more popular than its counterpart due to the accessibility of the league and its slower matches, which showcase more tact and technique.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===Rankings===&lt;br /&gt;
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&#039;&#039;&#039;Débutant, “Beginner”&#039;&#039;&#039; -- Commonly younger duelists— with some as young as ten — who have not yet mastered a weapon. Strelitz and Zhao children often make up the majority this class.&lt;br /&gt;
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&#039;&#039;&#039;Intermédiaire, “Intermediate”&#039;&#039;&#039; -- Those in the Intermédiaire class have proven their worth and proficiency of at least one weapon class. They are not allowed to duel with sharp-edge rapiers. Two years of consistent practice is often required to reach this class.&lt;br /&gt;
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&#039;&#039;&#039;Adepte, “Adept”&#039;&#039;&#039; -- Mastery of at least one weapon— a feat which typically takes four years to achieve — is required to advance to this rank. They are allowed introductory training with sharp-edge rapiers. &lt;br /&gt;
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&#039;&#039;&#039;Compagnon, “Journeyman”&#039;&#039;&#039; -- After the mastery of two weapons, which typically takes six to eight years, a duelist rises to this rank.&lt;br /&gt;
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&#039;&#039;&#039;Maître d&#039;armes, “Master of Arms”&#039;&#039;&#039; -- After the mastery of at least three weapons or two styles, and having fought their way through rankings, a duelist may finally achieve the coveted rank of master of arms. Considered the peak of Imperial fencing, masters of arms typically have accumulated well over a decade of experience before reaching their rank.&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
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===Honor and Family===&lt;br /&gt;
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Honor is a vital part of dueling. Even at Intermediate levels, participants are expected to maintain a level head, treat their opponents with respect, and face one another in relatively even matches. An effect on one’s honor from a duel, whether in competition or otherwise, can last generations in one’s family as the art of dueling is passed down through families. Honorable behavior, even in defeat, can determine respect among noble society, the opportunities one receives, the chance at potential ennoblement as an Imperial Knight; through dishonorable behavior even in victory, one can lose these things, be legally charged for a break of honor in the case of brutalistic combat, and even be banned from dueling societies.&lt;br /&gt;
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Despite this obsession with honor, certain reputations exist, such as the infamy of young, short-tempered Strelitz scions— typically conservatives by nature— to take offense to even the smallest slights. There is currently a House-wide ban on any tournaments qualified by first blood in the Imperial frontier, given a lack of official oversight and the origins of many dueling requests in bitter, petty quarrels. Touch dueling – dueling until a blade touches the opponent –  is allowed by permission of one’s superiors.&lt;br /&gt;
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Some families, however, use these competitions as a method of climbing the Empire’s social ladder. Perhaps the best example of this is Baronet Séraphine Rosencrantz, a Secondary who functions as a career proxy for House Volvalaad, famous for thrilling bouts in both competitions and legitimate duels alike. Only a handful of combatants have beaten the Baronet, and it is soon expected her sponsors aim to petition for her ennoblement. Popular dueling critics anticipate House Volvalaad providing her permission to participate in His Majesty Godwin’s Royal Dueling Tournament, as it’s highly anticipated a duelist of her advanced skill could be one of the few Secondary-born champions to hold the title of Royal Duelist, a crowning achievement for her career.&lt;br /&gt;
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There are a number of other Secondaries and Ma’zals that function as proxies for noble families, representing Houses and individuals alike with their talent. Many of these proxy families pass the career down through generations in order to pay their Mo’ri’zals, and even become ennobled as reputations and abilities grow. But to become a notable enough duelist to be ennobled is no small feat, and involves crushing amounts of training and constant practice. Those that become nobles through dueling ability must often subject themselves to intensive therapy as they grow older in order to avoid the long-term physical impacts of their intense training as they age, and many retired ennobled duelists are known to suffer from physical impairments such as arthritis and long-term limb issues related to torn muscles, particularly in their arms.&lt;br /&gt;
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===His Majesty Godwin&#039;s Royal Dueling Tournament===&lt;br /&gt;
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Throughout the month of November, the largest dueling tournament in the Empire captivates nearly every demographic of Imperial society. His Majesty Godwin&#039;s Royal Dueling Tournament, or simply  “the Tournament,” is an annual tournament involving both leagues that showcases the apex of athleticism in the Empire. The Tournament was established in 2387 by then-emperor Godwin Keeser to distract from the rebellion in Fisanduh, and it was named in his honor. Citizens from the furthest corners of the Empire tune in to watch the proceedings and see who is crowned Royal Duelist. The title, received in a ceremony conducted by Lei Keeser herself, gives the winner several perks. Royal Duelists become celebrities overnight in the Empire, with things like advertising deals with Zavodskoi and dinners with the Royal Family being frequent. However, the most lucrative prize of all is the fact that the winner and their immediate family’s Mo’ri’zals are paid off by House Keeser itself, and the victor is elevated to Primary status, as well as receiving a lesser noble title. All Royal Duelists reign for exactly one year— referred to as their Victory Year— ending at the crowning of the new Royal Duelist. There have been 126 Royal Fencers to date, nearly all of them born Primaries. Only human Journeyman and Masterclass duelists may participate, the former being admitted by preliminary placement matches.&lt;br /&gt;
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===Dominian Dueling Styles===&lt;br /&gt;
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There are three main styles of dueling within the Empire, though only two are widely practiced.&lt;br /&gt;
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The first, dubbed ‘&#039;&#039;&#039;Jabgi&#039;&#039;&#039;,’ was established by Lord-Admiral Eun-Kyung Zhao along with the renowned Eun-Kyung Zhao Imperial Naval Académie on Moroz in the late 2390s. Jabgi is an evolution of the naval combat techniques that made the Lord Admiral famous within the Imperial Navy, and as such, it incorporates many techniques found in ship-boarding melee combat. The most popular weapon used by Jabgi duelists is the saber, followed closely by the epee. Jabgi is characterized by its aggression, and is the more offensive style of the three. Jabgi is the foremost style of dueling taught at all Zhao-affiliated institutions.&lt;br /&gt;
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&#039;&#039;&#039;Chevalerie&#039;&#039;&#039;, popular among House Streliz, evolved from the Morozian Order of the Hallowed Treutdoro and is a dueling style that incorporates elements of the knightly order from which it was founded. The Hallowed Treutdoro, founded by Imperial Knight and Governor Emil Johannes Strelitz in the early 2400s, originated as a self-styled Primary-only order dedicated to physical fitness and honour-bound virtue. However, as the Empire shifted slowly towards relative liberalisation, the order was forced to charge. It allowed citizens of all castes into the order, and began to spread a new form of combat — Chevalerie — to Moroz and abroad with the intent of teaching a more refined technique to the masses. Chevalerie is considered the more traditional form of dueling, and is characterized by its defensive, precise and ‘showy’ nature. This style of combat is taught by most Strelitz institutions, in particular the Dorothea-Frieda Strelitz Académie on Moroz. The Académie, and House Zhao’s Imperial Naval Académie have a fierce rivalry which reaches its boiling point every November with His Majesty Godwin&#039;s Royal Dueling Tournament.&lt;br /&gt;
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&#039;&#039;&#039;Kirihide&#039;&#039;&#039; is a relatively new style developed within the Empire, and is of itself a direct product of the Empire’s love of dueling. For as long as geneboosting has existed in the Empire, tournament-devotees have sought ways to close the gap between those with gene-editing and those without. Kirihide was originated by Lord Melchior Caladius, a prominent tournament financier who was known for sponsoring skilled Secondaries and even Ma’zals and turning them into regional tournament champions. After watching a local Ma’zal custom that involved wrestling on an occupied world, Caladius had an epiphany: what if grappling was allowed in official tournaments? It was thus that Kirihide was born, named for the translation of “inner strength” in the local language. Kirihide is a demanding fighting style designed for grappling with larger and stronger opponents in mind, using their own strength against them. It is considered the most difficult to learn of the three mainstream forms of Dominian dueling, and is often looked down upon for its origin. The style is usually only practiced by duelists who anticipate fighting larger, typically geneboosted opponents.&lt;br /&gt;
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===Accessibility===&lt;br /&gt;
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Due to the prolific spread of dueling within the Empire, the sport is accessible in one form or another to nearly everyone. Most if not all Dominian schools and universities have their own teams, and it is extremely common for communities to have recreation centers with rentable equipment. However, to compete at a higher level other than hobbyist, one will encounter several issues. Many Academy-affiliated teams and orders have prohibitive fees which increase with rank, as well as the cost of tournament-grade equipment. There are also fees for maintenance, the tournaments themselves, and other costly expenses that add up with time. The end result is that poorer Secondaries and many Ma’zals are unable to compete at professional levels, and many of them join with a Great House or convince a rich benefactor to patronize them in order to cover costs. House Caladius in particular, lacking the martial fame of Houses Zhao or Strelitz, often seeks out  prospective duelists and offers to finance their careers. Patronizing is not without its downsides, however, as the sponsoring House receives most of their prize money and part of the credit for any of their victories. Many poorer duelists find themselves in increasing debt to their noble financiers, and it is said that many of House Caladius’s security staff were forced to take their jobs after being unable to win enough money to pay off their debts. &lt;br /&gt;
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==Music==&lt;br /&gt;
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Popular music varies across the Empire based on location and social class. [[Moroz]] and the Imperial Core are known to produce some of the most well-regarded operas in the modern Spur, while on Sun Reach few rural families have access to a radio to listen to music, making village concerts a social event for those communities. In some more built-up areas of the Empire one may find foreign music, often from Biesel or the Solarian Alliance’s south, and [[Visegrad|Visegradi]]-style music has become a trend amongst some Morozian youth. On [[Novi Jadran]] its counterculture movements have started their own musical trends, blending traditional Jadranic styles with modern, imported themes from Moroz and abroad and using them as a roundabout method to critique the planet’s government. Known informally as “Jadranist songs,” authors of these works must be clever to avoid Imperial censors.&lt;br /&gt;
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==Architecture==&lt;br /&gt;
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Two major schools of architecture exist: the Morozian Deco style, a more somber variant of the now classical Art Deco style, and Balteu Gothic, a mix of gothic, deco, and classic themes. The most prominent building constructed in the first style is the Imperial Palace of Moroz, and the Temple of the Ancestors on Ignotum Balteum for the latter. The former utilizes modern themes and materials, often with a militaristic theme, while the latter is a more harsh and religious-inspired style.&lt;br /&gt;
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==Knightly Orders==&lt;br /&gt;
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“I solemnly swear, upon the honour of myself and my family, upon my loyalty to the Empire and upon the goddess herself to forever dutifully serve as a loyal vassal of our Emperor, and to forever uphold the values of the Empire and Goddess, even if it means my own death” - A typical pledge spoken by initiates before being knighted.&lt;br /&gt;
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Origins&lt;br /&gt;
The concept of Knights and their Orders have roots before the foundation of the Empire in the former Holy Kingdom and Imperial Allianc. The origins of modern knightly orders are rooted in the coronation of Emperor Godwin Keeser following the War of Moroz. To celebrate the Empire’s victory in the conflict, Emperor Godwin created the Imperial Order of the Broken Mountain and the Imperial Order of the Golden Albatross to venerate those involved with the Imperial Army and Imperial Fleet.&lt;br /&gt;
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In the modern era there are three forms of Knightly Orders. Imperial Orders consist of those named for honours on the Emperor’s yearly honours list, and are granted the title of Imperial Knight. Secondly, Holy Orders consist of those granted a knighthood by the Immaculate Hand of the Goddess, and are granted the title of Holy Knight. Finally, Self-Styled Orders are merely clubs that dedicate themselves to the ideals of Knighthood and receive no official title with recruitment methods and requirements varying between orders.&lt;br /&gt;
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===Organisation===&lt;br /&gt;
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Whilst outside of an Order members style themselves as Knight, Dame, or Chevalier, internally Knightly Orders consist of multiple ranks with a singular leader at the top. Alongside ranks there are roles such as treasurers and chancellors who take up the actual, day-to-day administrative and clerical work of the Order. Whilst almost all orders accept Secondaries and sufficiently Morozian Ma’zals into their ranks. The upper echelons of Knightly Orders are near exclusively the domain of landed nobility, and none who had or do hold these positions would be found outside of the Empire.&lt;br /&gt;
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Livery and decorations are an essential part of any Knightly Order, with a variety of methods being used to display both membership and rank within an order. The higher the rank, the more decorations a member will accrue. Every order possesses a unique insignia that is used to denote membership in said order, and outside of this anything additional depends on the specific order. &lt;br /&gt;
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The knightly orders place immense value on the ideals they strive to uphold, with ideals of chivalry, honour, nobility, and piety at the core of every order. An Imperial Knight is expected to strive towards and uphold these ideals in all circumstances. Failure to do so or acting dishonorably in general leads to a swift ejection from both the order and polite society at large. Knights are expected to strive towards embodying the three aspects of the Goddess. In practice this means that Knights are expected to become polymaths, practising and eventually mastering at least one skill tied to each aspect of the Goddess. &lt;br /&gt;
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===Activities===&lt;br /&gt;
Despite their origins in honouring the military, the vast majority of Knightly Orders have no official duties besides some ceremonial ones such as guard duties or marching in parades. Instead these orders spend far more time focused on their own activities using funds provided by the state, Holy Tribunal, or their own members. All order members are expected to provide fiscal support through membership dues, which can be very expensive, and require an outside income to support themselves as membership does not provide a salary — while trifling for Primaries and most Secondaries, this fiscal requirement locks many Ma’zal out of ever being a member of an order.&lt;br /&gt;
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Every order possesses an order hall used as an administrative centre and meeting hall for official business. The lavishness and architectural beauty of a hall is seen as a reflection of the soul of the order itself, and it serves as the venue for most of its events and functions. Everything from grand balls to fencing tournaments are organised and held within the order hall, and many business arrangements and political deals have been signed within their walls.&lt;br /&gt;
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===Notable Orders===&lt;br /&gt;
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====The Imperial Order of the Broken Mountains====&lt;br /&gt;
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One of the two original Imperial orders founded to celebrate those who bought the Imperial Alliance victory over the Confederated States of Fisanduh, this order is named in honour the Strelitz Commandos who “broke” the mountains of Fisanduh. Knighthood in the Imperial Order of the Broken Mountains was awarded to those involved in the terrestrial battles of the war who showed exceptional valour. The bulk of these Imperial Knights were members of the army’s frontline combat units, but some members belonged to non-combat support units such as medical sections. The insignia of the Order is a bronze mountain split down the middle by a crack placed upon a crimson red background.&lt;br /&gt;
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In the modern era the Order’s members are still overwhelmingly drawn from the Imperial Army’s members, and many contemporary members are Jadraners — a rare exception to the typically Morozian membership of orders. The origins of the Order makes it a favourite of Houses Strelitz and Kazhkz-Han’san, with many of its members being nobles or associated commoners from these houses.&lt;br /&gt;
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=====Notable Members=====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“You are welcome to do whatever you like with the Order’s coffers, my dear niece, so long as you stop bothering me. Some of us have actual business to attend too. Rather than pretending to be a child’s tin soldiers,”&amp;lt;/i&amp;gt; - Dorothea-Freida Strelitz, to Order Treasurer Annaliese Strelitz.&amp;lt;/center&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Dame Grand Commander Dorothea-Freida Strelitz&#039;&#039;&#039; - Leadership of the Order of the Broken Mountains and the Imperial Army are titles that are inseparable. The High Lord General has always already been a member of the Order and the title of Grand Commander is automatically granted to them upon appointment. The current Dame Grand Commander, has a minimal presence in the Order outside of required business as her military duties keep her far too busy. Some say that due to her lack of geneboosting she has minimal interest in being shown up at many of the physical events hosted by the Order. With much of the running of the Order left to members below her, Dorothea-Freida instead devotes herself to her real duties as part of the Imperial war machine, with some whispering that she sees the Order as little more than a pointless distraction. Her only real participation is occasionally hosting wargames, inviting newer members of the Order to witness her at work and learn something themselves.&lt;br /&gt;
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&#039;&#039;&#039;Dame Commander Annaliese Strelitz&#039;&#039;&#039; - If anyone were to be considered the face and heart of the Order it would be its treasurer, Annaliese Strelitz. The Dame Commander invests much time attending and organising social events within the Order, often inviting non-members and fellow Imperial aviators to observe its activities. This cavorting has won her friends both inside and outside of the Order – especially with those who wish to associate themselves with the prestige of knighthood or aspire to become knights themselves. Many connections useful to Annaliese and the Imperial Flying Corps were made through the Order. Annaliese is known for her commitment to the ideals and image of Knighthood, proclaiming herself to be the, “Paragon of Knightly Virtue, &#039;&#039; even amongst her peers. She is always decorated in symbols of the Order and has a reputation for being exacting on any younger knights who fail to reach her high standards, particularly those of the Imperial Flying Corps. Annaliese is well-known for her attendance and organisation of Parades, where she rides atop a pure white horse dressed in a commissioned set of gleaming platemail with grand wings rising from the back and adorned with full Order regalia.&lt;br /&gt;
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&#039;&#039;&#039;Knight Commander [[Unathi_in_Dominia#Kasz_Han&#039;san|Kasz Han’san]]&#039;&#039;&#039; - Granted a knighthood due to his work as Chief Minister of Unathi Affairs, Han’san fills a vital position as the most respected Unathi of the Order and the only one of his species among its commanders. Due to the dominance of House Strelitz within the Order, many of its upper echelons want little to do with Unathi knights - which has led to Kasz becoming unofficially responsible for matters concerning the Unathi knights of the Order. While this duty goes unrecognised by the Order’s leadership, Kasz has acquired a great deal of goodwill among the Order unathi for his work. Despite his advanced age Kasz is frequently seen at Order events decorated in its livery, and frequently speaks on the importance of the ideals and virtues of knighthood in maintaining the Empire’s dignity and honour.&lt;br /&gt;
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====The Imperial Order of the Golden Albatross====&lt;br /&gt;
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Named after the Golden Albatross, the first ship and first flagship of the Imperial Fleet, the Imperial Order of the Golden Albatross was awarded to those who participated in the naval actions that led to victory over the Confederated States of Fisanduh. Its initial membership was primarily members of the Imperial Fleet in addition to the engineers and scientists behind their vessels. While still primarily honouring the Imperial Fleet the Order has become associated with the scientific community of the Empire. Its symbol is a golden albatross in flight against a black background. The order’s name can, depending on the dialect utilised, be spelled as Albatros.&lt;br /&gt;
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Its origins in the Imperial Fleet make it a favourite of House Zhao  and its scientific reputation makes it a favourite of House Volvalaad, with control of the order split between both. Unlike other knightly orders its hall is located off of Moroz on Zhurong, where it is viewed as being closer to the Imperial Fleet’s engineering and research facilities.&lt;br /&gt;
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=====Notable Members=====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Between you and myself, Hai. You are the best of your father’s children. A sharp mind, military talent and an understanding that it is the traditions of the empire and of its loyal Fleet that has brought us to where we are today. It is a true shame you were not born first,”&amp;lt;/i&amp;gt; - Huiling Zhao to Hai Keeser at a private meeting in Hongse Chengbao.&amp;lt;/center&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Dame Grand Commander Huiling Zhao&#039;&#039;&#039; - Leadership of the Imperial Fleet and Order go hand in hand and Huiling Zhao has served as the Dame Grand Commander since her appointment as Grand Admiral. Huiling’s involvement in the Order is restricted by the continual duties that arise related to the Fleet, but in the times she has shore leave she can be found around its hall on Zhurong. Most of the order’s day to day business is left to those who remain closer to home. Huiling is known for the grand wargames she hosts, with invitations granted for any member of the order to prove themselves, and the understated parties held after where members discuss more serious matters over cigars and wine.&lt;br /&gt;
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&#039;&#039;&#039;Dame Commander Xiuling Zhao&#039;&#039;&#039; - Chancellor of the Order and twin sibling of Huiling, Xiuling is a dedicated administrator for the Order and Fleet alike. While she rarely makes appearances at its public events she studiously attends Order functions and is said to know the face, noble title, naval posting, and name of every member — a feat unequalled by any other. When she does appear at public events she rarely speaks, instead allowing Huiling to speak on her behalf as a gesture of respect towards her sibling. Order members who have met Xiuling at closed-door meetings speak of a brilliant, if reserved, woman with an exceptional gift for organisation who holds the Order together through dedicated work.&lt;br /&gt;
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&#039;&#039;&#039;Dame Commander Landi Volvalaad&#039;&#039;&#039; - Treasurer of the Order and de facto voice for the members of the scientific community within it, Landi was awarded her knighthood for peerless work in the field of genetic research and her efforts to promote it abroad. The treasurer takes her role and the balance of the order between the Fleet and research branches seriously, doing her best to treat both fairly. However, her efforts stymied by her use of order events as a method of promoting her own liberal politics. This has led to her being disliked by many Imperial Fleet order members, who are often far more conservative. Her popularity with the scientific community within the order and her prestige as a whole makes her de facto irreplaceable, as appointing someone from the Fleet would cause an uproar and no members of the scientific community wish to replace her. Landi enjoys holding lectures where she and other members of the order are invited to speak on scientific topics ranging from genetics to engineering to weapons research. In accordance with her liberal ideas these events are held in large halls on Zhurong and Moroz and are typically open to the public – should they be willing to pay an entry fee.&lt;br /&gt;
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====The Distinguished Order of the Cup and Coin====&lt;br /&gt;
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A self-styled order whose origins were shrouded in mystery for decades and only came to light in 2462 when the order was granted Imperial sanction and its members the official title of Imperial Knight. The order was formed shortly after the Empire was officially founded in 2385, starting as an unofficial society created by high-ranking members of House Caladius and the Imperial Bank. It grew through the addition of more members from across Imperial society, who are always those in a position of political influence or close to those with said influence. The society evolved into the Distinguished Order of the Cup and Coin, styling themselves as knights unofficially with the name referencing its origins from the Imperial Bank and the lavish balls the order is famed for. Membership is invite only, decided on by a council of its highest ranking members. Its insignia is a silver coin falling into a silver goblet upon a burgundy background.	&lt;br /&gt;
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House Caladius and its associated commoners constitute the majority of the order’s members. Unassociated Secondaries and Ma’zals form a significant minority of its membership, as House Caladius has long been more merit-based than other great houses. The order is famous – perhaps infamous – for its masquerade balls, open only to members of the order in which every attendee is required to wear a mask for the duration, only to be removed in private before returning to one&#039;s residence in secret. The rumours of what occurs at these balls run wild in both high and low society.&lt;br /&gt;
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=====Notable Members=====&lt;br /&gt;
&amp;lt;i&amp;gt;“Remember this, Valerio. It is not faith that builds cathedrals, honour that raises armies, duty that builds warships or intellect that equips laboratories. It is wealth. With your ascension to Chairman and Grand Companion, you will be poised to control the wealth of an entire empire and in doing so, control an entire empire.”&amp;lt;/i&amp;gt; - A section of a letter left by Sebastian Caladius, former Chairman of the Imperial Bank and founder of the Cup and Coin, his successor, Valerio Caladius.&amp;lt;/center&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Knight Grand Companion Valerio Caladius&#039;&#039;&#039; - A figure of considerable influence, Valerio Caladius is the appointed successor of the revered Sebastian Caladius, the previous Grand Companion of the Cup and Coin. Valerio&#039;s approach to politics and his House&#039;s affairs is enigmatic and he has been content to leave affairs in the hands of others, instead focusing his attention on his work at the Imperial Bank and the affairs of the Order. Some speculate that he views the order as a means to expand his influence beyond his official role, and even that of the Imperial Cabinet. Renowned for hosting opulent and exclusive gatherings at his estate in Nova Luxembourg, Valerio extends invitations only to the most esteemed upper echelon members of the order. As both chancellor and treasurer, the Grand Companion wields a firm and unyielding grasp on all matters concerning the order, leaving little room for dissent or debate. While Valerio&#039;s motivations may remain shrouded in mystery, one cannot deny the impact he has on the Order&#039;s trajectory.&lt;br /&gt;
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&#039;&#039;&#039;Dame Companion Alojzia Molnarova&#039;&#039;&#039; - Director Molnarova&#039;s association with the Cup and Coin remains shrouded in secrecy. While she has given no official confirmation of her invitation it is widely acknowledged as an open secret that holds membership in the order, much as other agents of His Majesty&#039;s Imperial Intelligence Directorate are believed to be members of the Order. Speculations about her membership fuel the rumour mill, leading to various tales about her involvement in &#039;paganic, religious ceremonies,&#039; or even plots to overthrow the Emperor. Anyone found spreading such baseless nonsense is quickly unmasked as a shell and faces swift execution. A more plausible rumour suggests that the Director accepted the invitation on the Emperor&#039;s behalf, ensuring that the nobility remains loyal to their rightful ruler. With mere gossip as evidence the true motives and intentions of Director Molnarova remain an enigma, leaving one to wonder what intrigues she may be orchestrating behind the scenes.&lt;br /&gt;
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&#039;&#039;&#039;Dame Companion Kamilla Strelitz&#039;&#039;&#039; - A prominent figure in Zavodskoi Interstellar and a close confidante of Lyudmila Zavodskoi, Kamilia&#039;s rise to the position of Chief Security Officer unsurprisingly earned her an invitation into the esteemed Order of the Cup and Coin. Her induction set a significant precedent, as many other high-ranking executives and members of Zavodskoi soon found themselves integrated into the Order&#039;s structure. Kamilia is renowned for her unwavering dedication to promoting the interests of Zavodskoi and strategically expanding its influence within the Empire. The benefit of sharing a space with many of the most influential figures in the Imperial economy cannot be understated, just as being close to her benefits them.&lt;br /&gt;
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====The Holy Order of the Exemplars of the Goddesses’s Will====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“While I was fated to never be Goddess-touched as others of my house have been so lucky to be, my hands have upheld the beauty of the Goddess and Her creation in other ways. I am content that when I am gone, my paintings will continue to swell the hearts of the faithful and remind them of the beauty that true faith can create,”&amp;lt;/i&amp;gt; - Knight Commander of the Tribunal Louis Caladius, speaking to a new initiate of the Tribunal.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The oldest of the Tribunal’s holy orders, the Exemplars’ original members were the first appointed and ordained saviors and Inquisitrixes of the Tribunal. Following the formation of the Empire and creation of Imperial orders the greatest amongst these two groups were knighted by the Tribune to form the core of the first holy order. Today it recognizes anyone who has done great services in the name of the Tribunal and is a testament to a lifetime of pious works.Its insignia is a silver eye of the tribunal crossed with two silver fencing swords upon a white background.&lt;br /&gt;
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Whilst its origins amongst the Tribunal Militant is still felt, time has seen it evolve into a way to honour any in the Empire who display sufficient service and dedication to the Tribunal regardless of class or origin. Many Secondaries and Ma’zals dedicate themselves to the Tribunal and Goddess in hopes of attaining the social status and benefits conferred by the title of Holy Knight. A divide exists between Jarmilan and Katarinan parts of the order and members often try to outdo each other to make their school of thought appear the more righteous one.&lt;br /&gt;
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=====Notable Members=====&lt;br /&gt;
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&#039;&#039;&#039;Knight Commander of the Tribunal Louis Caladius&#039;&#039;&#039; - A distinguished scholar of the Tribunal and a celebrated artist, Louis found his unique path to serve the divine despite the limitations imposed by his gender. Knowing he would never be Goddess-touched, he dedicated himself to other forms of devotion. While official duties as a were limited, he poured his heart into the art of painting, honing his skills over the decades until he became a master of the craft. To be graced with a portrait by him is an unparalleled honour reserved only for exarchs and those of higher standing within the Tribunal. His remarkable artworks adorn cathedrals throughout the Orion Spur, leaving a lasting legacy of his talent and devotion. His most famous piece, a portrait of the Immaculate Hand Agnes Caladius, is prominently displayed in the Holy Cathedral of Our Lady of Moroz in Nova Luxembourg. A devoted Katarinian, he managed to mediate between the two schools of thought within the order through a remarkable ability to bridge differences and foster unity. Yet as the challenges of old age and illness take their toll, many wonder about the successor who will be granted the esteemed honour of continuing his legacy.&lt;br /&gt;
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&#039;&#039;&#039;Lord Knight of the Tribunal Manfred Strelitz&#039;&#039;&#039; - A man easily recognized by many across the Empire and even beyond, especially amongst the youth, Manfred is a member of the Tribunal Investigation Constabulary and perhaps the most famous witchfinder in the history of the Empire due to the short story series The Great Witchfinder. Traditionally printed as singular stories without illustrations and on cheap materials to ensure they are affordable for even the least fortunate children of the Empire, they cover dramatised accounts of Manfred’s exploits over decades of service. These stories are told from the perspective of his Goddess-touched assistant Emilia Allard, a Reacher Ma’zal whom Manfred saved from a coven of witches in the swamps of Sun Reach and acts as invaluable aid through her abilities as a seer. Refusing promotion out of the field, his knighthood was given as an alternative way to honour one of the most famous figures of the Tribunal. Manfred is a staunch conservative and Katarinan, even more so than the Knight Commander and many within the order say that once Louis passes on, Manfred will become the new Knight Commander of the Tribunal.&lt;br /&gt;
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==The Imperial Institute of Cultural Affairs==&lt;br /&gt;
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An entity under the Ministry of Economic Development, the &#039;&#039;&#039;IICA&#039;&#039;&#039; is a well-funded and well-organized bureaucratic institution responsible for funding Imperial cultural works and ensuring subversive works are not published in Imperial territory. Based in Domelkos, [[Moroz]], it has departments on every major Imperial world and is older than the modern Empire, having been created to manage wartime media during the War of Moroz. Since its founding, it has grown to become a major component of the Ministry of Economic Development, but remains heavily influenced by House Caladius. Like the great house, the Institute is meritocratic by Imperial standards, with many staff being trustworthy Ma’zals affiliated with House Zhao or one of its companies or affiliated noble houses.&lt;br /&gt;
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The IICA is most known for its Boards of Censors — groups of eleven employees responsible for ensuring compliance and loyalty to the Empire in Imperial cultural works from comics to operas. Censors are drawn from across the Empire and the internal workings of a Board are kept secret from the public, who will only be told their final decision. This system of state censorship has drawn criticism of the IICA as an institution from Biesel, though it has declined to officially comment in response. IICA censors have been known to work for [[Zavodskoi Interstellar]], where they mostly serve in its public relations and human resources departments.&lt;br /&gt;
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		<id>https://wiki.aurorastation.org/index.php?title=Assunzione&amp;diff=39054</id>
		<title>Assunzione</title>
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		<updated>2026-04-15T03:20:46Z</updated>

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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
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{{Navbox Assunzione}}&lt;br /&gt;
 {{Infobox Nations&lt;br /&gt;
 |Nation = Republic of Assunzione&lt;br /&gt;
 |Shortname = Assunzione&lt;br /&gt;
 |Flag = Assunzione_Flag.png&lt;br /&gt;
 |Capital City = Assunzione&lt;br /&gt;
 |Capital Planet = Triesto&lt;br /&gt;
 |Language = Freespeak&amp;lt;br&amp;gt;Tradeband&lt;br /&gt;
 |Species = Human (Majority)&amp;lt;br&amp;gt;[[IPC]] (Minority)&lt;br /&gt;
 |Religion = [[Luceism]]&lt;br /&gt;
 |Demonym = Assunzioni&lt;br /&gt;
 |Government = Representative Republic &lt;br /&gt;
 |Head of State = President Antonello Rosiello&lt;br /&gt;
 |Legislature = Unicameral Republic &lt;br /&gt;
 |Upper House = Council of Seven&lt;br /&gt;
 |Established = 2282&lt;br /&gt;
 |Part Of = [[Coalition of Colonies]]&lt;br /&gt;
 }}&lt;br /&gt;
Far, far away in the distant reaches of the human frontier -- on the ragged edge of the borders of the Coalition of Colonies -- lies the most populated settlement in the region known as Light’s Edge, the &#039;&#039;&#039;Republic of Assunzione&#039;&#039;&#039;. Originally founded as part of a colonization mission launched by a league of Mediterrean countries, the system of Assunzione was first colonized in the mid 2200s by seven ships. The planet’s star shortly fizzled out after colonisation, a process that has yet to be explained, and one that dramatically altered the future course of the planet. This calamity gave rise to a local syncretic religion known as &#039;&#039;&#039;[[Luceism]]&#039;&#039;&#039;. Despite the disastrous fate of its star, Assunzione has managed to survive and thrive. This status has made many view the planet as the gateway to Light’s Edge, and the many mysterious phenomena that dwell within the region.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assunzione&#039;s remote location and urban planning which places a premium on available housing and space has made it unattractive to outsiders as a destination for immigration. Because of this, characters born on Assunzione will have names and appearances consistent with the peoples living on or around the Mediterranean Sea, much like the planet&#039;s original colonists. Only native Assunzioniis may take the Assunzionii accent. This is enforceable by server moderators and admins.&#039;&#039;&#039;&lt;br /&gt;
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==History==&lt;br /&gt;
&lt;br /&gt;
The initial long-range colonisation efforts carried out by humanity that formed what would eventually become the Coalition of Colonies were often perilous and dangerous ventures relying upon early and typically slow warp engines to navigate across dozens of light years of empty space. Many of these expeditions — such as those travelling to Xanu Prime or Vysoka — were successful, while others - such as the ships that journeyed to Himeo — ran into issues. Some — like the colonial fleet that landed upon Moroz — became entirely stranded and lost, cut off from their homeworld and left to fend for themselves. The distant system of Al-Maqdisi, and the sole habitable planet within it, was one of the furthest systems colonized during this craze, yet it would be one of the strangest.&lt;br /&gt;
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In the early 2200s, before the Second Great Depression and the ensuing Interstellar War, colonization by the Sol Alliance was at its peak: the frontier was being pushed further into the unknown. In this colonial boom, the Sol Alliance sponsored a colonial initiative brought forward by the Mediterranean Economic Pact — a European Union initiative that brought together a diverse alliance of Mediterranean economic powers stretching from Iberia to Anatolia in order to launch seven vessels to the Al-Maqdisi System for purposes of setting up colonies... The resulting “Med-Sev” expedition would be one of the longest journeys undertaken in the 2200s and would be the first to reach what would later be referred to as Light’s Edge, setting down on the only habitable planet in the system in late 2243.&lt;br /&gt;
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While the initial colonial period of the planet that came to be known as Assunzione by the local settlers was fairly standard -- perhaps even boring -- the Med-Sev expedition was able to send some valuable resources back to Sol proper. The main value of the system, however, became the unusual phenomenon found within it. The Al-Maqdisi System was, during this period, home to a variety of light-related phenomena ranging from massive sunspots on the star’s surface thousands of kilometers wide to unusual prismatic patterns that occurred in Assunzione’s atmosphere, creating beautiful vistas above the self-contained domes of the seven initial colonies. The system’s star continued to provide a massive amount of data and bizarre, awe-inspiring phenomena until 2274.&lt;br /&gt;
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&#039;&#039;When it went out.&#039;&#039;&lt;br /&gt;
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Understandably, this caused a significant amount of panic. Fortunately for the colonists, the star had retained enough mass despite going dark. While the darkness meant life on the planet had become a daily fight for survival, it managed to remain in orbit of the dead star. With the Interstellar War already beginning to break out, the Sol Alliance crippled by debt, and the Mediterranean Economic Pact in economic freefall, there was no easy way off of the planet for the immediate future. There was, however, a very real chance that Assunzione would become a planet-sized tomb. Fortunately, the colonists of the Med-Sev fleet turned out to be tougher than initially imagined, and luckier than one would have originally anticipated. As a precaution against a lack of fuel and hazardous atmospheric phenomena, Assunzione’s seven colonial cities were all built within large, self-contained dome structures powered by the one source of fuel that was not freezing or disappearing: geothermal energy. Despite their advantages, their struggle for survival would not be an easy one.&lt;br /&gt;
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The months in the immediate aftermath of the star being snuffed out were marked by widespread panic, terror, and despair. The death of the system’s Star had an extremely negative impact upon the planet’s remaining population. Many residents of Assunzione turned to religion as a source of relief and succor or as a shield against the terrifying concept that was their entire planet freezing over and dying a slow death that could hardly be stopped. Even as the situation in the domed cities began to stabilize and it became clear to the population of the planet that they might just survive, a sense of desperation and hopelessness reigned supreme over the residents of the planet, and many found insufficient answers in both scientific explanations and in their traditional religions from across the Mediterranean. What would emerge from this tumultuous period was the quite unusual syncretic religion known as [[Luceism]], which established itself as a new faith inspired by various religious traditions of the original colonists. The religion, odd as it was, would eventually expand to the rest of Assunzione from its home in the domed city of Malaga and become known as one of the major hallmarks of Assunzione.&lt;br /&gt;
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By the early 2280s, Assunzione had managed to stabilize and now had to deal with another crisis. It had been written off as a lost cause by the Sol Alliance due to its position on the other side of the newly-formed Coalition of Colonies, on the boundary of Light’s Edge. As they had already passed through their greatest crisis and remained alive, by the grace of the fading light, the decision to formally split from the Alliance was an easy one to reach. The Med-Sev colonial mission formally declared its mission concluded as of 2282, due to &amp;quot;unforeseen consequences involving its environment&amp;quot;, and formed the Republic of Assunzione - a union of all seven domed cities under one government in the capital of Triesto. It joined the newly formed Coalition of Colonies in 2300, becoming the Coalition’s only member state in Light’s Edge. This would prove to be an unexpected advantage in the years to come, as Assunzione’s unusual stability and location have turned it into the primary point of entry for the wild, untamed, and extremely strange systems further inside Light’s Edge.&lt;br /&gt;
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The Republic of Assunzione, in the present day, remains prosperous in spite of its strange religion and despite its harsh living environment. However many go abroad to the greater Coalition or even further beyond to the Republic of Biesel, with New Gibson being a particularly popular destination due to its similar terrain, for reasons as broad as the Coalition itself.&lt;br /&gt;
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==Environment==&lt;br /&gt;
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The environment of Assunzione is extremely harsh and equally strange at the same time. The surface is deathly cold, and death from exposure without a proper suit can occur in mere minutes unless aid is rendered immediately. The surface is also constantly shrouded in darkness, making any efforts outside of the extremely well-lit domed cities extremely risky and often tedious ventures. Some scholars, particularly those visiting from the universities of the United Syndicates of Himeo, have noted that the settlements on Assunzione have a greater amount of lighting per square meter than any other place in the Coalition, due to both the lack of a traditional sun in the system and Luceism’s obsession with light and brightness.&lt;br /&gt;
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Thanks to a massive die-off of flora and fauna following the extinguishing of the planet’s star, what flora and fauna remain have come to be integrated with the domed cities of Assunzione. Nearly two centuries of evolution has led to what animals remain on Assunzione becoming quite small and compact in order to survive in the heavily-urbanized environments in which they now dwell. Similarly, the great freeze has caused the planet’s plant life to be reduced to living in hydroponics bays, museums, and green spaces found throughout the seven great domed cities. Some of the most common animals now found on Assunzione are the common domesticated house cat, originally brought by the colonists to Assunzione, and Rattus rattus, the black rat, which stowed away on the original colonising vessels . In the urban jungle, cats have managed to thrive - becoming the primary predator of the domes and common household pets. One curious exception to this rule of all life being killed after the star died, is the so-called luce vine, the only known plant to have survived the Star’s fate -- often simply referred to as the Dimming -- and remain outside the dome. The luce vine is typically found growing on the surface level of the ice that dominates the surface of Assunzione, and is bioluminescent in nature with its bulbs constantly producing a ghostly white light. This quality has led to many on Assunzione viewing it as a symbol of the Light’s will and a sign that their star will someday return to its former glory - no matter what. Due to their ability to glow in even the dimmest sources of light, luce vine bulbs are the primary source of illumination for warding spheres and greater warding spheres. The process of harvesting these bulbs is viewed as a holy task for followers of Luceism, and a great deal of importance is placed upon it.&lt;br /&gt;
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==Government and Economy==&lt;br /&gt;
&lt;br /&gt;
The Republic of Assunzione is a representative republic made up of the planet’s seven great domed cities, all of which hold a seat on the Council of Seven, and is headed by the elected President of the Republic of Assunzione. On paper the Republic’s political system is free of the influence of Luceism, but in reality, politics and prayer often find themselves hand-in-hand in the Republic. Prospective politicians will often ask for blessings from priests before embarking on their election campaigns, and the holy blessing of the Light (or lack thereof) can often make or break one’s entire campaign. Politicians and officials from Assunzione’s religious minorities, dubbed by Assunzioni society as Sinluceians, will often find themselves running into significant difficulties due to this focus on Luceism, and rarely find major success. The President of the Republic has never been a Sinluceian.&lt;br /&gt;
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The economy of the Republic is intrinsically tied to Light’s Edge due to its position upon the very edge of the region. Its proximity to the rest of Light’s Edge allows it to not only serve as the primary economic hub of the surrounding frontier, but also makes it the  primary point of entry for scientific expeditions or missions (often megacorporation-funded ones) seeking to examine the phenomena of the area or chart unexplored territories beyond known space. In order to continue its status as the best place to launch an treks into Light’s Edge, the Republic’s economy is specialized into producing survey and sensor equipment ranging from a variety of sensor suites to exploratory and surveying vessels. Curiously, expeditions outfitted (and in some cases blessed for a price) by the denizens of Assunzione have a significantly higher survival rate than those that are not. Whether this is due to local expertise or something beyond that is unknown.&lt;br /&gt;
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==The Assunzionii Expeditionary Corps==&lt;br /&gt;
[[File:Lemurian Sea Fog.png|thumb|right|An image of the Lemurian Sea from inside the fog, captured by an AEC ship.]]&lt;br /&gt;
Officially founded on the 100th anniversary of the planet’s calamity, the AEC are the result of a joint effort between Zeng-Hu Pharmaceutical’s Coalition Branch and the Council of Seven; created to explore Light’s Edge and the [[Lemurian Sea]]. Thus, since their original formation the AEC has spearheaded scientific exploration into the region. Though well publicized in their efforts - their departures are broadcast throughout Assunzione and beyond, only a scarce few of their more substantial discoveries ever reach the public eye, the rest perpetually concealed behind layers of bureaucratic red tape and corporate NDAs.&lt;br /&gt;
Despite this, the AEC are romanticized among Assunzionii as heroes and daredevils for braving the seemingly endless Lemurian Sea. This, as well as the mysterious drop in fatalities experienced on ventures involving the planet&#039;s denizens - has brought the group closer to the Luceian church throughout the years, though Zeng-Hu was initially reluctant to rely on the church. The image of an AEC Scout — adorned by a cloak inscribed in gold with Luceian scripture — has become a cultural staple within Assunzionii, appearing everywhere from shrines to popular media.&lt;br /&gt;
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===Controversy===&lt;br /&gt;
&lt;br /&gt;
The AEC’s acclaim within Assunzione is not without critiques. The most prominent is a 2464 journalistic exposé by the XNS aimed at breaching the unspoken layer of secrecy shrouding them. “The Lemurian Papers,” as they are known, allege poor working conditions, predatory NDAs, and contain harrowing first-hand accounts of the effect prolonged Light’s Edge exposure may have on body and mind. The papers claim antidepressant and antipsychotic usage in the AEC is higher in average when compared to the overall Assunzionii population, and life expectancy is significantly lower. However, exact statistics on the group’s fatality rates are unknown to the public. And yet, the romantic image of the AEC continues to attract new recruits — not all of whom return.&lt;br /&gt;
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===Exposure to Light’s Edge===&lt;br /&gt;
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“Light’s Edge Syndrome” is a catch-all term for the mental health issues associated with prolonged exposure to the region. It includes symptoms of paranoia, hallucinations, and rarely prolonged episodes of total dissociation. Rarely, sufferers will display violent tendencies ranging from self-harm to animal cruelty. Somatic symptoms are common in sufferers, with many suffering from a severe focus on physical ailments such as shortness of breath, vision loss, or muscle pains. Informally known as “afflicted” or “darkened” by Assunzionii, the syndrome is unrecognized by Zeng-Hu. Sufferers of the syndrome are often stock villain characters in Coalition media, leading to further stigma against those suffering from it.&lt;br /&gt;
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===Missing Flagships===&lt;br /&gt;
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Many strange, impossible to confirm tales surround the AEC&#039;s efforts. These stories range wildly - from macabre visual anomalies and gargantuan, ancient ship graveyards filled with ships made by no known species; to pulpier, less credible stories - blood-starved gestalts whose pale-green hue draws in the curious or desperate; strange figures in the eternal midnight - clad in voidsuits from every-which origin, striding the the starless void as though walking through even ground.&lt;br /&gt;
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There are those, a scarce few - that prove frustratingly difficult to explain, let alone disregard. Most notably, the AEC&#039;s missing flagships. The group is presently in possession of fourteen vessels - exploratory and defensive alike, two ascribed to each of Assunzione&#039;s seven cities - &#039;&#039;&#039;Lemure V&#039;&#039;&#039;, the largest among them, serving as the fleet&#039;s current flagship after the well-publicized loss or destruction of its progenitors - &#039;&#039;&#039;Lemure I to IV&#039;&#039;&#039;.&lt;br /&gt;
It is well and widely known to the Assunzionii public that the four earlier Dullahan model ships were each destroyed or lost after years of service each; yet no design specifications, crew manifests nor verified images of them has thus far resurfaced, despite the efforts of countless invested on the topic. The only proof of their existence being the memory of those alive at the time, as well as the joint announcements released by Zeng-Hu Pharmaceuticals and the Assunzionii Government following the event, mourning crew and ship alike.&lt;br /&gt;
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==Culture and Demographics==&lt;br /&gt;
[[Image:Luceism.png||thumb|The common symbol of Luceism, the majority religion on Assunzione.]]&lt;br /&gt;
Assunzionii society is an odd, often insular one, thanks to the collective societal trauma experienced when the Star itself was extinguished. The nature of this catastrophe and the confinement of those on the planet to the seven domed cities have lent themselves to a very space-conscious and urbanized society, but underground habitation is very uncommon due to a common Assunzionii trait: a societal aversion, or fear, towards darkness and a preference for exceedingly well-lit spaces. This dislike of underground dwellings - and the dim conditions often intrinsic to them - has led to the planet’s domed cities consistently choosing the longer, more expensive route of building new interconnected domes spreading from a central “bulb,” dome rather than simply digging downwards. The lights of Assunzione’s great domed cities, surrounded by the utter darkness of the planet itself, often create a spectacular sight when seen from orbit.&lt;br /&gt;
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The Assunzionii love of brightness is especially accented in its areas of worship, ranging from grand cathedrals to small-scale chapels. Many visitors to the planet’s holy sites find themselves wearing protective eyewear to shield their eyes - which are often used to the dim conditions of space travel - against the overwhelming brightness of the interiors. It is said that inside a cathedral on Assunzione one can stand in the middle of a room and cast no shadow at all. Outside of holy sites, the great domed cities are generally lit in fashions that  make those holy beacons of places stand out more, and the ghostly lights of many of Assunzione’s domes often provide a spectacular contrast against the inky blackness that dwells outside. Celebrations on the planet - from religious ceremonies to holidays to birthdays - are similarly centered around brightness and light, with the goal of banishing darkness - if only for the special occasion itself. The most important of all holidays on the planet is the Assumption of the Fading Lights - a celebration on the eleventh of March (of the standard Earth calendar) every year that is viewed by Assunzionii as a tribute to their long-extinguished Star, and their enduring hope that it will someday return to life.&lt;br /&gt;
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Because of its Mediterranean heritage, Tradeband is the language primarily spoken on Assunzione and is the liturgical language of Luceism. Freespeak has been taught in schools since Assunzione’s formal joining of the Coalition of Colonies, however, to greater integrate with the Coalition.&lt;br /&gt;
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Luceism is a cornerstone both of society and culture on the planet, and more can be read about it &#039;&#039;&#039;[[Luceism|here]]&#039;&#039;&#039;.&lt;br /&gt;
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===Assunzionii Architecture===&lt;br /&gt;
The evolution of Assunzione’s post-calamity architectural movements is unique among the Spur Subsequent decades have seen multiple urban regeneration projects - each designed to further cement the faith as an integral part of Assunzionii culture - to capitalize on the uptick in tourism the planet has begun to experience since the demise of its star.&lt;br /&gt;
The result is a densely packed urban sprawl — soaring vertical proportions used to circumvent the inherently limited space offered by the domes — where the practical, unadorned structures of typical Assunzionii residents exist alongside grandiose holy sites with intricately carved stone facades reminiscent of Earth’s cathedrals. Purple and gold accents feature prominently and lamps shaped like Luce bulbs bathe the streets in light.&lt;br /&gt;
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=== Synthetics on Assunzione ===&lt;br /&gt;
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As a major regional port within the Coalition and the gateway to the mysterious Light’s Edge sector. Assunzione is home to a small but notable population of synthetics, a minority are manufactured locally whilst the majority of them are bought in from Konyang by corporations operating in Assunzione. The isolated nature and lack of space on the planet however make immigration by synthetics similarly unattractive as it does the immigration of non-synthetics, and the free IPC population of the planet is small compared to other planets of a similar size and development within the Coalition.&lt;br /&gt;
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&lt;br /&gt;
Positronics manufactured on Assunzione are rare but make up most of the free synthetics on the planet due to the minuscule immigration rate to Assunzione. A majority of frames built on the planet are Bishop and Mobility frames, as the planet is the location of the Coalition HQ of Zeng-Hu Pharmaceuticals, who are also the biggest owner of synthetics on the planet. &lt;br /&gt;
&lt;br /&gt;
A curious part of Assunzione manufactured positronics who stay on the planet is that they are blessed on creation and outfitted with datapacks minutely detailing the native faith of Luceism, to fit in better with the highly religious population - displaying both a knowledge of the faith and the ability to follow its tenets. Synthetics are most often programmed with an understanding of the Luceian branch most popular where they will be sent to work.&lt;br /&gt;
Free synthetics can be found in all manner of roles on Assunzione, from expedition crews to menial workers and high ranking corporate positions, and similarly reside in the great domed cities that the human population occupy. All manner of frames are used by free synthetics across the planet, though the locally produced Bishop and Mobility frames are the most common.&lt;br /&gt;
Owned positronics meanwhile vary greatly across the seven cities of Assunzione, depending on the corporate presence there. The majority of positronics manufactured on Assunzione itself find themselves employed in Triesto, where the Headquarters of Zeng-Hu is located, serving as researchers, medical or service staff for the corporation. Another common role is as Bridge Crew and other staff for the many Zeng-Hu expeditions launched into the Light’s Edge region, the risks of exploring Light’s Edge make IPC crewmembers inherently useful as they are considered more expendable than human crew. Nanotrasen also employs synthetics in Triesto for their phoron-finding expeditions into the Light’s Edge for similar reasons. Markarsa also serves as another major hub for owned synthetics produced on the planet, as the research hub of the planet and home to a substantial Zeng-Hu research facility, many positronics serve as scientists or support staff here.&lt;br /&gt;
&lt;br /&gt;
Whilst Triesto and Markarsa serve as hubs for Assunzione produced positronics, both NT and Zeng-Hu utilize synthetics bought from off-world in their operations here too. However, in other cities off-world produced synthetics make up a far larger section of the overall synthetic population with most coming from the nearby production centre of Konyang. Iraklio’s status as the primary shipyard of Assunzione and recent investments by Hephaestus Industries have brought large amounts of industrial frames to the planet to serve as labour for the budding shipbuilding industry and Hephaestus facilities. Meanwhile Said, being the port of call for many unaffiliated vessels travelling to the planet leads to it playing host to all manner of synthetics from off-world, primarily working as part of these independent crews but also within the city, a few members of the Golden Deep also have operations in the city, using it as their base for conducting business in the region.&lt;br /&gt;
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The opinions on synthetics held by the human residents of Assunzione primarily stem from their interpretation of Luceist teachings, whilst Luceism itself espouses a neutral view towards synthetic life, personal interpretations vary between followers, and can be broadly classified into two primary views. The more pro-synthetic side of Luceism, albeit not necessarily advocating for synthetic freedom, still has a more positive outlook of synthetics for their efficiency, work ethic and other factors, especially those produced and blessed locally who adhere to Luceism, seeing them as properly integrated into the planet&#039;s population and support them being used on the planet.&lt;br /&gt;
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The more anti-synthetic side of the faith believe that synthetics are a drain on Assunzione as a whole, and antithetical to the teachings of Luceism. This is primarily due to their inherently inorganic nature and the belief that synthetics drain away electricity that could instead have been used to produce light. They would rather see positronics not present on the planet at all. This divide exists within both the Pyramidicalist and Astructuralist branches of the faith, though is far more pronounced in the former.Due to Luceism’s overwhelming presence on the planet, followers of the Trinary Perfection, both synthetic and organic are unheard of.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==Population and Major Cities==&lt;br /&gt;
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Assunzione is not a very diverse planet compared to others in the frontier. Its population of roughly five-hundred million permanent residents is overwhelmingly human, with a small population of offworld humans and some positronic frames. Offworld humans from Assunzione itself are extremely rare, and most are generally drifters visiting the planet rather than permanent residents or - more rarely - immigrants. Positronics built on the planet are rare, with most originating off-world on planets such as Xanu Prime or Himeo. Travel between the cities of Assunzione is primarily conducted via aboveground magnetic rail lines inside protected (though transparent, to avoid darkness seeping in) tubes. The overwhelming majority of planetary residents reside within the seven great domed cities of Assunzione listed below.&lt;br /&gt;
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&#039;&#039;&#039;Triesto&#039;&#039;&#039; is the capital of the Republic and the largest settlement on Assunzione, with a population of roughly one-hundred million people residing in a massive array of domes. Often referred to as the “Beacon of Light’s Edge” by its residents, the domed city is the single largest port in the entire interstellar south-east of the Orion Spur. Travellers from across the known space can be found beneath the domes of Triesto as they await their chance to brave Light’s Edge. Being a major regional port, and manufacturing hub of some of the most-capable deep-space survey sensors in the Orion Spur, Triesto has become the Nanotrasen Corporation’s primary location for launching phoron-finding missions into Light’s Edge. The city is additionally home to the headquarters of Zeng-Hu Pharmaceutical&#039;s Coalition Branch, with the majority of the keiretsu&#039;s exploratory missions launching from the city.&lt;br /&gt;
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&#039;&#039;&#039;Malaga&#039;&#039;&#039; is the birthplace of Luceism and is arguably the cultural center of the Republic. With a population of eighty million permanent residents, the grand domes of Malaga are dominated by the centrally-located Grand Cathedral of Our Holy Light - the heart of Luceism. Malaga’s architecture is regarded by many Assumzionii as majestic: a skyline of ornate domes interconnected by a web of bridges; all set against the planet’s eternal midnight.&lt;br /&gt;
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&#039;&#039;&#039;Dalyan&#039;&#039;&#039;, with a population of thirty-five million, is the planet’s breadbasket city. Beneath the lights of its domes grows a wide variety of plants and animals that feed the Republic, and help give it a higher standard of living than other locations in the far frontier. Some of its cuisine has found its way even to the Republic of Biesel, with NanoTrasen importing exotic foodstuffs for its subsidiaries.&lt;br /&gt;
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&#039;&#039;&#039;Iraklio&#039;&#039;&#039;, with its population of sixty million souls, stands nearby Triesto and Malaga along the equator of Assunzione. Prior to the Dimming becoming sealed, it served as a major blue-water port on the planet due to its deep natural harbor. Following the Dimming, it has been repurposed into the planet’s primary shipyard and has recently seen investment from Hephaestus Industries.&lt;br /&gt;
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&#039;&#039;&#039;Makarska&#039;&#039;&#039;, with fifty million that call it their home, is the primary research hub of the planet (and, by extension, Light’s Edge). Zeng-Hu Pharmaceuticals operates a significant research facility in this domed city, and many of the sensor suites that are eventually used across Light’s Edge were originally developed under these domes.&lt;br /&gt;
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&#039;&#039;&#039;Guelma&#039;&#039;&#039;, home to forty million, is another major site for the Luceian faith: the great domes of the city are located at the geographical north of the planet, upon its pole. Due to this positioning it is considered by the faith to be the “nearest city to the Star” and has had a very unique permission given to it. It is the only location in the Orion Spur where Luceism’s holy warding spheres (both normal and greater) are produced, and many followers journey to Guelma to receive one before traveling abroad.&lt;br /&gt;
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&#039;&#039;&#039;Said&#039;&#039;&#039;, with thirty-five million residents living in it, is the secondary port of the planet. While it is not nearly as well-trafficked as Triesto, the smaller nature of Said’s port and cheaper costs of docking permits has made it attractive to many independent vessels not affiliated with a megacorporation. It remains to be seen whether or not Said will be able to use its port to become more prevalent in the future.&lt;br /&gt;
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		<author><name>NewOriginalSchwann</name></author>
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		<id>https://wiki.aurorastation.org/index.php?title=Luceism&amp;diff=39053</id>
		<title>Luceism</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Luceism&amp;diff=39053"/>
		<updated>2026-04-15T03:20:29Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
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&amp;lt;center&amp;gt;[[File:Luceism-small.png|small|link=]]&amp;lt;/center&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;The Luceian Square, a holy symbol of Luceism representing the extinguished but all-seeing Star of [[Assunzione]]&#039;s system that is simply waiting for the right moment to awaken&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;&amp;quot;So that the Star may someday return.&amp;quot;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;“In the stillness of meditation, I heard the stars whisper. They spoke of a truth beyond words, a balance beyond scales. In this cosmic harmony, we find our peace.”&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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An unusual syncretic religion originating upon the planet of Assunzione, Luceism is descended from a variety of faiths held by the original colonists that first emerged following the unexpected extinguishing of Assunzione’s star in 2274. It is the state religion of Assunzione and has unprecedented influence over the affairs of the planet’s government and its people, ranging from Church politics to the very ideals that govern the world.&lt;br /&gt;
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Unlike its precursor Abrahamic religions, Luceism is unique in that it does not revere ancient historical figures or deities - rather, its faith focuses on the anomalous and yet-unexplained extinguishing, or Dimming, of the Assunzione system’s star. Its deity is a genderless, non-anthropomorphic entity known as Ennoia, the symbolic representation of light itself, believed to hold unparalleled influence over the universe. Devoid of natural sources, save for the stars in the sky, light is a precious resource in the confines of Assunzione and its people. To them, light represents truth, guidance, protection, and vision - to be stripped of light is to be lost and blind, not only to one’s surroundings but to their faith, their future, and their friends and family.&lt;br /&gt;
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Luceism is unique in that it does not necessarily devote its following to worshiping its deity Ennoia; rather, it is a religion focused on self-improvement and improvement of the community, promoting above all else charitable acts and bettering oneself, with Ennoia acting more as a guide than as a centerpoint. As a syncretic religion, Luceism draws elements from all manners of past faiths, from the structures and ceremonies of Christianity, to the concept of internal masteries spearheaded by Buddhism, to the dualistic themes of Gnosticism.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Liturgical History==&lt;br /&gt;
&lt;br /&gt;
Luceian texts dating back to its founding attribute the survival of Assunzione during the Dimming to the power and foresight of Ennoia. The star&#039;s already-anomalous behavior led to unstable weather patterns on Assunzione’s then-habitable surface, causing climate fluctuations that disrupted crop growth and were detrimental to colonists’ health. Initially, these were shrugged off as natural aspects of the planet. However, over several months, various prominent figures in Assunzione’s society – ranging from engineers and scientists to the Governor of Assunzione – concluded that these anomalies would worsen. They believed that the colonies needed shielding from further interference to prevent conditions from becoming intolerable. These individuals’ accounts can be considered the foundational testaments of modern Luceism, and their testimonies would prove critical to establishing the religion in the future. &lt;br /&gt;
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Recorded accounts point to a curious coincidence: each of these figures had their revelations within the same year, 2254, exactly 20 years before the Dimming, all in dreams. Their reports describe visions of cataclysmic events, from meteor showers to devastating cold snaps, and even premonitions of the star itself extinguishing. Although none believed the latter at the time – despite it being the system’s ultimate fate – they were still inspired to protect against these potential disasters.&lt;br /&gt;
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===The Dimming and the Miracle===&lt;br /&gt;
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When the Dimming occurred in 2274, chaos ensued despite the planet’s preparations. The transition to geothermal energy from solar was incomplete when the star extinguished, leading to rolling blackouts and critical shortages of light and heat. The dome cities were plunged into cold waves, with thousands dying of hypothermia. Desperate attempts to keep warm led to fires that ravaged the cities. Furthermore, much of Assunzione’s food supply, grown outside the domes in the planet’s atmosphere, withered away as temperatures plummeted to hostile levels, additionally decimating the local fauna. The people of Assunzione were cold, hungry, and dying daily.&lt;br /&gt;
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However, in what was then called the “Miracle of Assunzione” – or in modern Luceian terminology, “Ennoia’s Grace” – a significant portion of the population managed to subsist on underground-grown crops and farms. Starving citizens prioritized their community, working tirelessly to bring geothermal power plants online. Though many died in the process, power was eventually restored to the cities, giving heat and light to its citizens once more.&lt;br /&gt;
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Three years after the Dimming in 2277, as society stabilized, Luceism was founded. Though the founder&#039;s name is lost to history – with at least two dozen names cited – it is generally agreed that Luceism was built by multiple people. It united the people of Assunzione, who all sought answers to their star’s mysterious fate and their collective suffering.&lt;br /&gt;
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===Early Growth===&lt;br /&gt;
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In the wake of the Dimming, as Assunzione grappled with its new reality, the seeds of Luceism began to take root in the collective consciousness of its people. The religion grew organically, a beacon of hope and understanding in a world that had been plunged into darkness and despair. It started as small gatherings in homes and community centers, where people shared their experiences, fears, and hopes. These meetings often involved collective meditations, discussions about the nature of light and darkness, and the sharing of dreams and visions that many believed were messages from Ennoia. As these ideas resonated with more people, the gatherings grew larger, and the informal network of believers began to form a more cohesive structure.&lt;br /&gt;
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The teachings of the new generation of Foresayers, coupled with the shared experiences of survival and resilience, became the cornerstone of Luceism. People found solace in the idea that there was a greater purpose and meaning to their suffering, and that by mastering the internal dichotomy between lightness and darkness, they could emerge stronger and more enlightened. The concept of the Four Flames – Self, Community, Faith, and Light – provided a framework for this understanding, offering a path for spiritual and personal development. Stories of the Miracle of Assunzione, where the community&#039;s collective efforts led to survival against all odds, were told and retold, becoming central myths within Luceism, embodying the religion&#039;s emphasis on community and the power of collective action.&lt;br /&gt;
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As Luceism’s influence grew, it began to formalize its practices and doctrines. The first temples and cathedrals were constructed, serving as sanctuaries of light where the faithful could gather. The clergy, initially just respected members of the community who had shown deep understanding and commitment to the religion&#039;s principles, began to take on more defined roles. Rituals and ceremonies were developed, drawing from the people&#039;s diverse cultural heritage, and integrating elements that resonated with the Luceian philosophy. The religion&#039;s growth was not just a response to a crisis but a reflection of a deep human need for connection, understanding, and a way to make sense of the universe&#039;s mysteries.&lt;br /&gt;
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Early Luceism borrowed heavily from dominantly Catholic and Eastern Orthodox themes, reflecting the colony’s strong Mediterranean ancestry. Many of these themes persist to this day, from the pew-based designs of Luceian churches to the structure of the clergy, and even the use of wine as a sacrament in Luceian mass.&lt;br /&gt;
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==Theology==&lt;br /&gt;
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Light and stars are the main driving aspects of the Luceian faith, and many go to great lengths to lighting up houses of worship, altars, or in the case of Assunzione, entire cities. Artificial and natural light are of equal precedence, though natural sunlight, being a foreign concept to Assunzione, is often revered as having fantastical properties to followers, with many Luceians traveling abroad having awe-filled reactions to seeing daylight for the first time in their lives.&lt;br /&gt;
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Light, in addition to physically allowing a person to see, also symbolizes the concepts of clarity, knowledge, protection, and nature. Light is what allows most forms of life to thrive and sense their surroundings, giving them not only nourishment but also the power of senses.&lt;br /&gt;
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It should be noted that Luceians regard “light” scientifically as any form of electromagnetic radiation, meaning that infrared, ultraviolet, radio, and even ionizing radiation can be considered as light, though visible light is naturally the most desirable and most worshiped, and harmful radiation is avoided (though revered).&lt;br /&gt;
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Aside from electrical light, candles and flames are popularly used in the religion, due to their ability to produce both heat and light. Simple candles, typically purple, red, or white in color, are used in home altars alongside a warding sphere, while flames – typically lit by gas – crown the four pillars of a Luceian church, flanking the central warding sphere at the church’s center.&lt;br /&gt;
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===Warding Spheres===&lt;br /&gt;
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Perhaps the most famous representation of light in the Luceian faith are its manifestations in the form of warding spheres – bioluminescent crystal bulbs. The warding sphere is the core religious object and symbol of the Luceian faith, and alongside the Luceian amulet, is core to followers of the religion, especially those who travel abroad. It is said that warding spheres can shine a directed light that will always point towards Assunzione in the night sky.&lt;br /&gt;
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The warding sphere is made of luce vine bulbs (see below), and crafted by the Spheremakers of Guelma, masters of glassmaking who are able to fashion perfect crystal spheres to hold the vine’s fruit inside of. The bulb inside each sphere is chemically treated to be able to give off a faint yet persistent light for decades on end before burning out, without requiring any source of external energy.&lt;br /&gt;
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On Assunzione, every household is encouraged (but not required) to keep a warding sphere in their home, sat atop an altar. Said altar can be as simple or as elaborate as the sphere’s owner permits or can otherwise afford, but all altars always contain the warding sphere and some sort of stand for it to rest on. The preferred “stand” for a stationary altar is a Cushion of Light, a violet down pillow covered in velvet with gold inlays, with a divot in its center for the warding sphere to rest on. In absence of a pillow, either due to space, flammability, or availability (such as living in a remote location), a metal stand may be substituted that keeps the sphere stationary and elevated above the altar’s surface.&lt;br /&gt;
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====Traveling Sphere====&lt;br /&gt;
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Abroad, most Luceians are almost mandated to be given a warding sphere to guide them on their travels; such warding spheres are smaller than the home variant and are always found secured in a cushioned metal casing, emblazoned with the Eye of Ennoia. The casing is designed to withstand drops of up to 20 meters or harsh impacts without damaging or cracking the sphere inside, and traveling Luceians keep it within said casing unless in a safe location such as their lodging or residence while abroad.&lt;br /&gt;
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Doctrine does not mandate that Luceians carry a warding sphere wherever they go, but rather, that they are placed in a highly-frequented location by its owner, so that its owner may meet the light of Ennoia at least once or twice a day. It is for this reason that most prefer to keep their warding sphere at home, though those who do carry a sphere around do so with it inside the protective casing.&lt;br /&gt;
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====Shattering a Sphere====&lt;br /&gt;
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The shattering or breakage of a warding sphere is considered an enormous taboo in Luceism, and doing so, intentionally or unintentionally, is said to inflict a curse on its owner until they can receive a new one. In order to do so, they must travel all the way back to Assunzione to have one again, a journey said to be rife with bad luck as one ventures forth without Ennoia to guide them. Coalition of Colonies law prohibits the third-party resale or redistribution of warding spheres, and as such the Pyramidical Church are the only ones authorized to give them out through their authorized churches.&lt;br /&gt;
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===Luce Vine===&lt;br /&gt;
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The very namesake of Luceism, the luce vine is regarded as the last remaining native fauna species of Assunzione. The vine, which resembles a lavender ivy, managed to survive the Dimming’s immense cold and lack of sunlight, making up for the latter with its bioluminescent fruit, known as luce bulbs. They are regarded as nothing short of miracles, a symbol of hope for the generation that endured the Dimming, and what would later become revered as a “sign from Ennoia” following Luceism’s founding.&lt;br /&gt;
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On Assunzione, luce vines often are grown and cultivated on walls of buildings, decorating otherwise-featureless brick and stone faces with beautiful purple facades of the vine. They are also present in churches, building interiors, and can even be grown abroad. Luce vine is known for being one of very few non-fungal plants in the Spur that can thrive in low light conditions, and as a result are also popularly found on foreign spaceships and moons.&lt;br /&gt;
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===Pendant===&lt;br /&gt;
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Secondary to the warding sphere is the Luceian amulet, a pendant constructed out of 18-karat gold, adorned with ruby gemstones at its eight corners surrounding the Eye of Ennoia. The pendant is commonly carried by Luceians traveling abroad, often in tandem with a warding sphere. The ubiquity of the pendants and their construction of precious jewelry is a testament to Assunzione’s rich mining deposits, and serves both as a religious icon and a boast about how materially gifted the planet of Assunzione is, as one blessed by Ennoia.&lt;br /&gt;
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It is both the material and spiritual value of these amulets that prompt them to be kept well-maintained and regularly cleaned by its wearers, who believe that the amulet is a bringer of fortune to those who wear it. While losing or breaking the amulet is not nearly as big a deal as with warding spheres, selling it voluntarily for money is extremely shameful.&lt;br /&gt;
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===Scripture===&lt;br /&gt;
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Forming the holy book of the religion is the Luceian Book of Scripture, a collection of historically-backed texts that discuss the teachings and history of Luceism. In between historical segments, there are fictional fables interspersed in Scripture that intend to teach followers about certain aspects of the religion, like the Four Flames, that often display rewards for those that follow the light and consequences for those that are consumed by darkness.&lt;br /&gt;
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Although the divine aspects of Luceism’s history, such as the predictions of the future, are questioned by the greater historical community, the events as they transpired are generally agreed to be real, able to be backed by photographic and video evidence - some Scripture editions even come with photographs of such events. Scripture, therefore, is intended to be an interpretation of events in the form of stories, intending to weave the disparate happenings of Assunzione’s history into a narrative that backs the reasoning and existence of the faith to begin with.&lt;br /&gt;
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Passages from Scripture often tell of Ennoia’s teachings, as well as fundamentals of the religion and core beliefs. They can be read for meditation, during Mass, or as part of prayer.&lt;br /&gt;
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===Garb and Miscellany===&lt;br /&gt;
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The garments worn by Keepers and other members of the Clergy are typically a rich, royal purple in color, of varying elaborateness. Stewards wear robes made entirely of purple, while Keepers will have their robes with gold inlays with the Luceian Square embroidered on the back. Wardens and Luminaries will have more ornate gold patterns with luminescent patterns layered on top. Luminaries may also dress in white, with purple accents, for formal occasions. All garb is worn on top of a black cassock with purple shoulder accents and a black belt with a gold buckle.&lt;br /&gt;
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Astructural clergy are allowed to wear the same garments as Pyramidical clergy, however many also opt for unique clothing, typically of business casual or bespoke robes fashioned of purple or violet cloth, sometimes adorned with gold.&lt;br /&gt;
The luminous accents of ecclesiastical garb are woven of a fiber derived from luce vines, and inherit their bioluminescent properties. The fibers are treated in a similar way to warding spheres to be able to glow for prolonged periods of time without burning out; however, they do not last nearly as long as a sphere in their light, and must be replaced regularly. Because of this, garments containing the threads usually have them on different, easily-separable layers, so as to not waste the delicate velvet and craftsmanship underneath the accents.&lt;br /&gt;
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==Stars==&lt;br /&gt;
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Stars are a fundamental aspect of Luceian theology. Being the brightest objects in the night sky, stars are revered as being the holiest objects in the universe, due to the presence of Ennoia being strongest within them. It is said the stronger a star burns, the more divine energy it possesses.&lt;br /&gt;
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Luceian doctrine teaches that all things, living and nonliving, were descended from holy stardust, and as their soul moves on in the afterlife, their body decays into the earth, soon to return to stardust itself.&lt;br /&gt;
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===The Star of Assunzione===&lt;br /&gt;
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Assunzione’s Star (also known as Assunzione Prime in astronomical contexts), with its true name lost to history, is an enigmatic black dwarf star at the center of the Assunzione star system, with anomalous properties and history that, even after over two hundred years of scientific research, have still not been uncovered. It is regarded as the most holy star of Luceism, and the “eternal hope” of Luceians is to have the Star reignite and return to providing life-giving energy to Assunzione’s cold, dark surface once more.&lt;br /&gt;
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Every theory attempting to explain its extinguishing since the Dimming have failed to hold water, with the largest holes being the Star’s lack of a supernova, and its remnant’s total lack of residual light, such as in the form of a white dwarf. It is for this reason that many have turned to religion, worshiping the Star’s impossible nature until science can find answers. But despite the tireless attempts of both native Assunzioni scientists as well as those from various organizations, corporations, and even help from Skrell researchers, no concrete answers have been found.&lt;br /&gt;
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In Scripture, the Star is sometimes referred to as “the Prison”, holding Ennoia’s true essence captive within the confines of a dead star. The texts describe Ennoia sacrificing its body, the Star, to provide life to the rest of the stars in the Universe at the cost of its own. While known traditionally as the “Dimming”, the event can also be referred to in more divine contexts as the “Sacrifice”, and great emphasis is put on the act of selflessness in the religion as a result.&lt;br /&gt;
When referring to events or the Star, great care should be taken not to refer to it as a tomb or final resting place, for Ennoia is not dead – while its “true form” rests inside its Prison, its essence burns in every form of light in the Universe. As such, Luceians use light itself as their object of worship, believing themselves to be basking in Ennoia’s presence whenever they are standing in light.&lt;br /&gt;
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====Reignition====&lt;br /&gt;
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The ultimate spiritual goal of Luceism is to seek Reignition, or the resurrection of the Star; to reignite it and let it bathe Assunzione in sunlight once more. Prayer and contemplation, as well as self-improvement, charity, and adherence to the religion’s Four Flames are said to contribute “spiritual light” that provides fuel for the Star’s eventual relighting.&lt;br /&gt;
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==Divinity==&lt;br /&gt;
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===Ennoia===&lt;br /&gt;
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Ennoia is simply described in Luceian texts as the deified representation of light itself. Many wrongly believe that Ennoia is found only in Assunzione or its Star – rather, Ennoia is present everywhere there is light, and everywhere there are stars. It is not a personified entity by any sense, and as such it lacks a form. It is omnipotent, impersonal, and touches the hearts and minds of every single being in the universe that bask in light.&lt;br /&gt;
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In Luceism, Ennoia is treated more as a fundamental part of the universe rather than a sentient entity that demands worship; however, it is believed Ennoia can still listen to and answer prayers, and followers are encouraged to commune with it regularly, for guidance and wisdom.&lt;br /&gt;
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A recurring theme of Ennoia’s guidance is the manifestation of its light as a “beacon”, shining on the correct path of decisions or life that a person should take. It is said that those who receive Ennoia’s guidance are guided on a path that is the best for them, as a person, and not necessarily the “correct” or “easiest” one. With faith in Ennoia, one will always find themselves remaining in light, even if they feel as though they are in a dark place.&lt;br /&gt;
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Since Ennoia is amorphous, any attempts to depict it usually end with it being symbolized abstractly. Besides the simpler Eye of Ennoia on the Luceian Square, Ennoia itself may also be specifically depicted as a series of interlocking wheels representative of the orbits of planets in the system, surrounding a flaming eye representative of its long-extinguished Star.&lt;br /&gt;
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===Guardians===&lt;br /&gt;
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Similar to Angels in concept are the &#039;&#039;&#039;Guardians of the Stars&#039;&#039;&#039;, ascended souls who have passed from the mortal realm and became protectors of star systems. These immortal, fundamental Guardians are tasked with the protection of their host star system, nurturing whatever resources may be in them, and some may even be gifted life in their guardianship planets, should they nurture their home well. &lt;br /&gt;
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Not every Star is home to a Guardian, and it is said that only stars protected under a Guardian’s watch may ever be able to have native, multicellular life develop in one of their system’s planets. Assunzione’s Guardian, being an exception, is Ennoia itself, albeit locked away in its Star, unable to give the gifts it once did to its system.&lt;br /&gt;
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===Foresayers===&lt;br /&gt;
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As a hybrid of both a prophet and a saint, Foresayers are influential, mortal individuals in Luceian history who are said to have been gifted with foresight – the ability to tell the future – and are tasked with spreading the word to those around them. The original Foresayers are those who founded modern Luceism and were also its first Keepers. Today, no officially-recognized Foresayers remain that are alive, although the Church does investigate claims of witnesses believing one to be gifted with foresight.&lt;br /&gt;
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Foresayers are said in history to have consistently been able to predict certain events in the form of dreams. The Foresayers themselves, on testimony, state that their dreams are often vague, but convey a message, and it is up to the Foresayer themselves to draw a conclusion; said conclusion will usually mirror or even match an event in the near future. Besides premonition, though, no additional spiritual “powers” are given to Foresayers blessed with Ennoia’s foresight, remaining mortal and subject to the afterlife cycle like everyone else.&lt;br /&gt;
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A total of 63 Foresayers have been canonized by the Church in Luceism’s history, 24 of which were the original Keepers of the faith, present after the Dimming and teaching Luceism until their deaths or retirements.&lt;br /&gt;
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==Chapters==&lt;br /&gt;
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Like most religions, Luceism has fissured into different chapters of followers, who worship in different ways. While several small, divergent chapters exist, two primary ones dominate Assunzione and most of its people: the &#039;&#039;&#039;Pyramidical&#039;&#039;&#039; chapter and the &#039;&#039;&#039;Astructural&#039;&#039;&#039; chapter.&lt;br /&gt;
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While they differ in both ideologies and structure, both major chapters are united in their core opinions of Luceism as a gateway to self-betterment and well being, following the Four Flames.&lt;br /&gt;
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===Pyramidical Chapter===&lt;br /&gt;
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The Pyramidical Chapter is the dominating, traditionalist-oriented chapter of Luceism and the religion’s most iconic. The chapter is named after its hierarchical structure being in the shape of a pyramid, with Ennoia forming the tip and Luceian followers forming its foundation. Its power and influence leads to calling the organization of Pyramidicalists as the Church, a singular body responsible for overseeing the main religious activities of Luceism across Assunzione.&lt;br /&gt;
Adhering to a rigid structure, Pyramidicalists behave much more similarly to Abrahamic roots, holding regular mass, having a structured clergy, and following established chants and prayers.&lt;br /&gt;
&lt;br /&gt;
Pyramidicalists, as its members are called, are typically more conservative in Luceism’s beliefs and extensions across its people, though more liberal-minded followers exist as well. Pyramidicalists often believe Luceism is the supreme religion, and place more respect in their Keepers as divine heralds of Ennoia, with Pyramidicalists believing that ministers must receive Ennoia’s blessings to be able to practice.&lt;br /&gt;
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===Astructural Chapter===&lt;br /&gt;
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Contrary to the Pyramidical chapter is the Astructural chapter, also known as Astructuralism or even Mysticism, named for its non-adherence to a solid rank structure and instead placing followers and all clergy on equal footing. Astructuralists believe the clergy not to be granted divine rights by Ennoia, but are more analogous to teachers and professors, in that they are there to spread knowledge while coming from any background or birthright. Astructural clergy base their members not on rank and seniority, but on piety and faith alone, using more abstract methods to define the influence and faith a person has.&lt;br /&gt;
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Astructuralists are separate from the Church, and hold next to no political influence on Assunzione, both because of their relative size and youth and because they are simply not interested in the power wielded by the Pyramidicalist Church, preferring to keep their communes simple and localized. Both the Pyramidical Church and the government still recognize Astructuralism as a legitimate chapter, if not the “true” one, and the government of Assunzione provides a similar level of oversight and aid as necessary to Astructuralists while Pyramidicalists allow Astructural followers into their churches.&lt;br /&gt;
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Astructuralists are more liberal-minded in their concepts of religion, taking a more humble, even-footed approach to their religion. Astructuralists are more likely to be understanding of other faiths and focus more on personal faith and beliefs than Pyramidicalists do. This means they are inherently less unified as a religion than Pyramidicalists are, instead practicing self-mastery more than just worship.&lt;br /&gt;
Astructuralism, while a vast minority on Assunzione itself, has found itself to have a growing following in the Coalition of Colonies, even to those not from Assunzione.&lt;br /&gt;
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===Sunlight Luceism===&lt;br /&gt;
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Since Assunzione’s rediscovery and welcoming into the greater Coalition, variants of Luceism have made their way into foreign worlds, whose people appreciated and adapted the moral teachings and spiritualities of Luceism as their own. Known as Sunlight Luceism, named for its followers living under active stars, the religion has seen unintentional spread across the Coalition and the spontaneous creation of churches and monasteries across its space. Sunlight Luceism follows both major chapters of the faith, with Pyramidicalism being more popular in established urban centers like Xanu and even Biesel, while Astructuralism is more popular in smaller, more remote worlds.&lt;br /&gt;
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Several Pyramidical churches exist on prominent Coalition planets such as Xanu Prime and Konyang, and a few have even made their way to Biesel, lighting the metropolitan streets with their beacons.&lt;br /&gt;
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===Minority Chapters===&lt;br /&gt;
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Even smaller than Astructuralism are the existence of miniscule, unrecognized minority chapters both on and outside of Assunzione. Due to the openness of both Pyramidicalism and Astructuralism, these chapters, outcast from the two, are almost always radical in ideologies. These range from the supremacy of Luceism above all else to the advocation of the extermination of synthetic life, contrary to the passive teachings of the two main chapters of Luceism. Both the Pyramidical and Astructural chapters invariably denounce the ideologies of these minorities, and their influence as a result has been greatly diminished.&lt;br /&gt;
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==Clergy==&lt;br /&gt;
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In Luceism, the clergy, integral to both the Pyramidical and Astructural chapters, perform distinct roles aligned with their respective doctrines to carry out worship of light and Ennoia. In Pyramidicalist doctrine, clergy is divided into several ranks of varying powers and abilities, while Astructuralist ranks are more uniform and less hierarchical.&lt;br /&gt;
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===Ecclesiarchy===&lt;br /&gt;
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The Ecclesiarchy is the ministerial branch of the Luceian Church and is made of members directly responsible for the oversight and functions of the religion itself, ranging from ministers to those in charge of the entire faith. &lt;br /&gt;
Ecclesiastes are not required to be celibate, and they may have children. Although married priests are not looked down upon, those who practice celibacy are often respected more in the Church due to the perception that they have sacrificed their own worldly pleasures to be one with the religion. They may also be of any gender or race, with even immigrants being allowed priesthood in certain circumstances; however, due to the controversial nature of synthetics within Luceism, they may not ascend past the rank of Steward in the Pyramidical doctrine. They may, however, function as Keepers in Astructuralism.&lt;br /&gt;
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Pyramidical priests are paid both via donations from Luceism’s followers as well as a salary paid for by both the Church and the government of Assunzione. Astructural priests, on the other hand, are not endorsed by a greater Church and must rely on donations and government stipends alone for wealth.&lt;br /&gt;
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===Education===&lt;br /&gt;
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Pyramidical ecclesiastes are required to attend a four-year course taught in a Seminary, conditioning them to have intricate knowledge of the religion and its guiding principles, after which they are given a certificate that functions identically to a traditional bachelor’s degree. Afterward, they are ordained in a temple by a Warden accompanied by those of the Fellowship and join ranks as a Steward, a phase that typically lasts anywhere from one to three years depending on their performance and abilities. &lt;br /&gt;
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Astructural ecclesiates, on the other hand, do not undergo formal courses to become ordained, instead following a more traditional apprenticeship structure in which they intern under an existing Keeper for a few years, learning about the aspects of being one, until they are judged to be ready by their master, and ordained as a full Keeper.&lt;br /&gt;
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===Stewards===&lt;br /&gt;
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At the base of the Luceian ecclesiarchy are the &#039;&#039;&#039;Stewards&#039;&#039;&#039;, junior ministers who have been recently ordained into the Luceian ecclesiarchy. This is the rank that all ministers enter as before being promoted to Keepers or higher, and are tasked typically with the maintenance and stewardship of a church, hence the name. They may also assist in Mass, bringing objects, reading passages, or speaking prayers, and are sometimes asked to read Scripture.&lt;br /&gt;
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Stewards are unique in that they are the only role in the Pyramidical ecclesiarchy that may be staffed by synthetics.&lt;br /&gt;
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===Keepers===&lt;br /&gt;
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Forming the core of Pyramidicalist clergy, the &#039;&#039;&#039;Keepers of Luceism&#039;&#039;&#039;, referred to as “Lightkeepers”, are the primary priests and ministers of the Church, and function similarly to Abrahamic spiritual leaders. &lt;br /&gt;
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Keepers are typically assigned one to four to a single house of worship dependent on size, with up to four Keepers and their Stewards responsible for giving Mass and maintaining their church. They commune with followers, maintain the building, and hold Mass in honor of Ennoia. They also act as counselors, giving advice both psychiatric and spiritual to those who come asking, and do charity work for the needy.&lt;br /&gt;
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===Wardens===&lt;br /&gt;
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Senior to Priests, fulfilling a similar role to Bishops, are the &#039;&#039;&#039;Wardens&#039;&#039;&#039;, those who have taken up a sacred duty to guard holy sites of the religion. Following the official consecration of a religious site, Wardens are Keepers elected by the Church to serve as the site’s guardian and protector. &lt;br /&gt;
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Certain Wardens take up administration of monasteries, especially on sites in Assunzione, and are responsible for the upkeep of the ascetics who dwell within the monastic walls. They are referred to as Monastic Wardens.&lt;br /&gt;
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Cathedral Wardens are those placed in charge of the seven primary Cathedrals of the cities of Assunzione. They are senior to regular Wardens but also act as adjutants to each Cathedral’s Luminary, serving in administrative functions as well as religious ones.&lt;br /&gt;
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The Pyramidical chapter places Wardens as ranking above Keepers, although in the Astructural chapter, they simply fulfill different roles, with Wardens being little more than priests in charge of a holy site.&lt;br /&gt;
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===Luminaries===&lt;br /&gt;
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Exclusive to the Pyramidical chapter, the &#039;&#039;&#039;Seven Luminaries&#039;&#039;&#039;, serving as high priests, hold significant sway over both religious and political realms in Assunzione. They form the sovereigns of the Church, each one responsible for one of Assunzione’s seven cities. They function, practically speaking, in a semi-governmental capacity, representing Assunzione’s religious interests alongside its political ones. They hold seats on the city councils of their respective domains and represent the Church in matters of state, ranging from economic to diplomatic discussions both with other cities on Assunzione and with foreign powers abroad. While each Luminary is considered equivalent in rank, the Luminary of Malaga is considered “first among equals” in the hierarchy, usually being the most senior of the council.&lt;br /&gt;
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The Luminaries convene for meetings on an as-needed basis, meeting for issues such as blessing Holy Sites, amending the Scriptures, canonizing Foresayers, and electing Wardens and other Luminaries. Outside of their governing role, Luminaries are also in charge of one of seven Cathedrals across Assunzione, and they perform the regular duties of a Keeper within their cathedral from time to time, rotating with the regular Keepers.&lt;br /&gt;
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Luminaries, while instrumental to the Pyramidical chapter, are not recognized by Astructuralists, their role instead being seen as unnecessary to the faith’s continued operation. Some even are opposed to the existence of the Luminaries altogether, calling them decadent and hedonistic, exploiting the Church for power and influence.&lt;br /&gt;
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===First Sacristan===&lt;br /&gt;
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Unique in the Astructural chapter is the existence of the &#039;&#039;&#039;First Sacristan&#039;&#039;&#039;, an individual tasked for upholding Astructuralist traditions in the religion and ensuring history, methods, and knowledge of the chapter is passed down across the generations. While they are the de facto “leader” of the Astructural chapter, they do not hold significant power due to the autonomy of Astructural congregations, and as such holds influence more akin to a figurehead than an actual official. The First Sacristan is not recognized as a legitimate position by the Pyramidical Church.&lt;br /&gt;
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===Fellowship===&lt;br /&gt;
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The &#039;&#039;&#039;Fellowship&#039;&#039;&#039; is the monastic branch of the Pyramidical clergy staffed by monks and nuns known as Ascetics. These are those who have dedicated their entire lives to the faith and its core aspects, throwing away material desires and possessions in the process. Like monks, Ascetics are required to adhere to celibacy and hermeticism, living in very simple living conditions and being prohibited from forming romantic or familial relationships.&lt;br /&gt;
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The Ascetics live in monasteries, both at home in Assunzione and even occasionally those abroad in the greater Coalition. Monasteries are not separated based on gender or species and even sometimes feature synthetics in their walls, worshiping Ennoia and light all the same. They typically adhere to schedules filled with meditation, prayer, and community service, and are only allowed basic recreation within the monastery’s walls. Ascetics are overseen by a Monastic Warden, who also adheres to the same humble principles as the Ascetics themselves. On Assunzione, Ascetics can usually be seen performing community service work outside their monastery walls, such as cleaning streets, feeding the homeless, and raising money for charity. &lt;br /&gt;
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Leaving a monastery can be done in one of two ways: by leaving the Fellowship altogether, or becoming a Lightseeker. Ascetics do have the option of leaving the Fellowship, a move that is significantly easier to do in the first 180 days after joining it. However, doing so long after being indoctrinated into the Fellowship, although possible, is regarded as shameful and those who do so are believed to have chosen mortal pleasures over the pursuit of enlightenment and self-mastery.&lt;br /&gt;
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====Lightseekers====&lt;br /&gt;
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Members of the Fellowship may sometimes seek spirituality or enlightenment in a way that a brick-and-mortar monastery simply cannot provide. Ascetics who wish to go on this path become Lightseekers, Ascetics who have decided to journey on an aimless pilgrimage of self-discovery. Under supervision from the Church, they are allowed to seek employment and work, although they must retain simple lifestyles and are prohibited from spending more money than necessary for survival and basic recreation. Surplus money they earn for work must either be donated to charity or saved up in a bank account supervised by the Church.&lt;br /&gt;
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Lightseekers are the Fellowship’s way of spreading its presence across the galaxy, with many onlookers and coworkers curious about their lifestyle and devotion to their faith eventually learning about Luceism and its tenets, increasing the number of those who know about the religion.&lt;br /&gt;
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====Astructural Ascetics====&lt;br /&gt;
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Unlike the rigid, organized structure of the Fellowship, &#039;&#039;&#039;Astructural Ascetics&#039;&#039;&#039; belong to autonomous monasteries overseen by a self-governing Monastic Warden of the Astructural chapter. These monasteries have far less commitment to them by its members, but also have much more emphasis placed on self-reflection and community service due to the chapter’s inherent ideologies. Astructural Ascetics can often be a temporary position, undertaken by individuals who desire to rediscover themselves only for a brief period of time, such as following a major life-changing event, and will usually leave after they are satisfied with what they have done with their time. Some do remain for a significant portion of their lives, however, and are sometimes even welcomed into the Pyramidical Fellowship due to their dedication to the faith.&lt;br /&gt;
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Lightseekers are not found hailing from Astructural monasteries, as those dissatisfied with a monastery simply leave it. However, those who have embarked on a journey similar to a Lightseeker may be informally referred to as one, if only for the similarities.&lt;br /&gt;
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==Mass==&lt;br /&gt;
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While less emphasis is put on group gatherings in Luceism than in predecessor religions, they are still regularly held across Assunzione in Luceian churches, at dawn and dusk of each day. Luceian Mass places less emphasis on pure worship, and more among reverence and respect for Ennoia and its divine light.&lt;br /&gt;
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Luceian Mass places heavy emphasis on introspection and guided meditation. Keepers who hold Mass will generally avoid speaking in their sermons for too long, instead participating in guided meditation sessions for followers in the church to connect with both themselves and Ennoia. Readings of Scripture are commonplace as well, with much of the texts intended to provide morals to guide people’s beliefs into those following Luceian doctrine. At regular intervals, prayer songs are also played, typically accompanied by a choir and traditional instruments such as the piano, violin, or pipe organ.&lt;br /&gt;
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Donations are typically made about halfway through the Mass as well, with proceeds funding both the clergy and the church’s maintenance.&lt;br /&gt;
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Towards the end of each Mass, a Sacrament is offered: liturgical wine, blessed by the Mass’s Keeper, to be drunk by attendees on a voluntary basis from a chalice. It is said that consuming the blessed wine places Ennoia directly into one’s own body from within, complimenting their outward exposure to light within the church.&lt;br /&gt;
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==Houses of Worship and Holy Sites==&lt;br /&gt;
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===Churches===&lt;br /&gt;
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The chapels, cathedrals, and other assorted temples of Luceism range in size from simple rooms placed in the sides of buildings found throughout the planet’s habitation domes to formal churches to grand cathedrals dedicated to the worship of Ennoia - they all have one trait in common. In the center of every properly consecrated Luceian house of worship dwells a constantly lit flame maintained around the clock by the clergy of the faith. This flame is, to true believers, a representation of Assunzione’s mostly-extinguished star, and the hope that they will be able to rekindle it somehow, someday. Their places of worship are - due to their distaste for the dark - generally extremely well-lit, often with no truly dark areas in them.&lt;br /&gt;
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The design of Luceian churches and temples is an unusual one that indicates the faith’s roots in old Earthbound religions before the arrival of settlers to Assunzione. Formal churches will generally follow an X pattern in their construction, with a circular tower rising from the middle of the X and above the church. This tower generally houses the eternal flame of the church, and has been termed the “lighthouse” by outside observers. The inside walls of these churches are often lined with ornate stained glass windows depicting both the history of faith and of Assunzione itself. Areas of worship feature a raised central pulpit that is typically lavishly decorated, with followers seated in circular pews around the pulpit. Above this is what followers of Luceism refer to as a greater warding sphere - a large, circular object filled with luce vines that constantly fills its surroundings with a ghostly white light. Followers state that if one is experienced with reading the shadows cast by a lesser warding sphere, it will always point towards Assunzione.&lt;br /&gt;
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On sunlight-touched worlds, Luceian churches will additionally be built with massive skylights to let as much sunlight in as possible during the day, amplifying the light present in the building.&lt;br /&gt;
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Though much attention is rightfully given to the grand houses of worship of Luceism, the most common area of worship in the faith - by quite a large margin - are small shrines commonly found in the homes of the faithful. These shrines are typically quite small, the size of a dresser or typical closet in order to conserve space within the limited living areas found under Assunzione’s biodomes, but are able to contain everything a small group of followers would need for their prayers, ranging from incense to prayer mats, to warding spheres. It is not uncommon to find these shrines in the homes of Luceians traveling far afield from their planet.&lt;br /&gt;
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===Solar Arrays===&lt;br /&gt;
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More popular with Astructuralists are the reverence of the solar arrays, large solar power plants that formerly drove Assunzione’s energy needs up until the Dimming, after which they fell into disrepair and deteriorated over the centuries. Due to having absorbed enormous amounts of solar energy during their operation, Astructuralists regard these arrays as remnants of the holy light once given by the Star and believe them to hold sacred energy. As a result, ceremonies and rituals are typically performed around them, and are considered holy sites with Wardens appointed to oversee them.&lt;br /&gt;
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==The Four Flames==&lt;br /&gt;
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Represented at each Luceian church by four towers at the edges of each wing, crowned by fires, the Four Pillars of Luceism are the core tenets of the Luceian religion, dedicated to charitable improvement of both oneself and their community.&lt;br /&gt;
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Each Flame has a positive “light” aspect and a negative “dark” aspect, reflected in artworks by a flame and a shadow, respectively. Luceians are bound to follow the light aspects of each Flame and quell the dark, to better themselves as followers of Light.&lt;br /&gt;
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A vital part to understanding the Four Flames is that one should not aim to destroy all negative aspects of their character, as doing so violates the Flame of Light and leads to a soul being consumed by their own fire, losing their personality, and perhaps even their sanity. Luceian doctrine holds that darkness is a key to self-improvement and character, ensuring room for growth and, thus, enlightenment.&lt;br /&gt;
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===Flame of Self===&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;“If a flame does not master its own dance, it will burn out in the wind and be gone forever.”&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Flame of Self deals with a person’s self-image and ego, concerned with psychological aspects like self-esteem and character traits. Mastering this Flame is crucial to understanding one’s own soul, a vital component of Luceian spiritualism and is considered fundamental to a healthy life.&lt;br /&gt;
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Meditation, self-reflection, and the humbling of one’s own ego are few of many ways to achieve self-understanding.&lt;br /&gt;
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* &#039;&#039;&#039;Aspect of Light: Understanding&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;The Light Aspect is that of acknowledging oneself’s own flaws, and rather than attempting to correct them, embraces them and learns to overcome their shortcomings and negative traits. Those who have mastered Understanding acknowledge their limits but aren’t afraid to test them, and they do not keep secrets from their own mind.&#039;&#039;&lt;br /&gt;
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* &#039;&#039;&#039;Aspect of Darkness: Ignorance&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Being ignorant or avoiding recognition of one’s flaws, instead pretending they do not exist, is a path to the Flame’s Aspect of Darkness, Ignorance (or Bliss). Luceian teachings state ignorance as a fatal roadblock to one’s own development, condemning them to darkness if they do not learn of their ways.&#039;&#039;&lt;br /&gt;
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===Flame of Community===&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;&amp;quot;In the hearth of the community, a flame that seeks only its own warmth will soon find itself alone in the cold. It is in the shared warmth of charity that all flames find their enduring glow.&amp;quot;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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Assunzione’s history was built on selfless sacrifice after the collective suffering its people endured; as a result, Luceism places heavy emphasis on the act of selflessness and giving to the community. The Flame of Community is one of giving, of the collective, of charity: to be selfish is to condemn oneself to die alone, but to be charitable is to ensure that not only do you live on, so do those you love and care for.&lt;br /&gt;
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A notable mention is that Community’s aspect of darkness is not pure selfishness, but rather work in expectation of reward. Luceian teachings frown upon, if not condemn in some aspects, the idea of only working for the good of others if there is something in it for oneself; this is referred to as patronage.&lt;br /&gt;
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* &#039;&#039;&#039;Aspect of Light: Charity&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;To be charitable is to give to the community without expecting anything in return. One who embraces this aspect of light will be fond of community work, philanthropy, and working hard to provide for others.&#039;&#039;&lt;br /&gt;
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* &#039;&#039;&#039;Aspect of Darkness: Patronage&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Patronage is the act of doing work only if oneself, and only oneself, can benefit from it. While Luceian doctrine does not condemn the act of working for one’s own support, not giving anything back to the community is considered ill-mannered and embraces the aspect of darkness for this Flame.&#039;&#039;&lt;br /&gt;
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===Flame of Faith===&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;“A flame that bends too readily to the winds of surrender will find itself extinguished forever. It is the steadfast light of Truth that endures, unwavering, even in the storm.”&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Flame of Faith is the third pillar of Assunzione and one that deals with faithfulness, not only in Luceism but also in oneself and in others. Those who mistrust and desire evidence and reasoning for everything are said to embrace the aspect of darkness, while those who choose to trust someone or something close or dear to them are considered to embrace the aspect of light.&lt;br /&gt;
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* &#039;&#039;&#039;Aspect of Light: Truth&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;To be faithful and to know the Truth is to embrace this Flame’s light. It involves a deep commitment to the principles and teachings of Luceism, seeking wisdom from the cosmos and the teachings of Ennoia. Adherents who embody this aspect are often reflective, open-minded, and earnest in their spiritual journey.&#039;&#039;&lt;br /&gt;
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* &#039;&#039;&#039;Aspect of Darkness: Surrender&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Surrender, in this context, does not imply weakness or defeat. Instead, it represents the acceptance of the limits of one&#039;s understanding and the mysteries of the universe. It&#039;s about letting go of rigid dogmatism and acknowledging that some truths are beyond human comprehension, a path to self-defeat and the halting of one’s own journey to enlightenment.&#039;&#039;&lt;br /&gt;
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===Flame of Light===&lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;&amp;quot;Light and shadow, in their eternal dance, must not consume one another. For a flame that blinds itself to either, risks losing the very essence of its being, fading into the void.&amp;quot;&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Flame of Light is the fourth pillar of Luceism that deals with the concept of balance: mastering both one’s own light and dark selves. It is the aspect most concerned with maintaining balance between light and dark, and care must be taken not to remove the darkness from one’s own soul altogether, or they risk losing themselves, and who they are as a person, to their own fire.&lt;br /&gt;
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* &#039;&#039;&#039;Aspect of Light: Control&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;Control is regarded as the ability of one to master their own flaws, or their darkness, and mesh it with their own virtues, or their light. The goal of Luceian teachings is to not light up all the darkness in one’s soul, but rather to achieve mastery of it, ensuring it does not consume the light in their soul and that their light does not consume the shadow. Too much light will burn a person, and too little will lead to one being swallowed by the void.&#039;&#039;&lt;br /&gt;
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* &#039;&#039;&#039;Aspect of Darkness: Chaos&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;The aspect of chaos deals with one’s own internal aspects being unbalanced and out of control, allowing one to consume the other. It is said that a person’s own Flame – their soul – must remain balanced in life. A flame that is allowed to grow without darkness will turn into a fire, raging and burning until one’s own soul is consumed. A flame consumed by darkness, on the other hand, will snuff itself out, being lost forever. It is tantamount, therefore, that chaos not be allowed to fester within one’s own soul, and that instead light and darkness be in harmony with each other, like stars and space in the cosmos.&#039;&#039;&lt;br /&gt;
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==Afterlife==&lt;br /&gt;
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Luceians refer to their afterlife as “The Luminous Beyond” or just “The Beyond”, a journey that Luceian souls take to judge their character and, if worthy, join the cosmos. &lt;br /&gt;
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When a “soul” dies for the first time, they begin a voyage of many lifetimes across time and space in what is known as a “reincarnation cycle” - a series of multiple lifetimes of being reborn into new bodies of new circumstances, as they accrue more and more experience and self-knowledge until they either achieve enlightenment, or are deemed too evil, and cast into the Void.&lt;br /&gt;
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===The Rest===&lt;br /&gt;
&lt;br /&gt;
In the intermediate stage between death and reincarnation lies The Rest, a period where souls are said to reside for a short (but indeterminate) period of time inside the Star of Assunzione. Here, souls can commune with one another and meet up old friends of their past lives while they await judgment from Ennoia’s light. While not dissimilar to Heaven in other religions, it is viewed more as a stepping stone than a final incarnation of the afterlife, as they are at a “rest point” on their grand journey to enlightenment. It is debated how long souls stay in The Rest - Pyramidicalists are more inclined to believe the soul rests there for as long as Ennoia allows, while Astructuralists believe it is up to the soul themselves to judge when they are ready to move on.&lt;br /&gt;
&lt;br /&gt;
While in The Rest, souls remember their past lives and are able to reflect on their character, their accomplishments, and their shortcomings while awaiting judgment from Ennoia.&lt;br /&gt;
&lt;br /&gt;
===Reincarnation===&lt;br /&gt;
&lt;br /&gt;
Those who stray from the teachings of Ennoia, but not enough to snuff out their Flames entirely, are said to be reincarnated. It is said that most souls will take the path of reincarnation, even most Ascetics and ministers, as the process of life is one to master one’s own soul and to know their true intentions. Those who pass from their bodies will be birthed into a new one, keeping nothing but their soul’s true character, and it is over the course of the many cycles of reincarnation one will endure that they will be able to contribute to Reignition, the betterment of the community, and their eventual ascendancy to Guardianship – or be deemed irredeemable and cast into the Void.&lt;br /&gt;
&lt;br /&gt;
Reincarnation is said to be accumulative: the more  lives a soul has been through, the more innate talents and abilities awaken in a reincarnated soul’s mind. It is said the greatest prodigies, and the most talented and capable individuals accrued their abilities not because they simply had a “knack for it”, but because of lifetimes’ worth of experience reawakening in a soul. Over time, a soul will evolve, shedding undesirable traits for ones that promote their true character and selflessness, chiseling away at imperfections until an ideal soul remains.&lt;br /&gt;
&lt;br /&gt;
With every reincarnation, however, come new trials and tribulations for a person to face: developmental, cultural, or societal disabilities which obstruct a person from being able to accomplish their goals, such as disease, poverty, or being born into servitude or authoritarianism. Those undergoing said trials while early on in their reincarnation cycle will typically fail - that is, they will either die early, turn to a life of crime, or otherwise stray from the Light and the Flames of Luceism. However, it is said that over the lifetimes, someone will eventually learn how to overcome said trials and emerge victorious as a better, more humble person embracing the core aspects of Luceism, even if that incarnation is not from Assunzione.&lt;br /&gt;
&lt;br /&gt;
As reincarnation transcends time and space, it promotes the ideal that followers of Luceism should be kind to others, especially fellow Luceians, as there is a possibility, according to faith, that the person they are talking to is, in fact, themselves, in another incarnation.&lt;br /&gt;
&lt;br /&gt;
===Judgment and Enlightenment===&lt;br /&gt;
&lt;br /&gt;
Inside the Star, according to Scripture, souls are judged by their Four Flames, and how brightly each one burns. Each one is given a chance to reflect on their life, confronting their past and being given the chance to reconcile with and understand themselves. If a soul had not truly known themselves prior to death, this is where they come to a realization before judgment.&lt;br /&gt;
&lt;br /&gt;
Enlightenment in Luceism is referred to as Alêtheia in the Pyramidical Church, heavily emphasized in Pyramidical teachings to be the goal that every Luceian should work towards, described as the discovery of truth through destruction of falsehood. Alêtheia as a concept is mentioned often in Scripture, and it is said that achieving such a state can take people lifetimes, even multiple.&lt;br /&gt;
&lt;br /&gt;
Those who have mastered their inner selves and achieved balance of the Four Flames are welcomed into enlightenment, where they become Guardians of Light, and become the angelic protectors of Stars across the galaxy.&lt;br /&gt;
&lt;br /&gt;
==The Void==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;“Hell in Luceism is especially unique, and especially terrifying, because of a singular property it has that other realms of other religions do not: it is real.”&#039;&#039; - &#039;&#039;An Introduction to Luceism&#039;&#039;, originally published in 2423.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As Luceism is a religion focused around light, and having everything touched by it, it is only natural that the religion’s concept of Hell is the Void: the liturgical name given to the real, tangible region known as the Lemurian Sea. Its properties lend it to being impossible for light to get in, out, or through its borders, leading to it being visible from Assunzione as a dark, voidlike patch in Assunzione’s normally-starry sky, a feature which tourists find unnerving, and which Luceians find absolutely terrifying. It is considered taboo to even stare at the Void in the sky for too long, for it might consume one’s soul if looked at for long enough.&lt;br /&gt;
&lt;br /&gt;
The Void is said to be the final resting place for souls who have been consumed by darkness so much that they are no longer recognizable as children of light. After death, their souls are condemned to the Void, where they will spend eternity in perpetual darkness, unable to move past the region’s boundaries, condemned to being able to perceive nothing but their own regrets and shortcomings. As the Void is home to these irredeemable souls, it is said that being in the Void for too long can corrupt one’s own soul, especially without proper light or spiritual protection.&lt;br /&gt;
&lt;br /&gt;
===Void Travel===&lt;br /&gt;
&lt;br /&gt;
Luceians may sometimes venture into the Void in an attempt to either survey it or unravel its mysteries, a feat which is the equivalent of marching into Hell itself. The Church condemns those who voluntarily enter the Void for travel or for otherwise superficial reasons, but understand the necessity of its importance in Assunzione’s research. It is for this reason that only science and rescue vessels with the blessing of the Church are allowed, legally, to venture into the Void. Even so, there are several preparations one and one’s ship must make to make the journey. A ship and all its crew must receive blessings and talismans from the Church for protection, and all warding spheres carried by the ship’s crew must be swapped and replaced for new ones. Even after preparations are made, Luceians are prohibited from leaving the protection of their ship to venture into the Sea on EVA, and expeditions into its borders can only last for up to 60 days, not including transit, before it is said that the Church’s protection wears off.&lt;br /&gt;
&lt;br /&gt;
Vessels traveling into the Sea under Church protection are said to often encounter near-miss experiences in which they narrowly are saved, either by fortune or by actions of the crew; feats attributed to Ennoia and its guidance protecting those even who journey into the Void. It is said, however, that those who enter the Void without protection typically do not return, either succumbing to mysterious phenomena inside the region, or crashing into debris or an asteroid they could not see. Regardless, the stories of the countless ships and souls who became lost in the Void deter all but the most determined explorers or rescuers from ever stepping foot inside it.&lt;br /&gt;
&lt;br /&gt;
==Customs of Funerals and Burials==&lt;br /&gt;
&lt;br /&gt;
===Funeral Rites===&lt;br /&gt;
&lt;br /&gt;
Funerals for Luceians are typically simple and reflective in nature, with importance being given to celebrating the deceased’s achievements in life and their journey to enlightenment, with friends and family giving obituaries while the body is laid for viewing. A Keeper will then read Scripture passages about reincarnation or enlightenment, before adorning the coffin in luce vines and saying prayers.&lt;br /&gt;
&lt;br /&gt;
===Burials===&lt;br /&gt;
&lt;br /&gt;
Burials in Luceism are performed in one of three methods.&lt;br /&gt;
&lt;br /&gt;
Cremation is the most common, and most widely-practiced method on Assunzione. Due to the planet’s confined nature of habitation within the dome cities, interment – burial in a coffin – is typically impractical within the confines of the cities, and bodies are typically cremated instead in special, Church-blessed crematoriums that bathe the bodies in light before burning them. Due to the special construction of these crematoriums and their resultant ceremonies, native Assunzioniis traveling abroad will typically state in their post-mortems that they request their bodies to be returned to Assunzione rather than be cremated abroad. The Pyramidical Church covers the transport and handling costs of all deceased Assunzioniis abroad, regardless of chapter.&lt;br /&gt;
&lt;br /&gt;
Cremated remains are then placed in an urn and stored in columbariums, typically inside a church; foreign-born Luceians may opt to have their ashes instead shipped back to their home planet, an expense also covered by the Church. Some, however, may have desires to have their ashes instead scattered on either holy sites (such as solar arrays) or ejected into a star, wishes which the Church will typically grant if they are not prohibitively expensive.&lt;br /&gt;
&lt;br /&gt;
Interment is still practiced, however, should the deceased individual have a wish to be buried outside the domes. The rites for this are significantly more expensive due to the logistics required of burying a body in the extremely hostile midnight environment of Assunzione’s surface. To bury someone on the surface, their body is first embalmed by a Church-authorized mortician to remove as much moisture as possible from them while still keeping their appearance intact. They are then brought outside the dome to a designated cemetery, typically far away from a dome, and laid to rest. Unique in Assunzione burials is the tradition of keeping the coffin flush with the ground instead of burying it in dirt. This is so that the coffin, whose top has a window, will remain in starlight and allow the soul and the body to continue receiving the blessings of Ennoia.&lt;br /&gt;
&lt;br /&gt;
Due to the unsettling nature of having corpses visible to passersby, buried bodies will usually be veiled with a one-way cloth so that light can still shine on their faces, but be masked to those viewing from the outside.&lt;br /&gt;
&lt;br /&gt;
As a unique side effect of Assunzione’s freezing temperatures, bodies buried on the surface in this way will never decompose. The earliest Luceian cemeteries still have the preserved bodies of people who have died during the Dimming, preserved forever in the snow, there for all to see.&lt;br /&gt;
&lt;br /&gt;
==Interpretations==&lt;br /&gt;
&lt;br /&gt;
===On Other Religions===&lt;br /&gt;
&lt;br /&gt;
Luceism, due to its relatively small size, typically does not condemn other religions in a public manner. Instead it maintains the passive ideal that its religion is the one true faith, one that Assunzione only is able to recognize due to its extraordinary history, and that all people should one day follow it as well, worshiping the life-giving energies of light.&lt;br /&gt;
&lt;br /&gt;
On Assunzione, however, Luceism’s overwhelming influence on both the government and its people means that any other faiths that attempt to settle on the planet are quickly suppressed. The Trinary Perfection is one of the most recent faiths that attempted to plant seeds on Assunzione, only to be shunned and driven away by the native Luceians, synthetics included. As a result, other religions are virtually unheard of on Assunzione.&lt;br /&gt;
&lt;br /&gt;
===On Synthetics===&lt;br /&gt;
&lt;br /&gt;
Luceism, as a faith, has a neutral regard for synthetics that varies almost entirely on the individual’s interpretation. &lt;br /&gt;
&lt;br /&gt;
Synthetics are protected on Assunzione despite their controversial nature, and are allowed to fulfill limited ranks in the Pyramidical Church. They can also become ministers of the Astructural chapter and be regarded as just as holy and faithful as anyone else in it.&lt;br /&gt;
&lt;br /&gt;
====Opposition====&lt;br /&gt;
&lt;br /&gt;
Those who oppose synthetics, while they do not (usually) vouch for their destruction, see them as beings that disrupt the balance of the cosmos. Synthetics, as believed by the opposition, were attempts by humans to bypass the natural order of life and balance to create life with one’s own hands rather than letting Ennoia and the stars fashion them. They additionally claim that synthetics, instead of using the life-giving energies of light directly, abuse the energy used to create light and drain power from Assunzione’s grid, darkening the world ever so slightly.&lt;br /&gt;
&lt;br /&gt;
Synthetics of different religions or atheistic ones are especially repulsive to opponents against synthetics (and even, sometimes, those who are neutral), believing them to be ignorant or outright purposefully attempting to offend Luceians with their lack of knowledge on the matter. &lt;br /&gt;
&lt;br /&gt;
====Support====&lt;br /&gt;
&lt;br /&gt;
Those who support synthetics appreciate not only their work ethic, but also their innate curiosity and nature. Because Luceian doctrine mentions that all things, living and nonliving, were descended from stardust, synthetics too can be said to be children of Ennoia and should receive the same treatment. &lt;br /&gt;
&lt;br /&gt;
The Astructural chapter is generally more open to recognizing synthetics as one and the same as all other organics, and welcome them into their ranks.&lt;br /&gt;
&lt;br /&gt;
====Rights and Autonomy====&lt;br /&gt;
&lt;br /&gt;
Even those who support the existence of synthetics on Assunzione typically do not advocate for independence and equal rights of synthetics, usually being content with the status quo of them being owned or otherwise in servitude. Many owned synthetics operate on Assunzione: some are owned by the Church as Stewards, others by the government as laborers and public servants, and others still by Zeng-Hu and the SCC as researchers and explorers. This neutral stance extends both ways, with Church and state respecting synthetics who bought their freedom, granting them opportunities and even offerings of religious self-discovery. &lt;br /&gt;
&lt;br /&gt;
====Prosthetics====&lt;br /&gt;
&lt;br /&gt;
Despite the mixed stance on synthetic life, an overwhelming majority of Luceians of any school of thought do not particularly care about prosthetic usage or augmentation by anyone, with many even encouraging it. This has been a particular boon to Zeng-Hu, whose corporate policies promote the usage of augmentation in its personnel.&lt;br /&gt;
&lt;br /&gt;
Due to Luceism’s influence, though, it is common and traditional (though not necessary) for those who are given peripheral prosthetics, such as arms and legs, to have the Eye of Ennoia emblazoned on the prosthetic part, to give it good fortune and the Church’s blessing.&lt;br /&gt;
&lt;br /&gt;
===On Non-Human Sapients===&lt;br /&gt;
&lt;br /&gt;
Due to Assunzione’s status as a remote human colony world, non-humans practicing Luceism were generally not considered to be a realistic issue to handle up until Assunzione’s reintroduction to the Coalition. In the decades since, the religion has been spread even to non-humans, particularly Skrell and Dionae (see below), who find the philosophical and cosmological aspects of the religion to be fascinating at the very least and something they wish to devote themselves to at the most. While nonhuman Luceians are generally unheard of on Assunzione, besides Dionae, nonhuman followers and even ministers of Sunlight Luceism can be found offworld in other areas.&lt;br /&gt;
&lt;br /&gt;
====On Dionae====&lt;br /&gt;
&lt;br /&gt;
Spiritually-oriented Dionae gestalts are especially attracted to Luceism due to the species’ shared affinity for light and stars. Due to their nature having them use starlight to prosper and thrive, Luceians of both major chapters generally regard Dionae positively and welcome them into the faith.&lt;br /&gt;
&lt;br /&gt;
The fundamentals of Luceism and the Eternal are alike, both having a reverence for light in which they hold the view it is the personified existence of their deity. Luceism’s worship of the light has drawn many Dionae to the faith; mostly from the perspective of curiosity as opposed to actually partaking in its practices. Some hold the belief that Ennoia is merely a human understanding of the Eternal, resulting in some syncretization between the two religions – despite the Omnivirate’s declaration that the practice of the religion would be apostasy; creating a rather tense relationship between the clergy of both faiths. &lt;br /&gt;
&lt;br /&gt;
Many of the scholarly clergymen of the Eternal view Ennoia as an astrological phenomenon that needs to be studied, as opposed to being worshipped, which has been an objective of the Eternal’s Omnivirate since the early 2420s. This has only further split the two religions; despite the nature of a Dionae’s existence, having them use starlight to prosper and thrive. Though the clergymen of Luceism may hold disdain towards the Eternal, similarly seen with the Eternal’s religious authorities, Luceians of both major chapters generally hold the species in high regard.&lt;br /&gt;
&lt;br /&gt;
Despite the integration of Dionae within the greater Coalition, and the occurrence of syncretism, Dionae are not permitted access to the Ecclesiarchy, and would not hold the positions of either Keepers or Wardens. This has been a somewhat open secret amongst the religious authorities of Luceism, and is enforced quite stringently.&lt;br /&gt;
&lt;br /&gt;
===On Science===&lt;br /&gt;
&lt;br /&gt;
Due to Assunzione’s location in Light’s Edge and bordering the Lemurian Sea, as well as the impossible fate of its own Star, the planet has attracted a colossal scientific community rivaled in the Coalition only by Galatea. As a result, Luceism takes a very open stance towards science and research, and Luceian teachings act to fill in the blanks that science cannot answer, rather than attempt to prove alternate theories. The Star’s own fate has been researched for over 200 years to no avail, leading to the Church drawing the conclusion that it was divine.&lt;br /&gt;
&lt;br /&gt;
Luceians hold steady that it ultimately does not matter if the Dimming can be explained or not, for it is the indisputable Miracle of Assunzione that happened following the event, as well as the prophetic preparations made beforehand that allowed the Miracle to happen in the first place, that gave birth to the religion and functions as its foundation.&lt;br /&gt;
&lt;br /&gt;
Luceians additionally hold that science discovering a way to reignite the Star artificially is also a desirable outcome, as it would take the collective efforts of the hearts and minds of countless scientists to discover such a thing, demonstrating aspects of the Flames of Community and Faith.&lt;br /&gt;
&lt;br /&gt;
===On Corporations===&lt;br /&gt;
&lt;br /&gt;
With Assunzione forming the headquarters of the Coalition branch of Zeng-Hu Pharmaceuticals, it is only natural that both the megacorporation and Luceism would have significant influence over each other, at least in the region. Despite the potential for powerplay between the two parties, it is within both their interests to leave each other alone, with influence instead being relegated to favors and quid-pro-quos between Church and company. Zeng-Hu Assunzione typically adheres to Luceian customs and religious practices for its own business in Light’s Edge, particularly when it comes to blessing expeditions. The Church, meanwhile, takes care not to disrupt corporate processes to a significant extent, as both Zeng-Hu and the Stellar Corporate Conglomerate’s affiliate organizations bring in a significant amount of revenue to Assunzione as a major trade, mining, and scientific center, and they would like to keep it in exchange for the corporations not attempting to meddle in the Church’s affairs.&lt;br /&gt;
&lt;br /&gt;
===On Apostasy===&lt;br /&gt;
&lt;br /&gt;
Both doctrines of Luceism strongly oppose the act of apostasy, or leaving the religion for either atheism or a different one altogether. Astructuralists are more forgiving of apostates if they do so for reasons of family, protection, or enlightenment, while Pyramidicalists condemn the act altogether and those who perform it. Those who shun away from Luceism are said to fall into darkness, captivated by it, and only in returning to light may one’s soul find solace again, or risk being lost to the Void.&lt;br /&gt;
&lt;br /&gt;
==Prayers==&lt;br /&gt;
&lt;br /&gt;
Prayers in Luceism do not have an introductory gesture or statement, but are instead marked by the bowing of one’s head and the presentation of a light source. A light source, such as one’s warding sphere, a candle, a flashlight, or even a flare, may be “presented” by having the wearer hold it up with one or two hands, or alternatively by resting said light source in close proximity to them; the important part is to have the object be touched by the person before or during praying.&lt;br /&gt;
&lt;br /&gt;
While some defined, literary prayers exist in Luceism, prayers may also be flexible, made and uttered on the spot by followers or ministers, and can either follow the structure of a normal prayer or depart from it altogether. Astructural prayers are more likely to be impromptu, while Pyramidical prayers favor written ones. Structured Luceian prayers, with some exceptions, typically are in the form of poems, written in rhythmic verse; this allows them to also be optionally made into a song, and several renditions exist that do so.&lt;br /&gt;
&lt;br /&gt;
The following are excerpts of the most ubiquitous prayers in Luceism.&lt;br /&gt;
&lt;br /&gt;
===Rite of Light===&lt;br /&gt;
&lt;br /&gt;
The Rite of Light is the most common prayer in Luceism, practiced by all chapters, and is used as a general prayer of protection and guidance from Ennoia.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O Ennoia, source of light,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Guide us in the eternal night.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Keeper of balance, pure and bright,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Illuminate our path with your sight.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In moments of darkness, in times of plight,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lead us with your wisdom, O radiant light.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;O Ennoia, beacon in our flight,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grant us sunrise from this endless night.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Creed of the Flames===&lt;br /&gt;
&lt;br /&gt;
The Creed of the Flames functions as a prayer and creed to reaffirm one’s own faith in the religion using the Four Flames. It is an extended version of the Rite of Light and is generally spoken in a church setting rather than as a simple prayer.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;To Ennoia, whose blessing burns so brightly,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;May our hearts reflect your Light so rightly.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Within every soul burns four Flames,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Guiding life&#039;s intricate, winding games.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Teach us to master them, our very own Light,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In our hearts and minds, both day and night.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Help us know our Selves better than a mirror,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Making our path through life much clearer.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Teach us to conquer our fears within,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;So in life&#039;s battles, we may begin to win.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Let us be charitable to one another,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Treating everyone we meet as our sister or brother.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Lead us not into temptation of greed,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;But towards acts of kindness and good deeds.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Bask us in your holy Light,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Turning our darkest nights into days so bright.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Guide us on the path of virtue and wisdom,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;To lead us, eventually, to the gates of your kingdom.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Keep our flames burning but at bay,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;So we walk the righteous path each day.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Let us control the darkness in our souls,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;And not allow it to take its toll.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;This we ask of you, and us,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Of the Stars and their Guardians who we trust.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;So we may be beings of charity and light,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;And soon, bring the day to our home’s endless night.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Prayer for Passage (“Stardust”)===&lt;br /&gt;
&lt;br /&gt;
This prayer is typically used at funerals, to honor the deceased.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In the vast expanse of the cosmos, we gather,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;To honor a journey, both ancient and eternal.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;From stardust we came, to stardust we shall return,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In the endless dance of light and shadow.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Beneath the watchful eyes of distant stars,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;We remember the light you shared,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;A spark of the infinite, a whisper of the divine,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;A soul that danced with the flames of life.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In the celestial tapestry, your story is woven,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;With threads of love, joy, and memories cherished.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In the heart of the cosmos, your spirit finds its echo,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;A part of the universe, forever and always.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;As you return to the cosmic embrace,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;We release you with love, with gratitude, with peace.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;May your journey be gentle, your path illuminated,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;As you become one with the stardust once more.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In this moment of farewell, we find unity,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In our grief, a testament to our shared humanity.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;From stardust we came, to stardust we return,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In the eternal cycle of light, life, and love.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Farewell, dear soul, until we meet again,&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;In the boundless realms of the stars above.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Assunzione}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
&lt;br /&gt;
[[Category: Lore]]&lt;br /&gt;
[[Category: Religions]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Assunzione_Laws&amp;diff=39052</id>
		<title>Assunzione Laws</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Assunzione_Laws&amp;diff=39052"/>
		<updated>2026-04-15T03:20:09Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Assunzione}}&lt;br /&gt;
&#039;&#039;&#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Assunzione for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Assunzione, it will be treated as a character removal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like most planets in the Coalition, Assunzione has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. The following page is a guide to Assunzionii law, much like the [[Corporate Regulations]] page.&lt;br /&gt;
&lt;br /&gt;
Remember, Assunzione Law Enforcement is not related to the SCC and has little regard for your employment or status. The following laws are separate from the SCC SoP or Regulations, and will be enforced regardless of the situation.&lt;br /&gt;
==Prior Knowledge==&lt;br /&gt;
Assunzione has a much different culture and history than that of Tau Ceti or the SCC.&lt;br /&gt;
* Police can arrest crew for breaking the law or disturbing the peace regardless of job or status.&lt;br /&gt;
* Weapons and firearms are prohibited in Port Volturno.&lt;br /&gt;
* Drugs otherwise legal in Biesel are illegal on Assunzione.&lt;br /&gt;
* Free Assunzionii IPCs are legally equal to organic citizens, and harming them falls under the same crimes (up to and including murder). Owned IPCs are instead covered under vandalism or damage to property charges.&lt;br /&gt;
&lt;br /&gt;
Keep the above points in mind while exploring Assunzione, and try to respect the locals!&lt;br /&gt;
&lt;br /&gt;
==Criminal Procedures==&lt;br /&gt;
For every infraction except traffic infringements, non-Assuionzii nationals MUST be taken to the police station for processing, and a report MUST be filled out on the forums (a form is provided under the CCIA Forum topic for this purpose).&lt;br /&gt;
&lt;br /&gt;
The following is the procedure for if any of the Horizon&#039;s crew is arrested.&lt;br /&gt;
===Misdemeanours===&lt;br /&gt;
*The police detain a suspect. They have the option of releasing with a warning.&lt;br /&gt;
*The suspect is arrested and brought to the station for processing.&lt;br /&gt;
*Any contraband or stolen items are removed.&lt;br /&gt;
*The suspect is locked in a cell.&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*A Horizon crew member or Head of Staff must come to the station as a guarantor for the suspect who is then released to their care.&lt;br /&gt;
*The police can (and should) report the incident on the special forum thread.&lt;br /&gt;
*The incident and identity of the person is posted on the police’s social media account.&lt;br /&gt;
*CCIA are eligible to start an investigation.&lt;br /&gt;
===Felonies===&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*The suspect remains in the cell for the rest of the round.&lt;br /&gt;
*The police must report the incident on the special forum thread.&lt;br /&gt;
*CCIA automatically launch an investigation and present their findings to the Assunzionii (or Zeng-Hu) authorities via appropriate CCIA IC messages. The person is eligible to serve jail time in Assunzione, suspending the character for a long period of time or permanently.&lt;br /&gt;
&lt;br /&gt;
===Crimes===&lt;br /&gt;
The following is a table of various crimes on Assunzione, and what they are classified as.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot;; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Misdemeanour&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Fine&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Felony&lt;br /&gt;
|-&lt;br /&gt;
|Theft&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Grand Theft/Fraud&lt;br /&gt;
|-&lt;br /&gt;
|Disorderly Conduct&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Vehicle Theft&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Assault&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing&lt;br /&gt;
|Up to 1,000 Credits for government property, immediately removal from premises&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|-&lt;br /&gt;
|Resisting Arrest&lt;br /&gt;
|N/A&lt;br /&gt;
|Kidnapping&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Justice&lt;br /&gt;
|Up to 1,000 Credits&lt;br /&gt;
|Illegal Immigration&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Public Works&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Burglary&lt;br /&gt;
|-&lt;br /&gt;
|Insulting the Public Sentiment&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Armed Robbery/Banditry/Piracy&lt;br /&gt;
|-&lt;br /&gt;
|Littering&lt;br /&gt;
|Up to 150 Credits&lt;br /&gt;
|Poaching&lt;br /&gt;
|-&lt;br /&gt;
|Refusing a Lawful Order&lt;br /&gt;
|N/A&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Up to 500 Credits, imprisonment for monuments or buildings of public importance&lt;br /&gt;
|Discharging a Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Breaking Traffic Laws&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Murder&lt;br /&gt;
|-&lt;br /&gt;
|Possession of a Weapon&lt;br /&gt;
|Up to 3,000 Credits&lt;br /&gt;
|Distribution of Illegal Narcotics&lt;br /&gt;
|-&lt;br /&gt;
|Possession of Illegal Narcotics&lt;br /&gt;
|Fine up to 2,000, mmediate confiscation of narcotics&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{Navbox Assunzione}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Assunzione_Laws&amp;diff=39050</id>
		<title>Assunzione Laws</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Assunzione_Laws&amp;diff=39050"/>
		<updated>2026-04-15T03:14:51Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: Created page with &amp;quot;{{Navbox Lore}} {{Navbox Human Lore}} &amp;#039;&amp;#039;&amp;#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Assunzione for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Assunzione, it will be treated as a character removal.&amp;#039;&amp;#039;&amp;#039;  Like most planets in the Coalition, Assunzione has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. T...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&#039;&#039;&#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Assunzione for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Assunzione, it will be treated as a character removal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like most planets in the Coalition, Assunzione has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. The following page is a guide to Assunzionii law, much like the [[Corporate Regulations]] page.&lt;br /&gt;
&lt;br /&gt;
Remember, Assunzione Law Enforcement is not related to the SCC and has little regard for your employment or status. The following laws are separate from the SCC SoP or Regulations, and will be enforced regardless of the situation.&lt;br /&gt;
==Prior Knowledge==&lt;br /&gt;
Assunzione has a much different culture and history than that of Tau Ceti or the SCC.&lt;br /&gt;
* Police can arrest crew for breaking the law or disturbing the peace regardless of job or status.&lt;br /&gt;
* Weapons and firearms are prohibited in Port Volturno.&lt;br /&gt;
* Drugs otherwise legal in Biesel are illegal on Assunzione.&lt;br /&gt;
* Free Assunzionii IPCs are legally equal to organic citizens, and harming them falls under the same crimes (up to and including murder). Owned IPCs are instead covered under vandalism or damage to property charges.&lt;br /&gt;
&lt;br /&gt;
Keep the above points in mind while exploring Assunzione, and try to respect the locals!&lt;br /&gt;
&lt;br /&gt;
==Criminal Procedures==&lt;br /&gt;
For every infraction except traffic infringements, non-Assuionzii nationals MUST be taken to the police station for processing, and a report MUST be filled out on the forums (a form is provided under the CCIA Forum topic for this purpose).&lt;br /&gt;
&lt;br /&gt;
The following is the procedure for if any of the Horizon&#039;s crew is arrested.&lt;br /&gt;
===Misdemeanours===&lt;br /&gt;
*The police detain a suspect. They have the option of releasing with a warning.&lt;br /&gt;
*The suspect is arrested and brought to the station for processing.&lt;br /&gt;
*Any contraband or stolen items are removed.&lt;br /&gt;
*The suspect is locked in a cell.&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*A Horizon crew member or Head of Staff must come to the station as a guarantor for the suspect who is then released to their care.&lt;br /&gt;
*The police can (and should) report the incident on the special forum thread.&lt;br /&gt;
*The incident and identity of the person is posted on the police’s social media account.&lt;br /&gt;
*CCIA are eligible to start an investigation.&lt;br /&gt;
===Felonies===&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*The suspect remains in the cell for the rest of the round.&lt;br /&gt;
*The police must report the incident on the special forum thread.&lt;br /&gt;
*CCIA automatically launch an investigation and present their findings to the Assunzionii (or Zeng-Hu) authorities via appropriate CCIA IC messages. The person is eligible to serve jail time in Assunzione, suspending the character for a long period of time or permanently.&lt;br /&gt;
&lt;br /&gt;
===Crimes===&lt;br /&gt;
The following is a table of various crimes on Assunzione, and what they are classified as.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot;; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Misdemeanour&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Fine&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Felony&lt;br /&gt;
|-&lt;br /&gt;
|Theft&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Grand Theft/Fraud&lt;br /&gt;
|-&lt;br /&gt;
|Disorderly Conduct&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Vehicle Theft&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Assault&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing&lt;br /&gt;
|Up to 1,000 Credits for government property, immediately removal from premises&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|-&lt;br /&gt;
|Resisting Arrest&lt;br /&gt;
|N/A&lt;br /&gt;
|Kidnapping&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Justice&lt;br /&gt;
|Up to 1,000 Credits&lt;br /&gt;
|Illegal Immigration&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Public Works&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Burglary&lt;br /&gt;
|-&lt;br /&gt;
|Insulting the Public Sentiment&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Armed Robbery/Banditry/Piracy&lt;br /&gt;
|-&lt;br /&gt;
|Littering&lt;br /&gt;
|Up to 150 Credits&lt;br /&gt;
|Poaching&lt;br /&gt;
|-&lt;br /&gt;
|Refusing a Lawful Order&lt;br /&gt;
|N/A&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Up to 500 Credits, imprisonment for monuments or buildings of public importance&lt;br /&gt;
|Discharging a Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Breaking Traffic Laws&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Murder&lt;br /&gt;
|-&lt;br /&gt;
|Possession of a Weapon&lt;br /&gt;
|Up to 3,000 Credits&lt;br /&gt;
|Distribution of Illegal Narcotics&lt;br /&gt;
|-&lt;br /&gt;
|Possession of Illegal Narcotics&lt;br /&gt;
|Fine up to 2,000, mmediate confiscation of narcotics&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=39049</id>
		<title>User:NewOriginalSchwann/Sandbox3</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=39049"/>
		<updated>2026-04-15T03:08:48Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&#039;&#039;&#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Assunzione for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Assunzione, it will be treated as a character removal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like most planets in the Coalition, Assunzione has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. The following page is a guide to Assunzionii law, much like the [[Corporate Regulations]] page.&lt;br /&gt;
&lt;br /&gt;
Remember, Assunzione Law Enforcement is not related to the SCC and has little regard for your employment or status. The following laws are separate from the SCC SoP or Regulations, and will be enforced regardless of the situation.&lt;br /&gt;
==Prior Knowledge==&lt;br /&gt;
Assunzione has a much different culture and history than that of Tau Ceti or the SCC.&lt;br /&gt;
* Police can arrest crew for breaking the law or disturbing the peace regardless of job or status.&lt;br /&gt;
* Weapons and firearms are prohibited in Port Volturno.&lt;br /&gt;
* Drugs otherwise legal in Biesel are illegal on Assunzione.&lt;br /&gt;
* Free Assunzionii IPCs are legally equal to organic citizens, and harming them falls under the same crimes (up to and including murder). Owned IPCs are instead covered under vandalism or damage to property charges.&lt;br /&gt;
&lt;br /&gt;
Keep the above points in mind while exploring Assunzione, and try to respect the locals!&lt;br /&gt;
&lt;br /&gt;
==Criminal Procedures==&lt;br /&gt;
For every infraction except traffic infringements, non-Assuionzii nationals MUST be taken to the police station for processing, and a report MUST be filled out on the forums (a form is provided under the CCIA Forum topic for this purpose).&lt;br /&gt;
&lt;br /&gt;
The following is the procedure for if any of the Horizon&#039;s crew is arrested.&lt;br /&gt;
===Misdemeanours===&lt;br /&gt;
*The police detain a suspect. They have the option of releasing with a warning.&lt;br /&gt;
*The suspect is arrested and brought to the station for processing.&lt;br /&gt;
*Any contraband or stolen items are removed.&lt;br /&gt;
*The suspect is locked in a cell.&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*A Horizon crew member or Head of Staff must come to the station as a guarantor for the suspect who is then released to their care.&lt;br /&gt;
*The police can (and should) report the incident on the special forum thread.&lt;br /&gt;
*The incident and identity of the person is posted on the police’s social media account.&lt;br /&gt;
*CCIA are eligible to start an investigation.&lt;br /&gt;
===Felonies===&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*The suspect remains in the cell for the rest of the round.&lt;br /&gt;
*The police must report the incident on the special forum thread.&lt;br /&gt;
*CCIA automatically launch an investigation and present their findings to the Assunzionii (or Zeng-Hu) authorities via appropriate CCIA IC messages. The person is eligible to serve jail time in Assunzione, suspending the character for a long period of time or permanently.&lt;br /&gt;
&lt;br /&gt;
===Crimes===&lt;br /&gt;
The following is a table of various crimes on Assunzione, and what they are classified as.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot;; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Misdemeanour&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Fine&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Felony&lt;br /&gt;
|-&lt;br /&gt;
|Theft&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Grand Theft/Fraud&lt;br /&gt;
|-&lt;br /&gt;
|Disorderly Conduct&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Vehicle Theft&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Assault&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing&lt;br /&gt;
|Up to 1,000 Credits for government property, immediately removal from premises&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|-&lt;br /&gt;
|Resisting Arrest&lt;br /&gt;
|N/A&lt;br /&gt;
|Kidnapping&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Justice&lt;br /&gt;
|Up to 1,000 Credits&lt;br /&gt;
|Illegal Immigration&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Public Works&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Burglary&lt;br /&gt;
|-&lt;br /&gt;
|Insulting the Public Sentiment&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Armed Robbery/Banditry/Piracy&lt;br /&gt;
|-&lt;br /&gt;
|Littering&lt;br /&gt;
|Up to 150 Credits&lt;br /&gt;
|Poaching&lt;br /&gt;
|-&lt;br /&gt;
|Refusing a Lawful Order&lt;br /&gt;
|N/A&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Up to 500 Credits, imprisonment for monuments or buildings of public importance&lt;br /&gt;
|Discharging a Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Breaking Traffic Laws&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Murder&lt;br /&gt;
|-&lt;br /&gt;
|Possession of a Weapon&lt;br /&gt;
|Up to 3,000 Credits&lt;br /&gt;
|Distribution of Illegal Narcotics&lt;br /&gt;
|-&lt;br /&gt;
|Possession of Illegal Narcotics&lt;br /&gt;
|Fine up to 2,000, mmediate confiscation of narcotics&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=39020</id>
		<title>User:NewOriginalSchwann/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=39020"/>
		<updated>2026-04-11T00:22:10Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Correctional System */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
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==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
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But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
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Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
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==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
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===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
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It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
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Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
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Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
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The leader of the SIP-CPA is &#039;&#039;&#039;Director Almir Fazlić&#039;&#039;&#039;. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath. A lawyer by training and innately familiar with Solarian federal criminal code, and many local codes, he is a conservative leader who has done little to change the agency&#039;s mission and a great amount to ensure its capabilities have remained effective. He was retained by PM Strom after the recent election and is expected to serve as director for the remainder of Strom&#039;s term.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
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The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
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Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
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Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
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The current leader of SISA is &#039;&#039;&#039;Director Andrii Savchuk&#039;&#039;&#039;. Born in New Odesa, Luna, Director Savchuk is a lifelong Department of Justice bureaucrat who became director in 2463 when his predecessor was arrested for public corruption following the anti-Frost coup. He is known to be exacting and demanding in his private and personal life, sleeping very little and spending most of his time at SISA&#039;s headquarters in New Odesa, where he is rumored to sleep. Slow to praise, twice-divorced, and quick to criticize anything he perceives as wrong, Savchuk is not a popular man, but is a very effective director: under his leadership SISA has arrested thousands of criminals and handled multiple major domestic incidents, ranging from a major hostage crisis on Visegrad to the capturing of Lycoris&#039; Solarian Restoration Front-aligned governor. He is known to always wear a suit and maintains strict personal grooming standards he has attempted, with some success, to disseminate to the rest of the agency: suits, ties, and cleanly-shaven faces.&lt;br /&gt;
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====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most dangerous criminals the Alliance and neutralizing them by any means necessary. It has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance through a combination of high-end equipment, exacting training standards, and intelligence superiority. It is often said CRTG&#039;s trainings are danger-free operations and its operations are dangerous trainings. Over the course of its half-century and counting existence it has proven instrumental in neutralizing major criminal threats across the Alliance, from Martian separatists to Visegradi nationalists to the stay-behind units of the Solarian Restoration Front to triad members in Ton Gwai Pei, New Hai Phong. Despite this record of success it has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
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One of its most notable recent operations was its campaign against the Tajaran Revolutionary Army (TRA). Following the New Hai Phong bombings of 2460, which made the TRA the agency&#039;s top priority, CTRG was the spearhead of the agency’s subsequent effort to wipe the TRA from the face of the Alliance. Given a blank check by the Frost administration to prosecute and neutralize, “any and all responsible parties,” the CTRG performed hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees, little evidence, and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
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==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern [[Coalition of Colonies]]), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau is shrouded in deliberate secrecy and few outside of it itself, and the higher echelons of the Solarian government, understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the [[Stellar Corporate Conglomerate]].&lt;br /&gt;
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Due to its role the Bureau has never had significant oversight, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends. These are typically described as its “strong methods,” in official documents released to the public. The “strong methods” the Bureau employs have contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. Its shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to rumors about what the exact methods used in its interrogation rooms are.&lt;br /&gt;
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Over the years of its mandate, it has subsumed much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all romeo vermillion material.&lt;br /&gt;
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Despite the well-known reputation of its interrogation rooms, its primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become adept at since the Interstellar War. It is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, as is the nearby [[Empire of Dominia]], where rumored SIIB agents are reported to have met with officers of the Dominian Imperial Intelligence Directorate. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
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The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajara branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of its international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
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The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
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While smaller than its counterpart the tajara branch has a long history of clandestine activities on resource-rich [[Adhomai]] stretching back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving shortly before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
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The leader of the agency is &#039;&#039;&#039;Director Shufen Feng&#039;&#039;&#039;, who has led it since 2463. A veteran of the Department of State&#039;s Foreign Service Officer Corps, Feng has spent much of her life abroad and was recalled by Frost in 2461, at which point her activities become unknown until she was appointed Director by the emergency government. She was reportedly present on Unity Station during Frost&#039;s assassination but has never confirmed if she was present or what she was doing there at the time. Like most SIIB directors Feng is an extremely private woman with little known about her career or private life. What is known of her career -- postings across the Coalition and Elyra as a FSO -- is so unexceptional and dull that it has led to rumors she has always worked for the agency and her entire history is simply a fabrication and cover for one of the first SIIB case officers to become agency director.&lt;br /&gt;
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====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Shufen Feng, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the paramilitary force of the SIIB and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
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Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the SAB’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, its agents were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
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Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
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==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Under the Solarian Federal Constitution the Alliance operates two primary sets of judicial systems: local planetary law and Solarian federal law. Solarian federal law is solely created by the senate on Unity Station and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the member state in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution&#039;s supremacy clause.&lt;br /&gt;
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Trial by jury is an enforced right of the court system outside of Alliance military mandates, and is generally composed of 13 randomly selected local jurors, though Alliance member states may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
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The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution justices are typically appointed by the prime minister and confirmed by the senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP -- a boon for the current prime minister.&lt;br /&gt;
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===Correctional System===&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? Like, I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-CAL), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
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While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “functionality first.” While no Alliance prison will go without running water or electricity, they are austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as, &amp;quot;a country club you aren’t allowed to leave.”&lt;br /&gt;
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Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
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The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge and are typically performed via lethal injection, with the firing squad having been prominent during the civil war and its period of unrest. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment.&lt;br /&gt;
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==Policing in the [[Eridani Federation]]==&lt;br /&gt;
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Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
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		<title>User:NewOriginalSchwann/Sandbox</title>
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Courts and Law */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
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==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
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But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
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Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
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==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
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===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
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It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
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Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
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Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
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The leader of the SIP-CPA is &#039;&#039;&#039;Director Almir Fazlić&#039;&#039;&#039;. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath. A lawyer by training and innately familiar with Solarian federal criminal code, and many local codes, he is a conservative leader who has done little to change the agency&#039;s mission and a great amount to ensure its capabilities have remained effective. He was retained by PM Strom after the recent election and is expected to serve as director for the remainder of Strom&#039;s term.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
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The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
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Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
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Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
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The current leader of SISA is &#039;&#039;&#039;Director Andrii Savchuk&#039;&#039;&#039;. Born in New Odesa, Luna, Director Savchuk is a lifelong Department of Justice bureaucrat who became director in 2463 when his predecessor was arrested for public corruption following the anti-Frost coup. He is known to be exacting and demanding in his private and personal life, sleeping very little and spending most of his time at SISA&#039;s headquarters in New Odesa, where he is rumored to sleep. Slow to praise, twice-divorced, and quick to criticize anything he perceives as wrong, Savchuk is not a popular man, but is a very effective director: under his leadership SISA has arrested thousands of criminals and handled multiple major domestic incidents, ranging from a major hostage crisis on Visegrad to the capturing of Lycoris&#039; Solarian Restoration Front-aligned governor. He is known to always wear a suit and maintains strict personal grooming standards he has attempted, with some success, to disseminate to the rest of the agency: suits, ties, and cleanly-shaven faces.&lt;br /&gt;
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====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most dangerous criminals the Alliance and neutralizing them by any means necessary. It has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance through a combination of high-end equipment, exacting training standards, and intelligence superiority. It is often said CRTG&#039;s trainings are danger-free operations and its operations are dangerous trainings. Over the course of its half-century and counting existence it has proven instrumental in neutralizing major criminal threats across the Alliance, from Martian separatists to Visegradi nationalists to the stay-behind units of the Solarian Restoration Front to triad members in Ton Gwai Pei, New Hai Phong. Despite this record of success it has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
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One of its most notable recent operations was its campaign against the Tajaran Revolutionary Army (TRA). Following the New Hai Phong bombings of 2460, which made the TRA the agency&#039;s top priority, CTRG was the spearhead of the agency’s subsequent effort to wipe the TRA from the face of the Alliance. Given a blank check by the Frost administration to prosecute and neutralize, “any and all responsible parties,” the CTRG performed hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees, little evidence, and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
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==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern [[Coalition of Colonies]]), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau is shrouded in deliberate secrecy and few outside of it itself, and the higher echelons of the Solarian government, understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the [[Stellar Corporate Conglomerate]].&lt;br /&gt;
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Due to its role the Bureau has never had significant oversight, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends. These are typically described as its “strong methods,” in official documents released to the public. The “strong methods” the Bureau employs have contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. Its shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to rumors about what the exact methods used in its interrogation rooms are.&lt;br /&gt;
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Over the years of its mandate, it has subsumed much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all romeo vermillion material.&lt;br /&gt;
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Despite the well-known reputation of its interrogation rooms, its primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become adept at since the Interstellar War. It is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, as is the nearby [[Empire of Dominia]], where rumored SIIB agents are reported to have met with officers of the Dominian Imperial Intelligence Directorate. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
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The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajara branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of its international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
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The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
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While smaller than its counterpart the tajara branch has a long history of clandestine activities on resource-rich [[Adhomai]] stretching back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving shortly before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
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The leader of the agency is &#039;&#039;&#039;Director Shufen Feng&#039;&#039;&#039;, who has led it since 2463. A veteran of the Department of State&#039;s Foreign Service Officer Corps, Feng has spent much of her life abroad and was recalled by Frost in 2461, at which point her activities become unknown until she was appointed Director by the emergency government. She was reportedly present on Unity Station during Frost&#039;s assassination but has never confirmed if she was present or what she was doing there at the time. Like most SIIB directors Feng is an extremely private woman with little known about her career or private life. What is known of her career -- postings across the Coalition and Elyra as a FSO -- is so unexceptional and dull that it has led to rumors she has always worked for the agency and her entire history is simply a fabrication and cover for one of the first SIIB case officers to become agency director.&lt;br /&gt;
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====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Shufen Feng, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the paramilitary force of the SIIB and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
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Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the SAB’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, its agents were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
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Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
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==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Under the Solarian Federal Constitution the Alliance operates two primary sets of judicial systems: local planetary law and Solarian federal law. Solarian federal law is solely created by the senate on Unity Station and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the member state in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution&#039;s supremacy clause.&lt;br /&gt;
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Trial by jury is an enforced right of the court system outside of Alliance military mandates, and is generally composed of 13 randomly selected local jurors, though Alliance member states may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
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The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution justices are typically appointed by the prime minister and confirmed by the senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP -- a boon for the current prime minister.&lt;br /&gt;
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==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
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While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
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Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
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The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
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==Policing in the [[Eridani Federation]]==&lt;br /&gt;
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Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Solarian Interstellar Intelligence Bureau - Special Activities Branch */&lt;/p&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
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==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
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But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
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Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
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==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
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===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
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It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
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Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
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Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
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The leader of the SIP-CPA is &#039;&#039;&#039;Director Almir Fazlić&#039;&#039;&#039;. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath. A lawyer by training and innately familiar with Solarian federal criminal code, and many local codes, he is a conservative leader who has done little to change the agency&#039;s mission and a great amount to ensure its capabilities have remained effective. He was retained by PM Strom after the recent election and is expected to serve as director for the remainder of Strom&#039;s term.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
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The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
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Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
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Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
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The current leader of SISA is &#039;&#039;&#039;Director Andrii Savchuk&#039;&#039;&#039;. Born in New Odesa, Luna, Director Savchuk is a lifelong Department of Justice bureaucrat who became director in 2463 when his predecessor was arrested for public corruption following the anti-Frost coup. He is known to be exacting and demanding in his private and personal life, sleeping very little and spending most of his time at SISA&#039;s headquarters in New Odesa, where he is rumored to sleep. Slow to praise, twice-divorced, and quick to criticize anything he perceives as wrong, Savchuk is not a popular man, but is a very effective director: under his leadership SISA has arrested thousands of criminals and handled multiple major domestic incidents, ranging from a major hostage crisis on Visegrad to the capturing of Lycoris&#039; Solarian Restoration Front-aligned governor. He is known to always wear a suit and maintains strict personal grooming standards he has attempted, with some success, to disseminate to the rest of the agency: suits, ties, and cleanly-shaven faces.&lt;br /&gt;
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====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most dangerous criminals the Alliance and neutralizing them by any means necessary. It has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance through a combination of high-end equipment, exacting training standards, and intelligence superiority. It is often said CRTG&#039;s trainings are danger-free operations and its operations are dangerous trainings. Over the course of its half-century and counting existence it has proven instrumental in neutralizing major criminal threats across the Alliance, from Martian separatists to Visegradi nationalists to the stay-behind units of the Solarian Restoration Front to triad members in Ton Gwai Pei, New Hai Phong. Despite this record of success it has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
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One of its most notable recent operations was its campaign against the Tajaran Revolutionary Army (TRA). Following the New Hai Phong bombings of 2460, which made the TRA the agency&#039;s top priority, CTRG was the spearhead of the agency’s subsequent effort to wipe the TRA from the face of the Alliance. Given a blank check by the Frost administration to prosecute and neutralize, “any and all responsible parties,” the CTRG performed hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees, little evidence, and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
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==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern [[Coalition of Colonies]]), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau is shrouded in deliberate secrecy and few outside of it itself, and the higher echelons of the Solarian government, understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the [[Stellar Corporate Conglomerate]].&lt;br /&gt;
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Due to its role the Bureau has never had significant oversight, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends. These are typically described as its “strong methods,” in official documents released to the public. The “strong methods” the Bureau employs have contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. Its shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to rumors about what the exact methods used in its interrogation rooms are.&lt;br /&gt;
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Over the years of its mandate, it has subsumed much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all romeo vermillion material.&lt;br /&gt;
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Despite the well-known reputation of its interrogation rooms, its primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become adept at since the Interstellar War. It is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, as is the nearby [[Empire of Dominia]], where rumored SIIB agents are reported to have met with officers of the Dominian Imperial Intelligence Directorate. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
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The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajara branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of its international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
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The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
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While smaller than its counterpart the tajara branch has a long history of clandestine activities on resource-rich [[Adhomai]] stretching back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving shortly before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
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The leader of the agency is &#039;&#039;&#039;Director Shufen Feng&#039;&#039;&#039;, who has led it since 2463. A veteran of the Department of State&#039;s Foreign Service Officer Corps, Feng has spent much of her life abroad and was recalled by Frost in 2461, at which point her activities become unknown until she was appointed Director by the emergency government. She was reportedly present on Unity Station during Frost&#039;s assassination but has never confirmed if she was present or what she was doing there at the time. Like most SIIB directors Feng is an extremely private woman with little known about her career or private life. What is known of her career -- postings across the Coalition and Elyra as a FSO -- is so unexceptional and dull that it has led to rumors she has always worked for the agency and her entire history is simply a fabrication and cover for one of the first SIIB case officers to become agency director.&lt;br /&gt;
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====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Shufen Feng, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the paramilitary force of the SIIB and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
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Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the SAB’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, its agents were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
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Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
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==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
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Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
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The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
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==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
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While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
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Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
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The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
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==Policing in the [[Eridani Federation]]==&lt;br /&gt;
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Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Solarian Interstellar Intelligence Bureau - Special Activities Branch */&lt;/p&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
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==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
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But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
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Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
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==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
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===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
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It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
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Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
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Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
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The leader of the SIP-CPA is &#039;&#039;&#039;Director Almir Fazlić&#039;&#039;&#039;. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath. A lawyer by training and innately familiar with Solarian federal criminal code, and many local codes, he is a conservative leader who has done little to change the agency&#039;s mission and a great amount to ensure its capabilities have remained effective. He was retained by PM Strom after the recent election and is expected to serve as director for the remainder of Strom&#039;s term.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
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The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
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Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
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Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
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The current leader of SISA is &#039;&#039;&#039;Director Andrii Savchuk&#039;&#039;&#039;. Born in New Odesa, Luna, Director Savchuk is a lifelong Department of Justice bureaucrat who became director in 2463 when his predecessor was arrested for public corruption following the anti-Frost coup. He is known to be exacting and demanding in his private and personal life, sleeping very little and spending most of his time at SISA&#039;s headquarters in New Odesa, where he is rumored to sleep. Slow to praise, twice-divorced, and quick to criticize anything he perceives as wrong, Savchuk is not a popular man, but is a very effective director: under his leadership SISA has arrested thousands of criminals and handled multiple major domestic incidents, ranging from a major hostage crisis on Visegrad to the capturing of Lycoris&#039; Solarian Restoration Front-aligned governor. He is known to always wear a suit and maintains strict personal grooming standards he has attempted, with some success, to disseminate to the rest of the agency: suits, ties, and cleanly-shaven faces.&lt;br /&gt;
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====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most dangerous criminals the Alliance and neutralizing them by any means necessary. It has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance through a combination of high-end equipment, exacting training standards, and intelligence superiority. It is often said CRTG&#039;s trainings are danger-free operations and its operations are dangerous trainings. Over the course of its half-century and counting existence it has proven instrumental in neutralizing major criminal threats across the Alliance, from Martian separatists to Visegradi nationalists to the stay-behind units of the Solarian Restoration Front to triad members in Ton Gwai Pei, New Hai Phong. Despite this record of success it has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
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One of its most notable recent operations was its campaign against the Tajaran Revolutionary Army (TRA). Following the New Hai Phong bombings of 2460, which made the TRA the agency&#039;s top priority, CTRG was the spearhead of the agency’s subsequent effort to wipe the TRA from the face of the Alliance. Given a blank check by the Frost administration to prosecute and neutralize, “any and all responsible parties,” the CTRG performed hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees, little evidence, and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
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==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern [[Coalition of Colonies]]), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau is shrouded in deliberate secrecy and few outside of it itself, and the higher echelons of the Solarian government, understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the [[Stellar Corporate Conglomerate]].&lt;br /&gt;
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Due to its role the Bureau has never had significant oversight, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends. These are typically described as its “strong methods,” in official documents released to the public. The “strong methods” the Bureau employs have contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. Its shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to rumors about what the exact methods used in its interrogation rooms are.&lt;br /&gt;
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Over the years of its mandate, it has subsumed much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all romeo vermillion material.&lt;br /&gt;
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Despite the well-known reputation of its interrogation rooms, its primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become adept at since the Interstellar War. It is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, as is the nearby [[Empire of Dominia]], where rumored SIIB agents are reported to have met with officers of the Dominian Imperial Intelligence Directorate. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
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The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajara branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of its international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
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The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
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While smaller than its counterpart the tajara branch has a long history of clandestine activities on resource-rich [[Adhomai]] stretching back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving shortly before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
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The leader of the agency is &#039;&#039;&#039;Director Shufen Feng&#039;&#039;&#039;, who has led it since 2463. A veteran of the Department of State&#039;s Foreign Service Officer Corps, Feng has spent much of her life abroad and was recalled by Frost in 2461, at which point her activities become unknown until she was appointed Director by the emergency government. She was reportedly present on Unity Station during Frost&#039;s assassination but has never confirmed if she was present or what she was doing there at the time. Like most SIIB directors Feng is an extremely private woman with little known about her career or private life. What is known of her career -- postings across the Coalition and Elyra as a FSO -- is so unexceptional and dull that it has led to rumors she has always worked for the agency and her entire history is simply a fabrication and cover for one of the first SIIB case officers to become agency director.&lt;br /&gt;
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====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Shufen Feng, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
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Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
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Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
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==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
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Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
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The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
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==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
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While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
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Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
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The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
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==Policing in the [[Eridani Federation]]==&lt;br /&gt;
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Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* The Solarian Interstellar Intelligence Bureau (SIIB) */&lt;/p&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
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==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
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But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
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Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
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==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
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===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
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It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
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Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
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Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
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The leader of the SIP-CPA is &#039;&#039;&#039;Director Almir Fazlić&#039;&#039;&#039;. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath. A lawyer by training and innately familiar with Solarian federal criminal code, and many local codes, he is a conservative leader who has done little to change the agency&#039;s mission and a great amount to ensure its capabilities have remained effective. He was retained by PM Strom after the recent election and is expected to serve as director for the remainder of Strom&#039;s term.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
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The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
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Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
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Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
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The current leader of SISA is &#039;&#039;&#039;Director Andrii Savchuk&#039;&#039;&#039;. Born in New Odesa, Luna, Director Savchuk is a lifelong Department of Justice bureaucrat who became director in 2463 when his predecessor was arrested for public corruption following the anti-Frost coup. He is known to be exacting and demanding in his private and personal life, sleeping very little and spending most of his time at SISA&#039;s headquarters in New Odesa, where he is rumored to sleep. Slow to praise, twice-divorced, and quick to criticize anything he perceives as wrong, Savchuk is not a popular man, but is a very effective director: under his leadership SISA has arrested thousands of criminals and handled multiple major domestic incidents, ranging from a major hostage crisis on Visegrad to the capturing of Lycoris&#039; Solarian Restoration Front-aligned governor. He is known to always wear a suit and maintains strict personal grooming standards he has attempted, with some success, to disseminate to the rest of the agency: suits, ties, and cleanly-shaven faces.&lt;br /&gt;
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====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most dangerous criminals the Alliance and neutralizing them by any means necessary. It has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance through a combination of high-end equipment, exacting training standards, and intelligence superiority. It is often said CRTG&#039;s trainings are danger-free operations and its operations are dangerous trainings. Over the course of its half-century and counting existence it has proven instrumental in neutralizing major criminal threats across the Alliance, from Martian separatists to Visegradi nationalists to the stay-behind units of the Solarian Restoration Front to triad members in Ton Gwai Pei, New Hai Phong. Despite this record of success it has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
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One of its most notable recent operations was its campaign against the Tajaran Revolutionary Army (TRA). Following the New Hai Phong bombings of 2460, which made the TRA the agency&#039;s top priority, CTRG was the spearhead of the agency’s subsequent effort to wipe the TRA from the face of the Alliance. Given a blank check by the Frost administration to prosecute and neutralize, “any and all responsible parties,” the CTRG performed hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees, little evidence, and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
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==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern [[Coalition of Colonies]]), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau is shrouded in deliberate secrecy and few outside of it itself, and the higher echelons of the Solarian government, understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the [[Stellar Corporate Conglomerate]].&lt;br /&gt;
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Due to its role the Bureau has never had significant oversight, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends. These are typically described as its “strong methods,” in official documents released to the public. The “strong methods” the Bureau employs have contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. Its shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to rumors about what the exact methods used in its interrogation rooms are.&lt;br /&gt;
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Over the years of its mandate, it has subsumed much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all romeo vermillion material.&lt;br /&gt;
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Despite the well-known reputation of its interrogation rooms, its primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become adept at since the Interstellar War. It is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, as is the nearby [[Empire of Dominia]], where rumored SIIB agents are reported to have met with officers of the Dominian Imperial Intelligence Directorate. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
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The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajara branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of its international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
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The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
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While smaller than its counterpart the tajara branch has a long history of clandestine activities on resource-rich [[Adhomai]] stretching back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving shortly before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
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The leader of the agency is &#039;&#039;&#039;Director Shufen Feng&#039;&#039;&#039;, who has led it since 2463. A veteran of the Department of State&#039;s Foreign Service Officer Corps, Feng has spent much of her life abroad and was recalled by Frost in 2461, at which point her activities become unknown until she was appointed Director by the emergency government. She was reportedly present on Unity Station during Frost&#039;s assassination but has never confirmed if she was present or what she was doing there at the time. Like most SIIB directors Feng is an extremely private woman with little known about her career or private life. What is known of her career -- postings across the Coalition and Elyra as a FSO -- is so unexceptional and dull that it has led to rumors she has always worked for the agency and her entire history is simply a fabrication and cover for one of the first SIIB case officers to become agency director.&lt;br /&gt;
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====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Yi Zetian, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
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Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
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Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
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==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
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Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
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The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
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==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
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While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
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Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
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The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
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==Policing in the [[Eridani Federation]]==&lt;br /&gt;
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Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* SISA - Counter-Terrorism Response Group (SISA-CRTG) */&lt;/p&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
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==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
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But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
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Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
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==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
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===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
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It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
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Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
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Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
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The leader of the SIP-CPA is &#039;&#039;&#039;Director Almir Fazlić&#039;&#039;&#039;. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath. A lawyer by training and innately familiar with Solarian federal criminal code, and many local codes, he is a conservative leader who has done little to change the agency&#039;s mission and a great amount to ensure its capabilities have remained effective. He was retained by PM Strom after the recent election and is expected to serve as director for the remainder of Strom&#039;s term.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
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The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
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Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
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Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
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The current leader of SISA is &#039;&#039;&#039;Director Andrii Savchuk&#039;&#039;&#039;. Born in New Odesa, Luna, Director Savchuk is a lifelong Department of Justice bureaucrat who became director in 2463 when his predecessor was arrested for public corruption following the anti-Frost coup. He is known to be exacting and demanding in his private and personal life, sleeping very little and spending most of his time at SISA&#039;s headquarters in New Odesa, where he is rumored to sleep. Slow to praise, twice-divorced, and quick to criticize anything he perceives as wrong, Savchuk is not a popular man, but is a very effective director: under his leadership SISA has arrested thousands of criminals and handled multiple major domestic incidents, ranging from a major hostage crisis on Visegrad to the capturing of Lycoris&#039; Solarian Restoration Front-aligned governor. He is known to always wear a suit and maintains strict personal grooming standards he has attempted, with some success, to disseminate to the rest of the agency: suits, ties, and cleanly-shaven faces.&lt;br /&gt;
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====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most dangerous criminals the Alliance and neutralizing them by any means necessary. It has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance through a combination of high-end equipment, exacting training standards, and intelligence superiority. It is often said CRTG&#039;s trainings are danger-free operations and its operations are dangerous trainings. Over the course of its half-century and counting existence it has proven instrumental in neutralizing major criminal threats across the Alliance, from Martian separatists to Visegradi nationalists to the stay-behind units of the Solarian Restoration Front to triad members in Ton Gwai Pei, New Hai Phong. Despite this record of success it has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
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One of its most notable recent operations was its campaign against the Tajaran Revolutionary Army (TRA). Following the New Hai Phong bombings of 2460, which made the TRA the agency&#039;s top priority, CTRG was the spearhead of the agency’s subsequent effort to wipe the TRA from the face of the Alliance. Given a blank check by the Frost administration to prosecute and neutralize, “any and all responsible parties,” the CTRG performed hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees, little evidence, and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
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==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern Coalition of Colonies), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau itself is shrouded in a large amount of deliberate secrecy, and few outside of it itself and the higher echelons of the Solarian government understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
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Due to its role the Bureau has never had significant oversight by the greater Solarian Alliance, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends that are typically described as its “strong methods,” in its official documents that range from simple psychological manipulation to the so-called “truth serum,” an experimental chemical cocktail designed to extract a confession from an unwilling detainee without regards to their health. These “strong methods” the Bureau employs have greatly contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. The Bureau’s shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to a significant amount of rumors regarding what the strong methods Bureau uses in its interrogation rooms are.&lt;br /&gt;
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Over the years of its mandate, the SIIB would also subsume much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all ROMEO VERMILLION material.&lt;br /&gt;
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Despite the well-known reputation of its interrogation rooms the SIIB’s primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become extremely adept at over the centuries since the Interstellar War. The Bureau is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, though the Bureau’s reach (or, perhaps, its interests) have not yet extended to the more isolated Empire of Dominia. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
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The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajaran branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of the SIIB’s international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
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Of these two the skrellian branch is the larger and more developed one thanks to the greater amount of time that humanity has been in contact with the skrell. The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
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While smaller than its counterpart the tajaran branch has a long history of clandestine activities on resource-rich [[Adhomai]] that stretches back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
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====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Yi Zetian, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
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Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
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Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
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==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
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Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
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The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
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==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
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While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
&lt;br /&gt;
Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
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The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
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==Policing in the [[Eridani Federation]]==&lt;br /&gt;
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Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Solarian Interstellar Security Agency (SISA) */&lt;/p&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
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==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
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But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
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Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
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==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
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===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
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It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
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Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
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Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
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The leader of the SIP-CPA is &#039;&#039;&#039;Director Almir Fazlić&#039;&#039;&#039;. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath. A lawyer by training and innately familiar with Solarian federal criminal code, and many local codes, he is a conservative leader who has done little to change the agency&#039;s mission and a great amount to ensure its capabilities have remained effective. He was retained by PM Strom after the recent election and is expected to serve as director for the remainder of Strom&#039;s term.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
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The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
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Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
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Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
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The current leader of SISA is &#039;&#039;&#039;Director Andrii Savchuk&#039;&#039;&#039;. Born in New Odesa, Luna, Director Savchuk is a lifelong Department of Justice bureaucrat who became director in 2463 when his predecessor was arrested for public corruption following the anti-Frost coup. He is known to be exacting and demanding in his private and personal life, sleeping very little and spending most of his time at SISA&#039;s headquarters in New Odesa, where he is rumored to sleep. Slow to praise, twice-divorced, and quick to criticize anything he perceives as wrong, Savchuk is not a popular man, but is a very effective director: under his leadership SISA has arrested thousands of criminals and handled multiple major domestic incidents, ranging from a major hostage crisis on Visegrad to the capturing of Lycoris&#039; Solarian Restoration Front-aligned governor. He is known to always wear a suit and maintains strict personal grooming standards he has attempted, with some success, to disseminate to the rest of the agency: suits, ties, and cleanly-shaven faces.&lt;br /&gt;
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====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
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One of the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
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==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern Coalition of Colonies), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau itself is shrouded in a large amount of deliberate secrecy, and few outside of it itself and the higher echelons of the Solarian government understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
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Due to its role the Bureau has never had significant oversight by the greater Solarian Alliance, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends that are typically described as its “strong methods,” in its official documents that range from simple psychological manipulation to the so-called “truth serum,” an experimental chemical cocktail designed to extract a confession from an unwilling detainee without regards to their health. These “strong methods” the Bureau employs have greatly contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. The Bureau’s shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to a significant amount of rumors regarding what the strong methods Bureau uses in its interrogation rooms are.&lt;br /&gt;
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Over the years of its mandate, the SIIB would also subsume much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all ROMEO VERMILLION material.&lt;br /&gt;
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Despite the well-known reputation of its interrogation rooms the SIIB’s primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become extremely adept at over the centuries since the Interstellar War. The Bureau is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, though the Bureau’s reach (or, perhaps, its interests) have not yet extended to the more isolated Empire of Dominia. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
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The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajaran branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of the SIIB’s international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
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Of these two the skrellian branch is the larger and more developed one thanks to the greater amount of time that humanity has been in contact with the skrell. The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
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While smaller than its counterpart the tajaran branch has a long history of clandestine activities on resource-rich [[Adhomai]] that stretches back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
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====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Yi Zetian, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
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Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
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Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
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==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
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Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
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The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
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==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
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While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
&lt;br /&gt;
Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
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The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
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==Policing in the [[Eridani Federation]]==&lt;br /&gt;
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Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) */&lt;/p&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
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==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
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But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
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Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
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==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
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===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
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It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
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Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
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Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
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The leader of the SIP-CPA is &#039;&#039;&#039;Director Almir Fazlić&#039;&#039;&#039;. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath. A lawyer by training and innately familiar with Solarian federal criminal code, and many local codes, he is a conservative leader who has done little to change the agency&#039;s mission and a great amount to ensure its capabilities have remained effective. He was retained by PM Strom after the recent election and is expected to serve as director for the remainder of Strom&#039;s term.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
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The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
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Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
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Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
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====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
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One of the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
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==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern Coalition of Colonies), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau itself is shrouded in a large amount of deliberate secrecy, and few outside of it itself and the higher echelons of the Solarian government understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
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Due to its role the Bureau has never had significant oversight by the greater Solarian Alliance, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends that are typically described as its “strong methods,” in its official documents that range from simple psychological manipulation to the so-called “truth serum,” an experimental chemical cocktail designed to extract a confession from an unwilling detainee without regards to their health. These “strong methods” the Bureau employs have greatly contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. The Bureau’s shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to a significant amount of rumors regarding what the strong methods Bureau uses in its interrogation rooms are.&lt;br /&gt;
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Over the years of its mandate, the SIIB would also subsume much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all ROMEO VERMILLION material.&lt;br /&gt;
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Despite the well-known reputation of its interrogation rooms the SIIB’s primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become extremely adept at over the centuries since the Interstellar War. The Bureau is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, though the Bureau’s reach (or, perhaps, its interests) have not yet extended to the more isolated Empire of Dominia. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
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The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajaran branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of the SIIB’s international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
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Of these two the skrellian branch is the larger and more developed one thanks to the greater amount of time that humanity has been in contact with the skrell. The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
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While smaller than its counterpart the tajaran branch has a long history of clandestine activities on resource-rich [[Adhomai]] that stretches back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
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====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Yi Zetian, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
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Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
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Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
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==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
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Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
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The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
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==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
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While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
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Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
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The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
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==Policing in the [[Eridani Federation]]==&lt;br /&gt;
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Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) */&lt;/p&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
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==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
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But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
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Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
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==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
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===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
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It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
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Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
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Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
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The leader of the SIP-CPA is &#039;&#039;&#039;Director Almir Fazlić&#039;&#039;&#039;. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath. A lawyer by training and innately familiar with Solarian federal criminal code, and many local codes, he is a conservative leader who has done little to change the agency&#039;s mission and a great amount to ensure its capabilities have remained effective.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
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The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
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Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
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Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
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====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
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One of the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
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==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern Coalition of Colonies), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau itself is shrouded in a large amount of deliberate secrecy, and few outside of it itself and the higher echelons of the Solarian government understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
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Due to its role the Bureau has never had significant oversight by the greater Solarian Alliance, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends that are typically described as its “strong methods,” in its official documents that range from simple psychological manipulation to the so-called “truth serum,” an experimental chemical cocktail designed to extract a confession from an unwilling detainee without regards to their health. These “strong methods” the Bureau employs have greatly contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. The Bureau’s shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to a significant amount of rumors regarding what the strong methods Bureau uses in its interrogation rooms are.&lt;br /&gt;
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Over the years of its mandate, the SIIB would also subsume much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all ROMEO VERMILLION material.&lt;br /&gt;
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Despite the well-known reputation of its interrogation rooms the SIIB’s primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become extremely adept at over the centuries since the Interstellar War. The Bureau is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, though the Bureau’s reach (or, perhaps, its interests) have not yet extended to the more isolated Empire of Dominia. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
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The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajaran branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of the SIIB’s international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
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Of these two the skrellian branch is the larger and more developed one thanks to the greater amount of time that humanity has been in contact with the skrell. The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
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While smaller than its counterpart the tajaran branch has a long history of clandestine activities on resource-rich [[Adhomai]] that stretches back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
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====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Yi Zetian, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
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Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
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Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
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==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
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Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
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The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
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==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
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While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
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Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
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The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
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==Policing in the [[Eridani Federation]]==&lt;br /&gt;
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Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) */&lt;/p&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
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==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
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But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
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Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
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==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
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===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
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It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
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Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
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Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
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The leader of the SIP-CPA is &#039;&#039;&#039;Director Almir Fazlić&#039;&#039;&#039;. Originally from Novo Igman, Fazlić has led the agency since 2463, when he replaced a Frost-aligned director, and seen it through the upheaval of the Solarian Civil War and its aftermath.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
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The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
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Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
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Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
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====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
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One of the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
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==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern Coalition of Colonies), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau itself is shrouded in a large amount of deliberate secrecy, and few outside of it itself and the higher echelons of the Solarian government understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
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Due to its role the Bureau has never had significant oversight by the greater Solarian Alliance, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends that are typically described as its “strong methods,” in its official documents that range from simple psychological manipulation to the so-called “truth serum,” an experimental chemical cocktail designed to extract a confession from an unwilling detainee without regards to their health. These “strong methods” the Bureau employs have greatly contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. The Bureau’s shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to a significant amount of rumors regarding what the strong methods Bureau uses in its interrogation rooms are.&lt;br /&gt;
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Over the years of its mandate, the SIIB would also subsume much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all ROMEO VERMILLION material.&lt;br /&gt;
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Despite the well-known reputation of its interrogation rooms the SIIB’s primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become extremely adept at over the centuries since the Interstellar War. The Bureau is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, though the Bureau’s reach (or, perhaps, its interests) have not yet extended to the more isolated Empire of Dominia. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
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The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajaran branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of the SIIB’s international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
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Of these two the skrellian branch is the larger and more developed one thanks to the greater amount of time that humanity has been in contact with the skrell. The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
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While smaller than its counterpart the tajaran branch has a long history of clandestine activities on resource-rich [[Adhomai]] that stretches back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
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====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Yi Zetian, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
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Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
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Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
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==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
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Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
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The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
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==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
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While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
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Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
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The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
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==Policing in the [[Eridani Federation]]==&lt;br /&gt;
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Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
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		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=39010</id>
		<title>User:NewOriginalSchwann/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=39010"/>
		<updated>2026-04-10T21:59:55Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Solarian Interstellar Security Agency (SISA) */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
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==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
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But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
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Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
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==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
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===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
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It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
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Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
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Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
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The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
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Said intervention is not always appreciated by the local forces SISA is ostensibly supporting and agents have developed a somewhat mixed reputation among the Alliance’s holdings. More Sol-skeptical forces see them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting, while pro-government individuals see them as Unity Station stepping up to the task of enforcing the Alliance&#039;s federal laws. This issue is further compounded by SISA agents often rotating between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA personnel.&lt;br /&gt;
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Like the SIP-CPA, recruiting for SISA agents is a pan-Solarian process, though it places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance.&lt;br /&gt;
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====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
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One of the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
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==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern Coalition of Colonies), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau itself is shrouded in a large amount of deliberate secrecy, and few outside of it itself and the higher echelons of the Solarian government understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
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Due to its role the Bureau has never had significant oversight by the greater Solarian Alliance, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends that are typically described as its “strong methods,” in its official documents that range from simple psychological manipulation to the so-called “truth serum,” an experimental chemical cocktail designed to extract a confession from an unwilling detainee without regards to their health. These “strong methods” the Bureau employs have greatly contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. The Bureau’s shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to a significant amount of rumors regarding what the strong methods Bureau uses in its interrogation rooms are.&lt;br /&gt;
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Over the years of its mandate, the SIIB would also subsume much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all ROMEO VERMILLION material.&lt;br /&gt;
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Despite the well-known reputation of its interrogation rooms the SIIB’s primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become extremely adept at over the centuries since the Interstellar War. The Bureau is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, though the Bureau’s reach (or, perhaps, its interests) have not yet extended to the more isolated Empire of Dominia. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
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The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajaran branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of the SIIB’s international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
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Of these two the skrellian branch is the larger and more developed one thanks to the greater amount of time that humanity has been in contact with the skrell. The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
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While smaller than its counterpart the tajaran branch has a long history of clandestine activities on resource-rich [[Adhomai]] that stretches back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
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====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Yi Zetian, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
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Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
&lt;br /&gt;
Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
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==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
&lt;br /&gt;
Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
&lt;br /&gt;
The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
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==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
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While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
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Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
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The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
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==Policing in the [[Eridani Federation]]==&lt;br /&gt;
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Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
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[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
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		<updated>2026-04-10T21:56:46Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: &lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
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==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
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But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
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Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
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==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
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===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
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It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
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Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
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Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, it serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. It holds jurisdiction over the Alliance&#039;s federal crimes and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
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The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction, in the case of federal crimes. They are granted significant legal authority in the pursuit of these objectives, being permitted to install wiretaps, search property without notice but with reason, and assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
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Said intervention, however, is not always appreciated by the local forces SISA is ostensibly supporting. SISA agents have developed a somewhat mixed reputation among the Alliance’s holdings, with more Sol-skeptical forces seeing them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting. This issue is further compounded by SISA agents often being rotated between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA.&lt;br /&gt;
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Like the SIP-CPA, recruiting for the SISA is a pan-Solarian process, though SISA places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance. &lt;br /&gt;
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====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
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One of the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
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==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern Coalition of Colonies), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau itself is shrouded in a large amount of deliberate secrecy, and few outside of it itself and the higher echelons of the Solarian government understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
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Due to its role the Bureau has never had significant oversight by the greater Solarian Alliance, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends that are typically described as its “strong methods,” in its official documents that range from simple psychological manipulation to the so-called “truth serum,” an experimental chemical cocktail designed to extract a confession from an unwilling detainee without regards to their health. These “strong methods” the Bureau employs have greatly contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. The Bureau’s shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to a significant amount of rumors regarding what the strong methods Bureau uses in its interrogation rooms are.&lt;br /&gt;
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Over the years of its mandate, the SIIB would also subsume much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all ROMEO VERMILLION material.&lt;br /&gt;
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Despite the well-known reputation of its interrogation rooms the SIIB’s primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become extremely adept at over the centuries since the Interstellar War. The Bureau is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, though the Bureau’s reach (or, perhaps, its interests) have not yet extended to the more isolated Empire of Dominia. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
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The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajaran branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of the SIIB’s international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
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Of these two the skrellian branch is the larger and more developed one thanks to the greater amount of time that humanity has been in contact with the skrell. The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
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While smaller than its counterpart the tajaran branch has a long history of clandestine activities on resource-rich [[Adhomai]] that stretches back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
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====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Yi Zetian, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
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Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
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Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
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==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
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Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
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The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
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==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
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While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
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Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
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The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
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==Policing in the [[Eridani Federation]]==&lt;br /&gt;
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Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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		<author><name>NewOriginalSchwann</name></author>
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		<title>User:NewOriginalSchwann/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=39008"/>
		<updated>2026-04-10T21:53:52Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
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But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
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Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
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==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
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===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA) is the eldest of Sol’s intelligence agencies, and the one most overlooked by Solarian media. Primarily concerned with rear-echelon administrative and management duties, it lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance. Without the analysts and number-crunchers of the SIP-CPA its sister branches, and numerous local agencies, would have no reference from which to direct their own talents.&lt;br /&gt;
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It first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and it occupies the largest single chunk of its quarterly budget and manpower reserve. Across the Alliance many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance&#039;s law enforcement agencies together. This focus on coordination also applies to the planetary police agencies of the Alliance, with SIP-CPA coordinators being found in nearly every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty it is responsible for ensuring the Alliance’s member state police forces are up to standard in training, equipment, and in their internal accountability. When a given member state cannot provide sufficient funds to their force it will send supply and material requests up the chain to the Department of Justice, which will fill requests as needed -- though sometimes this replacement material can be old, or out-of-date. Should a department’s performance or behavior prove insufficient, it provides the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is called to serve as a neutral arbitrator in the case pending referral to judicial authorities. These tasks have given its personnel a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from the Sol System.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where SISA focuses on targeted investigation and direct action, it instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (legal right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis, then distributed back to the same law enforcement agencies through the Inter-Alliance Criminal Information Network (IACIN). While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
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Outside of Sol it maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including high-rise buildings entirely dedicated to the clerical work which encompasses much of its mandate.&lt;br /&gt;
&lt;br /&gt;
==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
The SIP-CPA’s first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and which occupies the largest single chunk of the SIP-CPA’s quarterly budget and manpower reserve. Across the Alliance, many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from Sol.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (non-publicized) right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis. While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol, the SIP-CPA maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The middle child of the Solarian Intelligence Trinity, the Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, SISA serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. The Agency holds jurisdiction over hundreds of Alliance federal crimes, and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist, and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
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The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction. Special agents are granted significant legal leeway in the pursuit of these objectives, being permitted to install wiretaps, search property without notice, and even assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
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Said intervention, however, is not always appreciated by the local forces SISA is ostensibly supporting. SISA agents have developed a somewhat mixed reputation among the Alliance’s holdings, with more Sol-skeptical forces seeing them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting. This issue is further compounded by SISA agents often being rotated between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA.&lt;br /&gt;
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Like the SIP-CPA, recruiting for the SISA is a pan-Solarian process, though SISA places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance. &lt;br /&gt;
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====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
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One of the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
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==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern Coalition of Colonies), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau itself is shrouded in a large amount of deliberate secrecy, and few outside of it itself and the higher echelons of the Solarian government understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
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Due to its role the Bureau has never had significant oversight by the greater Solarian Alliance, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends that are typically described as its “strong methods,” in its official documents that range from simple psychological manipulation to the so-called “truth serum,” an experimental chemical cocktail designed to extract a confession from an unwilling detainee without regards to their health. These “strong methods” the Bureau employs have greatly contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. The Bureau’s shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to a significant amount of rumors regarding what the strong methods Bureau uses in its interrogation rooms are.&lt;br /&gt;
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Over the years of its mandate, the SIIB would also subsume much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all ROMEO VERMILLION material.&lt;br /&gt;
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Despite the well-known reputation of its interrogation rooms the SIIB’s primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become extremely adept at over the centuries since the Interstellar War. The Bureau is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, though the Bureau’s reach (or, perhaps, its interests) have not yet extended to the more isolated Empire of Dominia. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
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The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajaran branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of the SIIB’s international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
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Of these two the skrellian branch is the larger and more developed one thanks to the greater amount of time that humanity has been in contact with the skrell. The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
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While smaller than its counterpart the tajaran branch has a long history of clandestine activities on resource-rich [[Adhomai]] that stretches back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
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====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Yi Zetian, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
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Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
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Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
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==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
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Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
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The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
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==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
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While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
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Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
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The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
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==Policing in the [[Eridani Federation]]==&lt;br /&gt;
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Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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&amp;lt;center&amp;gt;&#039;&#039;&#039;YELL AT DAVE TO UPLOAD THE IMAGES ONTO THIS ONCE EDITING IS DONE&#039;&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
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But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
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Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
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==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
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===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.&lt;br /&gt;
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The SIP-CPA’s first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and which occupies the largest single chunk of the SIP-CPA’s quarterly budget and manpower reserve. Across the Alliance, many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.&lt;br /&gt;
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Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from Sol.&lt;br /&gt;
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Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (non-publicized) right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis. While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
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Outside of Sol, the SIP-CPA maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.&lt;br /&gt;
&lt;br /&gt;
==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
The SIP-CPA’s first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and which occupies the largest single chunk of the SIP-CPA’s quarterly budget and manpower reserve. Across the Alliance, many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from Sol.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (non-publicized) right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis. While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol, the SIP-CPA maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.&lt;br /&gt;
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===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The middle child of the Solarian Intelligence Trinity, the Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, SISA serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. The Agency holds jurisdiction over hundreds of Alliance federal crimes, and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist, and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
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The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction. Special agents are granted significant legal leeway in the pursuit of these objectives, being permitted to install wiretaps, search property without notice, and even assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
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Said intervention, however, is not always appreciated by the local forces SISA is ostensibly supporting. SISA agents have developed a somewhat mixed reputation among the Alliance’s holdings, with more Sol-skeptical forces seeing them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting. This issue is further compounded by SISA agents often being rotated between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA.&lt;br /&gt;
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Like the SIP-CPA, recruiting for the SISA is a pan-Solarian process, though SISA places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance. &lt;br /&gt;
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====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
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One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
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One of the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
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==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern Coalition of Colonies), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau itself is shrouded in a large amount of deliberate secrecy, and few outside of it itself and the higher echelons of the Solarian government understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
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Due to its role the Bureau has never had significant oversight by the greater Solarian Alliance, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends that are typically described as its “strong methods,” in its official documents that range from simple psychological manipulation to the so-called “truth serum,” an experimental chemical cocktail designed to extract a confession from an unwilling detainee without regards to their health. These “strong methods” the Bureau employs have greatly contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. The Bureau’s shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to a significant amount of rumors regarding what the strong methods Bureau uses in its interrogation rooms are.&lt;br /&gt;
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Over the years of its mandate, the SIIB would also subsume much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all ROMEO VERMILLION material.&lt;br /&gt;
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Despite the well-known reputation of its interrogation rooms the SIIB’s primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become extremely adept at over the centuries since the Interstellar War. The Bureau is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, though the Bureau’s reach (or, perhaps, its interests) have not yet extended to the more isolated Empire of Dominia. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
&lt;br /&gt;
The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajaran branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of the SIIB’s international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
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Of these two the skrellian branch is the larger and more developed one thanks to the greater amount of time that humanity has been in contact with the skrell. The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
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While smaller than its counterpart the tajaran branch has a long history of clandestine activities on resource-rich [[Adhomai]] that stretches back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
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====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Yi Zetian, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
&lt;br /&gt;
Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
&lt;br /&gt;
Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
&lt;br /&gt;
==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
&lt;br /&gt;
Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
&lt;br /&gt;
The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
&lt;br /&gt;
==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
&lt;br /&gt;
Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
&lt;br /&gt;
The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
&lt;br /&gt;
==Policing in the [[Eridani Federation]]==&lt;br /&gt;
&lt;br /&gt;
Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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		<author><name>NewOriginalSchwann</name></author>
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Courts and Jails */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
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&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
&lt;br /&gt;
But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
&lt;br /&gt;
Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
&lt;br /&gt;
==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
The SIP-CPA’s first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and which occupies the largest single chunk of the SIP-CPA’s quarterly budget and manpower reserve. Across the Alliance, many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from Sol.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (non-publicized) right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis. While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol, the SIP-CPA maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.&lt;br /&gt;
&lt;br /&gt;
==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
The SIP-CPA’s first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and which occupies the largest single chunk of the SIP-CPA’s quarterly budget and manpower reserve. Across the Alliance, many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from Sol.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (non-publicized) right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis. While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol, the SIP-CPA maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The middle child of the Solarian Intelligence Trinity, the Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, SISA serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. The Agency holds jurisdiction over hundreds of Alliance federal crimes, and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist, and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
&lt;br /&gt;
The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction. Special agents are granted significant legal leeway in the pursuit of these objectives, being permitted to install wiretaps, search property without notice, and even assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
&lt;br /&gt;
Said intervention, however, is not always appreciated by the local forces SISA is ostensibly supporting. SISA agents have developed a somewhat mixed reputation among the Alliance’s holdings, with more Sol-skeptical forces seeing them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting. This issue is further compounded by SISA agents often being rotated between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA.&lt;br /&gt;
&lt;br /&gt;
Like the SIP-CPA, recruiting for the SISA is a pan-Solarian process, though SISA places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance. &lt;br /&gt;
&lt;br /&gt;
====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
&lt;br /&gt;
One of the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
&lt;br /&gt;
==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern Coalition of Colonies), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau itself is shrouded in a large amount of deliberate secrecy, and few outside of it itself and the higher echelons of the Solarian government understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
Due to its role the Bureau has never had significant oversight by the greater Solarian Alliance, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends that are typically described as its “strong methods,” in its official documents that range from simple psychological manipulation to the so-called “truth serum,” an experimental chemical cocktail designed to extract a confession from an unwilling detainee without regards to their health. These “strong methods” the Bureau employs have greatly contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. The Bureau’s shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to a significant amount of rumors regarding what the strong methods Bureau uses in its interrogation rooms are.&lt;br /&gt;
&lt;br /&gt;
Over the years of its mandate, the SIIB would also subsume much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all ROMEO VERMILLION material.&lt;br /&gt;
&lt;br /&gt;
Despite the well-known reputation of its interrogation rooms the SIIB’s primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become extremely adept at over the centuries since the Interstellar War. The Bureau is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, though the Bureau’s reach (or, perhaps, its interests) have not yet extended to the more isolated Empire of Dominia. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
&lt;br /&gt;
The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajaran branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of the SIIB’s international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
&lt;br /&gt;
Of these two the skrellian branch is the larger and more developed one thanks to the greater amount of time that humanity has been in contact with the skrell. The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
&lt;br /&gt;
While smaller than its counterpart the tajaran branch has a long history of clandestine activities on resource-rich [[Adhomai]] that stretches back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
&lt;br /&gt;
====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Yi Zetian, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
&lt;br /&gt;
Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
&lt;br /&gt;
Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
&lt;br /&gt;
==Courts and Law==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Military deep state confirms the military deep state does not exist after giving the Supreme Court to the military deep state,&amp;quot;&amp;lt;/i&amp;gt; - Headline of the satirical newspaper &amp;lt;i&amp;gt;Fish News&amp;lt;/i&amp;gt; following the Solarian junta’s packing of the Supreme Court, 2462.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Under the Solarian Federal Constitution, the Alliance operates two primary sets of judicial systems: local planetary law and federal Alliance law. Alliance federal law is solely created by the Solarian senate on Unity Station, and is binding in all Solarian jurisdictions save the Eridani Corporate Federation. Local laws are instead dictated and enforced solely by the Solarian member world in question, and can apply to at most a solar system. In cases where Alliance federal law and member state laws conflict, Alliance law will always take precedence, as defined under the Solarian Constitution.&lt;br /&gt;
&lt;br /&gt;
Trial by jury is an enforced right of the Solarian court system outside of Alliance military mandates, which is typically the Alliance-standard composition of 13 randomly selected local jurors, though Alliance member worlds may adjust the exact arrangement for local courts. All judges within the Alliance, regardless of whether they are local or federal, must pass a standardized Solarian bar exam in order to be accredited, which is published by the Department of Justice and updated biannually. &lt;br /&gt;
&lt;br /&gt;
The Alliance Supreme Court, located on Unity Station, is the highest legal authority in the nation, and the head of the Solarian Judicial Branch. The Court is composed of nine justices who serve for life, barring any extenuating circumstances which would merit their removal. Under the federal constitution, justices are typically appointed by the Prime Minister, and confirmed by the Solarian Senate. The Court’s current roster is an exception, however, having been appointed unilaterally by the military junta which ruled throughout the Solarian Civil War. Consequently, the current Supreme Court is staffed entirely by former military judges who are near-invariably aligned with the rightward factions of the SPP and SFP.&lt;br /&gt;
&lt;br /&gt;
==Correctional System==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Is anyone aware of what &#039;corrections&#039; the Department is even making? I certainly don’t know anyone corrected by twenty years in a closet-sized metal room!”&amp;lt;/i&amp;gt; - Senator Kaylissa Orten (SSUP-ENC), during a speech advocating for prison reform, 2452.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While Alliance member states will typically maintain their own local jails and short-term confinement facilities, all prisons and psychiatric detention centers within the ASSN are managed by the Solarian Department of Corrections (SDOC). As a rule, Alliance prisons are more geared towards confinement and security than rehabilitation, with conditions that can be generally described as “spartan.” While no Alliance prison will go without running water or electricity, they are universally austere structures designed to meet federal prison requirements as efficiently as possible in both cost and space. The sole exception to this is found in non-criminal psychiatric detention centers, designed to house mentally ill individuals who, despite having not committed criminal acts, cannot be adequately housed within the broader population. These centers are much more comfortable than typical correctional facilities, often being described as a “country club you aren’t allowed to leave.”&lt;br /&gt;
&lt;br /&gt;
Though privately-owned prisons made up a significant minority of Alliance facilities prior to the Solarian Civil War, auxiliary bills to the Industrial Reclamation Mandate have seen all such corporate prisons be taken into the custody of the Department of Corrections.&lt;br /&gt;
&lt;br /&gt;
The Alliance also remains one of two major nations in the Orion Spur to practice capital punishment, despite being a signatory of the Luna Accords. Permitted only for a specific list of capital crimes, all executions performed by the Alliance must be authorized by a federal judge, and are typically performed via firing squad. While complaints over this practice have arisen from multiple foreign powers, most notably the Nralakk Federation and the Republic of Biesel, the Alliance has shown no intent of ceasing the use of capital punishment. &lt;br /&gt;
&lt;br /&gt;
==Policing in the [[Eridani Federation]]==&lt;br /&gt;
&lt;br /&gt;
Though officially a member state of the Alliance, the Eridani Corporate Federation’s status as a de facto independent nation inside of the Alliance extends to its law enforcement as well. Due to several provisions within the labyrinthine mess of contracts and agreements nominally binding Eridani to Sol, Solarian federal law enforcement agencies are forbidden from operating within Eridani jurisdictions, save when they are directly requested by Eridani security forces. Instead, every facet of law enforcement within the ECF is handled by its bevy of private security companies and mercenaries contracted to the state’s ruling megacorporations. As a consequence, Eridanian security forces are generally regarded as unrestrained, poorly disciplined, and untrustworthy by their Alliance peers. This reputation is not helped by the tendency for Eridani PMCs to lack the level of oversight their counterparts in the Alliance do, leading to an endemic culture of corruption and brutality among their rank-and-file officers. The special status of the ECF is a source of immense frustration for the Department of Justice and Attorney General Henri Fontenot, which consider Eridani a wretched hive of criminal activity actively worsening the Alliance around it.  &lt;br /&gt;
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		<author><name>NewOriginalSchwann</name></author>
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* The Solarian Interstellar Intelligence Bureau (SIIB) */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
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&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
&lt;br /&gt;
But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
&lt;br /&gt;
Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
&lt;br /&gt;
==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
The SIP-CPA’s first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and which occupies the largest single chunk of the SIP-CPA’s quarterly budget and manpower reserve. Across the Alliance, many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from Sol.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (non-publicized) right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis. While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol, the SIP-CPA maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.&lt;br /&gt;
&lt;br /&gt;
==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
The SIP-CPA’s first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and which occupies the largest single chunk of the SIP-CPA’s quarterly budget and manpower reserve. Across the Alliance, many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from Sol.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (non-publicized) right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis. While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol, the SIP-CPA maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The middle child of the Solarian Intelligence Trinity, the Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, SISA serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. The Agency holds jurisdiction over hundreds of Alliance federal crimes, and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist, and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
&lt;br /&gt;
The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction. Special agents are granted significant legal leeway in the pursuit of these objectives, being permitted to install wiretaps, search property without notice, and even assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
&lt;br /&gt;
Said intervention, however, is not always appreciated by the local forces SISA is ostensibly supporting. SISA agents have developed a somewhat mixed reputation among the Alliance’s holdings, with more Sol-skeptical forces seeing them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting. This issue is further compounded by SISA agents often being rotated between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA.&lt;br /&gt;
&lt;br /&gt;
Like the SIP-CPA, recruiting for the SISA is a pan-Solarian process, though SISA places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance. &lt;br /&gt;
&lt;br /&gt;
====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
&lt;br /&gt;
One of the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
&lt;br /&gt;
==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern Coalition of Colonies), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau itself is shrouded in a large amount of deliberate secrecy, and few outside of it itself and the higher echelons of the Solarian government understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
Due to its role the Bureau has never had significant oversight by the greater Solarian Alliance, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends that are typically described as its “strong methods,” in its official documents that range from simple psychological manipulation to the so-called “truth serum,” an experimental chemical cocktail designed to extract a confession from an unwilling detainee without regards to their health. These “strong methods” the Bureau employs have greatly contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. The Bureau’s shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to a significant amount of rumors regarding what the strong methods Bureau uses in its interrogation rooms are.&lt;br /&gt;
&lt;br /&gt;
Over the years of its mandate, the SIIB would also subsume much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all ROMEO VERMILLION material.&lt;br /&gt;
&lt;br /&gt;
Despite the well-known reputation of its interrogation rooms the SIIB’s primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become extremely adept at over the centuries since the Interstellar War. The Bureau is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, though the Bureau’s reach (or, perhaps, its interests) have not yet extended to the more isolated Empire of Dominia. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
&lt;br /&gt;
The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajaran branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of the SIIB’s international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
&lt;br /&gt;
Of these two the skrellian branch is the larger and more developed one thanks to the greater amount of time that humanity has been in contact with the skrell. The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
&lt;br /&gt;
While smaller than its counterpart the tajaran branch has a long history of clandestine activities on resource-rich [[Adhomai]] that stretches back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
&lt;br /&gt;
====Solarian Interstellar Intelligence Bureau - Special Activities Branch====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Your faces have been erased. Your names will be forgotten. Only your deeds will endure,”&amp;lt;/i&amp;gt; - SIIB Director Yi Zetian, concluding a speech to a newly inducted cadre of SAB operatives, date unknown.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Charged with utilizing the information acquired by the Bureau for the good of the Alliance, the Special Activities Branch (SAB) is the long arm and closed fist of the Bureau, exerting influence and force abroad. Conducting direct action missions such as raids, sabotage, and targeted killings, it is the premier paramilitary force of the SIIB, and one of the Alliance’s most effective irregular warfare units. The latter speciality also makes the SAB one of the go-to detachments for clandestinely rendering aid to pro-Sol governments and insurgent groups, such as the Alliance’s reported involvement in supporting the Mictlani Samaritans and Founding Movement. It may still be active on [[Mictlan]], though the Alliance has denied these rumors. In any situation where the Alliance wishes to directly and deniably involve itself outside the public eye, the ever-reliable SAB is tasked with addressing the issue.&lt;br /&gt;
&lt;br /&gt;
Though the Bureau has been working in the Alliance for over two centuries, the vast majority of the Special Activities Branch’s operational records remain heavily classified. Their most notable recent campaign (that is available to the public, at least) remains the Bureau’s participation in the Solarian Civil War. As the Alliance’s central government worked to rebuild itself, agents of the Special Activities Branch were the first to re-establish contact with surviving Solarian statelets in the Human Wildlands, escorting Bureau personnel as they performed clandestine meetings with those Solarian patriots who still held out hope for a united Alliance. From 2462 until the defeat of the Front on Lycoris, the SIIB was working to shore up support and strength within the Sol-aligned states of the Middle Ring Shield Pact, with SAB units on the ground ensuring the steady flow of weapons, supplies, and expertise that would allow them to hold out against the onslaught of the Front and League. Persistent rumor even holds that operatives of the SAB can be seen in active combat at various points in the Xanusii News Service’s acclaimed reporting saga of the war, though the Bureau has declined to comment in this regard.&lt;br /&gt;
&lt;br /&gt;
Given the extremely sensitive nature of their missions, personnel of the Special Activities Branch often operate without uniforms. The only known standard uniform used by the SAB are sets of unmarked grey Solarian Army fatigues and accompanying body armor, which their agents have been observed wearing in the scant few operational recordings publicly released by the Bureau.&lt;br /&gt;
&lt;br /&gt;
==Courts and Jails==&lt;br /&gt;
The Alliance’s justice system is an archaic product of its bloated bureaucracy with some charged persons taking months to go to trial, though these waits are often much shorter in its core worlds. The average time a charged person spent awaiting trial within the Solarian Alliance was 19 months and 28 days. In most member states of the Alliance accused Solarians are subject to the judgement of a jury of twenty of their peers, and their trial is presided over by an elected judge of the Solarian Judiciary. However there is one notable exception to this system of justice: Mars. Since the events of Violet Dawn in 2462 the Martian judicial system -- already known for being extremely harsh on the convicted -- has been superseded and replaced by military law under the Solarian Army’s emergency government. Martian convicts are instead subject to the judgement of a Solarian Army military tribunal, which often deals out harsh punishments up to execution by firing squad. The Solarian Supreme Court is staffed by nine judges who are appointed by the Prime Minister and approved by the Solarian Parliament that serve for life or until retirement.&lt;br /&gt;
&lt;br /&gt;
Prisons in the Alliance are owned and operated by the state, and vary based on location and security level. Generally Alliance prisons tend to be centered more on containment than rehabilitation, and many suffer from mediocre conditions. The Solarian Navy is the primary transport of detainees to the prisons, which has given it a significant amount of influence over the system. This influence has led many to believe the Navy assisted former Prime Minister Frost in escaping both his Venusian and Martian prisons prior to his pardoning and ascension to Sol’s Prime Ministership.&lt;br /&gt;
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		<author><name>NewOriginalSchwann</name></author>
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* The Solarian Interstellar Intelligence Bureau */&lt;/p&gt;
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&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
&lt;br /&gt;
But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
&lt;br /&gt;
Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
&lt;br /&gt;
==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
The SIP-CPA’s first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and which occupies the largest single chunk of the SIP-CPA’s quarterly budget and manpower reserve. Across the Alliance, many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from Sol.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (non-publicized) right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis. While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol, the SIP-CPA maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.&lt;br /&gt;
&lt;br /&gt;
==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
The SIP-CPA’s first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and which occupies the largest single chunk of the SIP-CPA’s quarterly budget and manpower reserve. Across the Alliance, many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from Sol.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (non-publicized) right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis. While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol, the SIP-CPA maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The middle child of the Solarian Intelligence Trinity, the Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, SISA serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. The Agency holds jurisdiction over hundreds of Alliance federal crimes, and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist, and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
&lt;br /&gt;
The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction. Special agents are granted significant legal leeway in the pursuit of these objectives, being permitted to install wiretaps, search property without notice, and even assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
&lt;br /&gt;
Said intervention, however, is not always appreciated by the local forces SISA is ostensibly supporting. SISA agents have developed a somewhat mixed reputation among the Alliance’s holdings, with more Sol-skeptical forces seeing them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting. This issue is further compounded by SISA agents often being rotated between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA.&lt;br /&gt;
&lt;br /&gt;
Like the SIP-CPA, recruiting for the SISA is a pan-Solarian process, though SISA places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance. &lt;br /&gt;
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====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
&lt;br /&gt;
One of the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
&lt;br /&gt;
==The Solarian Interstellar Intelligence Bureau (SIIB)==&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Grant Freedom Through Truth.&amp;lt;/i&amp;gt; - Official motto of the SIIB&amp;lt;/center&amp;gt;&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern Coalition of Colonies), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau itself is shrouded in a large amount of deliberate secrecy, and few outside of it itself and the higher echelons of the Solarian government understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
Due to its role the Bureau has never had significant oversight by the greater Solarian Alliance, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends that are typically described as its “strong methods,” in its official documents that range from simple psychological manipulation to the so-called “truth serum,” an experimental chemical cocktail designed to extract a confession from an unwilling detainee without regards to their health. These “strong methods” the Bureau employs have greatly contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. The Bureau’s shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to a significant amount of rumors regarding what the strong methods Bureau uses in its interrogation rooms are.&lt;br /&gt;
&lt;br /&gt;
Over the years of its mandate, the SIIB would also subsume much of the authority for overseeing Alliance informational security and data classification. The only branch of the Bureau to be granted explicit permission to perform operations within Solarian territory, SIIB-INFOSEC enforces the sanctity of the Alliance’s classified materials, and was responsible for the creation of the Alliance’s modern six-tier data classification system. Unique among the SIIB’s components for its law enforcement authority, INFOSEC is charged with identifying and prosecuting breaches in the Alliance’s data security, both against internal thieves and foreign hackers. They are responsible for maintaining all &#039;&#039;&#039;ROMEO VERMILLION&#039;&#039;&#039; classification material, which is the Alliance&#039;s highest level of classification. Reportedly, only a few individuals outside of the prime minister and the SIIB&#039;s director are aware of all ROMEO VERMILLION material.&lt;br /&gt;
&lt;br /&gt;
Despite the well-known reputation of its interrogation rooms the SIIB’s primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become extremely adept at over the centuries since the Interstellar War. The Bureau is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, though the Bureau’s reach (or, perhaps, its interests) have not yet extended to the more isolated Empire of Dominia. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
&lt;br /&gt;
The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajaran branches being the most prevalent of its non-human intelligence wings. The SIIB’s Nralakk Federation branch is the eldest and most built-up of the SIIB’s international establishments, having been created shortly after first contact with the Federation in 2332. Cooperating extensively with the Federation’s various Enforcer organizations, the SIIB’s centuries-long relationship with the nation has been extremely productive for both parties, with ongoing intelligence and technology sharing agreements keeping their relations warm. The tajara branch, however, is no longer present on Adhomai, though its influence can still be felt.&lt;br /&gt;
&lt;br /&gt;
Of these two the skrellian branch is the larger and more developed one thanks to the greater amount of time that humanity has been in contact with the skrell. The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
&lt;br /&gt;
While smaller than its counterpart the tajaran branch has a long history of clandestine activities on resource-rich [[Adhomai]] that stretches back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
&lt;br /&gt;
==Courts and Jails==&lt;br /&gt;
The Alliance’s justice system is an archaic product of its bloated bureaucracy with some charged persons taking months to go to trial, though these waits are often much shorter in its core worlds. The average time a charged person spent awaiting trial within the Solarian Alliance was 19 months and 28 days. In most member states of the Alliance accused Solarians are subject to the judgement of a jury of twenty of their peers, and their trial is presided over by an elected judge of the Solarian Judiciary. However there is one notable exception to this system of justice: Mars. Since the events of Violet Dawn in 2462 the Martian judicial system -- already known for being extremely harsh on the convicted -- has been superseded and replaced by military law under the Solarian Army’s emergency government. Martian convicts are instead subject to the judgement of a Solarian Army military tribunal, which often deals out harsh punishments up to execution by firing squad. The Solarian Supreme Court is staffed by nine judges who are appointed by the Prime Minister and approved by the Solarian Parliament that serve for life or until retirement.&lt;br /&gt;
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Prisons in the Alliance are owned and operated by the state, and vary based on location and security level. Generally Alliance prisons tend to be centered more on containment than rehabilitation, and many suffer from mediocre conditions. The Solarian Navy is the primary transport of detainees to the prisons, which has given it a significant amount of influence over the system. This influence has led many to believe the Navy assisted former Prime Minister Frost in escaping both his Venusian and Martian prisons prior to his pardoning and ascension to Sol’s Prime Ministership.&lt;br /&gt;
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		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=38983</id>
		<title>User:NewOriginalSchwann/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=38983"/>
		<updated>2026-04-09T04:30:22Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Domestic Agencies */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
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&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&lt;br /&gt;
Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
&lt;br /&gt;
But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
&lt;br /&gt;
Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
&lt;br /&gt;
==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
The SIP-CPA’s first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and which occupies the largest single chunk of the SIP-CPA’s quarterly budget and manpower reserve. Across the Alliance, many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from Sol.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (non-publicized) right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis. While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol, the SIP-CPA maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.&lt;br /&gt;
&lt;br /&gt;
==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
The SIP-CPA’s first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and which occupies the largest single chunk of the SIP-CPA’s quarterly budget and manpower reserve. Across the Alliance, many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from Sol.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (non-publicized) right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis. While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol, the SIP-CPA maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Security Agency (SISA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt; “Protecting The Nation, Upholding The Law, and Securing The Future.”&amp;lt;/i&amp;gt; - Motto of the SISA.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The middle child of the Solarian Intelligence Trinity, the Solarian Interstellar Security Agency, or SISA, was founded as the “action” counterpart to the SIP-CPA. Where the SIP-CPA performs intelligence gathering and administration on the strategic level, SISA was created with the intent of directly assisting and supplementing Alliance member police forces on the ground. As the only member of Alliance Intelligence Trinity to have official law enforcement authority, SISA serves at the long arm of Alliance domestic security, operating armed field offices on nearly every world in the Alliance. The Agency holds jurisdiction over hundreds of Alliance federal crimes, and maintains both the Solarian Alliance Terror &amp;amp; Extremism Watchlist, and the list of the Alliance’s most wanted fugitives.&lt;br /&gt;
&lt;br /&gt;
The most commonly seen units of SISA across the Alliance are its Special Agents, federal law enforcement officers entrusted with the rights to conduct investigations, serve warrants, and make arrests, regardless of Solarian jurisdiction. Special agents are granted significant legal leeway in the pursuit of these objectives, being permitted to install wiretaps, search property without notice, and even assume full control over a case should it be deemed necessary. Crimes which will merit the involvement of SISA include terrorism, large-scale drug trafficking, sapient lifeform trafficking, and serial murder, among several others. As a general rule, an intervention by SISA means that a case is of serious importance to both the local jurisdiction and the Alliance as a whole.&lt;br /&gt;
&lt;br /&gt;
Said intervention, however, is not always appreciated by the local forces SISA is ostensibly supporting. SISA agents have developed a somewhat mixed reputation among the Alliance’s holdings, with more Sol-skeptical forces seeing them as haughty know-it-alls who take command over cases and assert their authority at the expense of the local police unit they are assisting. This issue is further compounded by SISA agents often being rotated between posts across the Alliance, leading to a degree of separation existing between them and planetary agencies. While the SIP-CPA strives to smooth over such conflicts wherever they arise, a level of distrust still exists between a number of Middle Ring security forces and SISA.&lt;br /&gt;
&lt;br /&gt;
Like the SIP-CPA, recruiting for the SISA is a pan-Solarian process, though SISA places much higher emphasis on physical fitness and practical skills than the SIP-CPA. Once accepted, prospective recruits are transported to one of several expansive training centers within the Jewel Worlds to be educated in the fine art of federal law enforcement. Modeled after the Solarian Navy’s own “Alliance-Wide” system, this method of centralized training is designed to instill loyalty to SISA and the Alliance over one’s homeworld, along with standardizing the training and education of SISA’s personnel. That this method also serves to maintain the gap between SISA and its planetary charges is viewed as an unfortunate necessity in the eternal struggle to guarantee the safety of the Alliance. &lt;br /&gt;
&lt;br /&gt;
====SISA - Counter-Terrorism Response Group (SISA-CRTG)====&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;&amp;quot;To Save Lives and Uphold the Law&amp;quot;&amp;lt;/i&amp;gt; - CTRG motto.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
One of the most decorated and experienced tactical units fielded by SISA, the Counter-Terrorism Response Group (CRTG) specializes in hunting down the most wanted criminals the Alliance, and neutralizing them by any means necessary. The CTRG has secured an operational success rate and mission count unrivaled by any other non-military force in the Alliance, and possibly across the Spur. Over the course of its half-century and counting existence, it has proven instrumental in neutralizing major criminal threats across the Alliance, from the Martian Red Guard to the infamous “Widowmaker” stay-behind units of the Solarian Restoration Front, to triad members in Ton Gwai Pei, New Hai Phong. The CRTG has attracted controversy for its apparent lack of oversight, as the SISA director can make the call on when and where they go in without consulting local authorities -- a measure to guard against insider threats, per the agency -- and a track record of violence towards non-human residents of the Alliance, such as tajara (prior to 2462).&lt;br /&gt;
&lt;br /&gt;
One of the CTRG’s most notable recent operations was its campaign against the Tajaran Revolutionary Army. Following the New Hai Phong bombings of 2460, the CTRG was the spearhead of the SISA’s subsequent effort to wipe the Tajaran Revolutionary Army from the face of the Alliance. Given a blank check by the Frost administration to prosecute “any and all responsible parties,” the CTRG would perform hundreds of raids on suspected TRA safe houses and collaborators, often with few arrestees and many bodies. Most of the records for these operations were -- conveniently -- lost in the chaos of the Solarian Civil War, leaving the exact number of casualties unknown, though rumors hold that many of the “terrorist targets” were in reality unaffiliated tajara communities struck as part of the Frost administration’s virulently xenophobic agenda. While very few CTRG operatives sided with the SRF during the Civil War, a widespread purge of its ranks carried out by the provisional government has led some to suspect it was more ATLAS-adjacent than the Department of Justice stated in its 2465 review of the team.&lt;br /&gt;
&lt;br /&gt;
==The Solarian Interstellar Intelligence Bureau==&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern Coalition of Colonies), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau itself is shrouded in a large amount of deliberate secrecy, and few outside of it itself and the higher echelons of the Solarian government understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
Due to its role the Bureau has never had significant oversight by the greater Solarian Alliance, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends that are typically described as its “strong methods,” in its official documents that range from simple psychological manipulation to the so-called “truth serum,” an experimental chemical cocktail designed to extract a confession from an unwilling detainee without regards to their health. These “strong methods” the Bureau employs have greatly contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. The Bureau’s shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to a significant amount of rumors regarding what the strong methods Bureau uses in its interrogation rooms are.&lt;br /&gt;
&lt;br /&gt;
Despite the well-known reputation of its interrogation rooms the SIIB’s primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become extremely adept at over the centuries since the Interstellar War. The Bureau is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, though the Bureau’s reach (or, perhaps, its interests) have not yet extended to the more isolated Empire of Dominia. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
&lt;br /&gt;
The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajaran branches being the most prevalent of its non-human intelligence wings.&lt;br /&gt;
&lt;br /&gt;
Of these two the skrellian branch is the larger and more developed one thanks to the greater amount of time that humanity has been in contact with the skrell. The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
&lt;br /&gt;
While smaller than its counterpart the tajaran branch has a long history of clandestine activities on resource-rich [[Adhomai]] that stretches back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
&lt;br /&gt;
==Courts and Jails==&lt;br /&gt;
The Alliance’s justice system is an archaic product of its bloated bureaucracy with some charged persons taking months to go to trial, though these waits are often much shorter in its core worlds. The average time a charged person spent awaiting trial within the Solarian Alliance was 19 months and 28 days. In most member states of the Alliance accused Solarians are subject to the judgement of a jury of twenty of their peers, and their trial is presided over by an elected judge of the Solarian Judiciary. However there is one notable exception to this system of justice: Mars. Since the events of Violet Dawn in 2462 the Martian judicial system -- already known for being extremely harsh on the convicted -- has been superseded and replaced by military law under the Solarian Army’s emergency government. Martian convicts are instead subject to the judgement of a Solarian Army military tribunal, which often deals out harsh punishments up to execution by firing squad. The Solarian Supreme Court is staffed by nine judges who are appointed by the Prime Minister and approved by the Solarian Parliament that serve for life or until retirement.&lt;br /&gt;
&lt;br /&gt;
Prisons in the Alliance are owned and operated by the state, and vary based on location and security level. Generally Alliance prisons tend to be centered more on containment than rehabilitation, and many suffer from mediocre conditions. The Solarian Navy is the primary transport of detainees to the prisons, which has given it a significant amount of influence over the system. This influence has led many to believe the Navy assisted former Prime Minister Frost in escaping both his Venusian and Martian prisons prior to his pardoning and ascension to Sol’s Prime Ministership.&lt;br /&gt;
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[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=38982</id>
		<title>User:NewOriginalSchwann/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=38982"/>
		<updated>2026-04-09T04:21:42Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Domestic Agencies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
&lt;br /&gt;
But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
&lt;br /&gt;
Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
&lt;br /&gt;
==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462.&lt;br /&gt;
&lt;br /&gt;
===Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Empires run on information, y’know? Starts at the bottom, then gets funneled up through all the layers until the powers that be can act on it. If you think the only thing the Sippies are doing with that budget and manpower pool is helping planetary cops talk to each other, you’re [censored] delusional.”&amp;lt;/i&amp;gt; - Anonymous conspiracy theorist posting on the /sol/ board of 64tan, 2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Founded in 2140, the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency, or SIP-CPA, is the eldest of Sol’s Intelligence trinity, and the one most often overlooked by the Solarian media. Primarily concerned with rear-echelon administrative and management duties, the SIP-CPA lacks the glamor and fame of “field” organizations like the SISA, but loses none of its importance because of it. After all, without the analysts and number-crunchers of the Intelligence Trinity’s unsung backbone, the vaunted doorkickers of its sister branches would have no reference from which to direct their own talents.&lt;br /&gt;
&lt;br /&gt;
The SIP-CPA’s first and most pertinent duty is to coordinate, assist, and facilitate the operations of planetary and system police forces across the member states of the Alliance. The first of these tasks is the one for which the Agency is most well-known, and which occupies the largest single chunk of the SIP-CPA’s quarterly budget and manpower reserve. Across the Alliance, many thousands of clerks, couriers, and routing staff are in constant communication on behalf of their local departments, both within systems and between stars, transmitting case files, wanted notices, and endless quantities of paperwork through the informational spiderweb tying the Alliance together. This focus on coordination also applies to the national police agencies of the Alliance, with SIP-CPA coordinators being found in every large-scale joint security operation.&lt;br /&gt;
&lt;br /&gt;
Beyond this primary duty, the SIP-CPA is also responsible for ensuring the Alliance’s many varied member police forces are up to standard, in training, equipment, and in their honor. Where a given member state cannot provide sufficient funds to their force, it is the SIP-CPA who will send supply and material requests up the chain. Should a unit’s skill or behavior prove insufficient, it is the SIP-CPA who will provide the training personnel and opportunities needed to improve them. And if an officer should betray the law they swore to uphold, it is the SIP-CIP who is called to serve as a neutral arbitrator in the case. These tasks have given the personnel of the Agency a somewhat mixed reputation, especially on planets far from the Jewel Worlds, where some independently-minded security forces resist what they see as bureaucratic meddling from Sol.&lt;br /&gt;
&lt;br /&gt;
Much less well-known is the SIP-CPA’s third function, that of the largest intelligence-gathering network within the Alliance. Where the SISA focuses on targeted investigation and direct action, the SIP-CPA instead utilizes a “wide net” strategy of passively acquiring as much information as is possible. Webcrawlers, bugs, and paid informants are only a handful of the methods used by the Agency in the course of its operations outside the public eye. All the while, as is a (non-publicized) right of the SIP-CPA, all of the data acquired in partnership with planetary security agencies is dutifully collated, copied, and dispatched to Sol for further categorization and analysis. While the Agency rarely acts on this information itself, actionable intelligence collated by the SIP-CPA has served as a stepping stone for the other members of the Intelligence Trinity more times than can be feasibly counted.&lt;br /&gt;
&lt;br /&gt;
Outside of Sol, the SIP-CPA maintains campuses and facilities across nearly every Solarian member world, though with a higher density of infrastructure within the Jewel Worlds. Universally located near command centers of local police units to facilitate rapid communication, SIP-CPA intelligence campuses are typically compact but vertically developed, often including several high-rise buildings entirely dedicated to the clerical work which encompasses much of the organization’s mandate.&lt;br /&gt;
&lt;br /&gt;
==The Solarian Interstellar Intelligence Bureau==&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern Coalition of Colonies), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau itself is shrouded in a large amount of deliberate secrecy, and few outside of it itself and the higher echelons of the Solarian government understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
Due to its role the Bureau has never had significant oversight by the greater Solarian Alliance, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends that are typically described as its “strong methods,” in its official documents that range from simple psychological manipulation to the so-called “truth serum,” an experimental chemical cocktail designed to extract a confession from an unwilling detainee without regards to their health. These “strong methods” the Bureau employs have greatly contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. The Bureau’s shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to a significant amount of rumors regarding what the strong methods Bureau uses in its interrogation rooms are.&lt;br /&gt;
&lt;br /&gt;
Despite the well-known reputation of its interrogation rooms the SIIB’s primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become extremely adept at over the centuries since the Interstellar War. The Bureau is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, though the Bureau’s reach (or, perhaps, its interests) have not yet extended to the more isolated Empire of Dominia. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
&lt;br /&gt;
The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajaran branches being the most prevalent of its non-human intelligence wings.&lt;br /&gt;
&lt;br /&gt;
Of these two the skrellian branch is the larger and more developed one thanks to the greater amount of time that humanity has been in contact with the skrell. The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
&lt;br /&gt;
While smaller than its counterpart the tajaran branch has a long history of clandestine activities on resource-rich [[Adhomai]] that stretches back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
&lt;br /&gt;
==Courts and Jails==&lt;br /&gt;
The Alliance’s justice system is an archaic product of its bloated bureaucracy with some charged persons taking months to go to trial, though these waits are often much shorter in its core worlds. The average time a charged person spent awaiting trial within the Solarian Alliance was 19 months and 28 days. In most member states of the Alliance accused Solarians are subject to the judgement of a jury of twenty of their peers, and their trial is presided over by an elected judge of the Solarian Judiciary. However there is one notable exception to this system of justice: Mars. Since the events of Violet Dawn in 2462 the Martian judicial system -- already known for being extremely harsh on the convicted -- has been superseded and replaced by military law under the Solarian Army’s emergency government. Martian convicts are instead subject to the judgement of a Solarian Army military tribunal, which often deals out harsh punishments up to execution by firing squad. The Solarian Supreme Court is staffed by nine judges who are appointed by the Prime Minister and approved by the Solarian Parliament that serve for life or until retirement.&lt;br /&gt;
&lt;br /&gt;
Prisons in the Alliance are owned and operated by the state, and vary based on location and security level. Generally Alliance prisons tend to be centered more on containment than rehabilitation, and many suffer from mediocre conditions. The Solarian Navy is the primary transport of detainees to the prisons, which has given it a significant amount of influence over the system. This influence has led many to believe the Navy assisted former Prime Minister Frost in escaping both his Venusian and Martian prisons prior to his pardoning and ascension to Sol’s Prime Ministership.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=38981</id>
		<title>User:NewOriginalSchwann/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=38981"/>
		<updated>2026-04-09T04:20:14Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
&lt;br /&gt;
But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
&lt;br /&gt;
Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
&lt;br /&gt;
==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462. The task of coordination in these cases falls upon the bureaucratic and Byzantine shoulders of the SIP-CPA, which is responsible for coordinating and managing thousands of these situations on a daily basis due to the sheer size of the Alliance. The SIP-CPA is an efficient yet often exceedingly slow organization due to the amount of cases it handles on a daily basis, and many planetary police agencies often find themselves grumbling at the amount of time it takes requests to snake their way through the bureaucracy of the Agency. Despite the lethargic pace at which the Agency works it is, in the eyes of many Solarian security officials, irreplaceable due to the coordination it provides between the many disparate agencies in the Alliance. SIP-CPA employees rarely find themselves in “on the ground” situations due to the Agency’s primary purpose of coordination. As a result SIP-CPA agents are generally seen as the “softest” of the Alliance’s three agencies, but still command respect due to the amount of work they perform to keep the Alliance’s policing apparatus functional.&lt;br /&gt;
&lt;br /&gt;
Working alongside the SIP-CPA is its more active counterpart, the SISA. While the SIP-CPA is focused upon macro-level coordination, the SISA handles crimes that go beyond the capabilities of a singular member state’s local police forces. The Agency is typically seen as the more glamorous of the Alliance’s two domestic security services due to the more hands-on and high-visibility work it conducts. Despite its greater glamour the Agency could not function without the support of the SIP-CPA, which provides it with the information it requires to act and is responsible for authorizing the deployment of its agents to the field. As a result the Agency is somewhat slow to act and respond, but almost always solves cases and problems it is assigned to -- no matter how long they may take. Agency branch offices can be found throughout the Alliance’s member states.&lt;br /&gt;
&lt;br /&gt;
==The Solarian Interstellar Intelligence Bureau==&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern Coalition of Colonies), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau itself is shrouded in a large amount of deliberate secrecy, and few outside of it itself and the higher echelons of the Solarian government understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
Due to its role the Bureau has never had significant oversight by the greater Solarian Alliance, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends that are typically described as its “strong methods,” in its official documents that range from simple psychological manipulation to the so-called “truth serum,” an experimental chemical cocktail designed to extract a confession from an unwilling detainee without regards to their health. These “strong methods” the Bureau employs have greatly contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. The Bureau’s shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to a significant amount of rumors regarding what the strong methods Bureau uses in its interrogation rooms are.&lt;br /&gt;
&lt;br /&gt;
Despite the well-known reputation of its interrogation rooms the SIIB’s primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become extremely adept at over the centuries since the Interstellar War. The Bureau is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, though the Bureau’s reach (or, perhaps, its interests) have not yet extended to the more isolated Empire of Dominia. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
&lt;br /&gt;
The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajaran branches being the most prevalent of its non-human intelligence wings.&lt;br /&gt;
&lt;br /&gt;
Of these two the skrellian branch is the larger and more developed one thanks to the greater amount of time that humanity has been in contact with the skrell. The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
&lt;br /&gt;
While smaller than its counterpart the tajaran branch has a long history of clandestine activities on resource-rich [[Adhomai]] that stretches back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
&lt;br /&gt;
==Courts and Jails==&lt;br /&gt;
The Alliance’s justice system is an archaic product of its bloated bureaucracy with some charged persons taking months to go to trial, though these waits are often much shorter in its core worlds. The average time a charged person spent awaiting trial within the Solarian Alliance was 19 months and 28 days. In most member states of the Alliance accused Solarians are subject to the judgement of a jury of twenty of their peers, and their trial is presided over by an elected judge of the Solarian Judiciary. However there is one notable exception to this system of justice: Mars. Since the events of Violet Dawn in 2462 the Martian judicial system -- already known for being extremely harsh on the convicted -- has been superseded and replaced by military law under the Solarian Army’s emergency government. Martian convicts are instead subject to the judgement of a Solarian Army military tribunal, which often deals out harsh punishments up to execution by firing squad. The Solarian Supreme Court is staffed by nine judges who are appointed by the Prime Minister and approved by the Solarian Parliament that serve for life or until retirement.&lt;br /&gt;
&lt;br /&gt;
Prisons in the Alliance are owned and operated by the state, and vary based on location and security level. Generally Alliance prisons tend to be centered more on containment than rehabilitation, and many suffer from mediocre conditions. The Solarian Navy is the primary transport of detainees to the prisons, which has given it a significant amount of influence over the system. This influence has led many to believe the Navy assisted former Prime Minister Frost in escaping both his Venusian and Martian prisons prior to his pardoning and ascension to Sol’s Prime Ministership.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=38980</id>
		<title>User:NewOriginalSchwann/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=38980"/>
		<updated>2026-04-09T04:19:48Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;[[File:Solarian Intelligence.png|500px]]&amp;lt;/center&amp;gt;&lt;br /&gt;
&amp;lt;center&amp;gt;&#039;&#039;The traditional emblem of the Alliance of Sovereign Solarian Nations&#039; security services. The gold represents the police and security personnel shielding the Alliance from danger, while the sun represents the Alliance. The sun is blue to signify that justice views all in a neutral, unbiased light.&#039;&#039;&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Policing and security in the Alliance of Sovereign Solarian Nations is managed by a Byzantine mass of bureaucratic agencies and regulations which, in some cases, date back to the Alliance’s founding in 2140 -- making some Solarian security agencies older than every other human (and most non-human) nations in the Orion Spur. The oldest of these agencies is the massive &#039;&#039;&#039;Solarian Interstellar Policing &amp;amp; Crime Prevention Agency (SIP-CPA)&#039;&#039;&#039;, a system-spanning organization with millions of employees that is responsible for coordinating inter-system policing in the Alliance. Other similar agencies include the &#039;&#039;&#039;Solarian Interstellar Security Agency (SISA)&#039;&#039;&#039;, a more recent agency formed for the purpose of domestic intelligence, and the &#039;&#039;&#039;Solarian Interstellar Intelligence Bureau (SIIB)&#039;&#039;&#039;, a much older agency that serves as the Alliance’s highest security authority.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
The history of interstellar policing and security in the Solarian Alliance is as old as practical human space travel itself, although it only became formally institutionalized with the formation of the Solarian Interstellar Policing &amp;amp; Crime Prevention Agency in 2140. Prior to this point interstellar policing had primarily been carried out by individual countries and organizations based upon on Earth, which had become increasingly impractical as humanity branched out first into the Sol System and then beyond it with the advent of practical warp engines in 2130. The SIP-CPA proved itself to be significantly more effective than the smaller agencies that had preceded it and this success would eventually lead to the founding of its sister agency, the Solarian Interstellar Security Agency (SISA), in 2157.&lt;br /&gt;
&lt;br /&gt;
But these two agencies would eventually find themselves overworked and overtaxed by the rapidly expanding Alliance as the 22nd century ended and the 23rd began. The Alliance’s push to expand its borders had clearly overcome their capabilities by the mid-2220s, requiring the creation of an entirely new agency in 2228: the Solarian Interstellar Intelligence Bureau (SIIB), an agency tasked solely with ensuring the security and stability of the Alliance’s distant colonial frontier. Due to the increasingly shaky control of the Alliance over its distant colonies the SIIB was given nearly unlimited authority and almost no oversight in its mission to ensure security and stability, and the Bureau almost immediately turned to what it referred to as “strong methods” in order to ensure loyalty to Sol remained. While the SIIB -- despite its methods -- failed to prevent the outbreak of the Interstellar War and subsequent formation of the Coalition of Colonies it remained active due to its deeply-seeded intelligence networks across the Coalition, effectively proving its usefulness to the Solarian government despite any moral qualms they may have had over its techniques.&lt;br /&gt;
&lt;br /&gt;
Following the Solarian collapse after Violet Dawn the Alliance’s security, policing, and intelligence agencies remain as valuable and important as ever for the now-shrunken Alliance, though they now find themselves scrambling to deal with the aftermath of Violet Dawn even a year later. The Alliance’s security -- and its future -- may very well depend upon them, and none wish to be found wanting by history.&lt;br /&gt;
&lt;br /&gt;
==Domestic Agencies==&lt;br /&gt;
While much of the Alliance’s day-to-day security is managed by local planetary policing agencies such as the Venusian VPPF and Callistean CMPD situations often arise that go beyond the authority a planet or system and require greater authority to resolve, such as issues with piracy and smuggling in the Middle and Outer Rings before the events of late 2462. The task of coordination in these cases falls upon the bureaucratic and Byzantine shoulders of the SIP-CPA, which is responsible for coordinating and managing thousands of these situations on a daily basis due to the sheer size of the Alliance. The SIP-CPA is an efficient yet often exceedingly slow organization due to the amount of cases it handles on a daily basis, and many planetary police agencies often find themselves grumbling at the amount of time it takes requests to snake their way through the bureaucracy of the Agency. Despite the lethargic pace at which the Agency works it is, in the eyes of many Solarian security officials, irreplaceable due to the coordination it provides between the many disparate agencies in the Alliance. SIP-CPA employees rarely find themselves in “on the ground” situations due to the Agency’s primary purpose of coordination. As a result SIP-CPA agents are generally seen as the “softest” of the Alliance’s three agencies, but still command respect due to the amount of work they perform to keep the Alliance’s policing apparatus functional.&lt;br /&gt;
&lt;br /&gt;
Working alongside the SIP-CPA is its more active counterpart, the SISA. While the SIP-CPA is focused upon macro-level coordination, the SISA handles crimes that go beyond the capabilities of a singular member state’s local police forces. The Agency is typically seen as the more glamorous of the Alliance’s two domestic security services due to the more hands-on and high-visibility work it conducts. Despite its greater glamour the Agency could not function without the support of the SIP-CPA, which provides it with the information it requires to act and is responsible for authorizing the deployment of its agents to the field. As a result the Agency is somewhat slow to act and respond, but almost always solves cases and problems it is assigned to -- no matter how long they may take. Agency branch offices can be found throughout the Alliance’s member states.&lt;br /&gt;
&lt;br /&gt;
==The Solarian Interstellar Intelligence Bureau==&lt;br /&gt;
Originally created as the SISA and SIP-CPA’s counterpart in the Solarian frontier (now the modern Coalition of Colonies), the SIIB has since become the Alliance’s primary intelligence service for external concerns. As a result of this role the Bureau itself is shrouded in a large amount of deliberate secrecy, and few outside of it itself and the higher echelons of the Solarian government understand the extent to which it operates within other nations -- or within the Alliance itself. While it is known to operate in the Republic of Biesel &#039;&#039;&#039;you should not play an active or former SIIB agent as a non-antagonist on-ship character&#039;&#039;&#039;, as Bureau operatives often work directly against the interests of NanoTrasen and the Stellar Corporate Conglomerate.&lt;br /&gt;
&lt;br /&gt;
Due to its role the Bureau has never had significant oversight by the greater Solarian Alliance, which has led to it developing and adopting a variety of quasi-legal methods in order to achieve its ends that are typically described as its “strong methods,” in its official documents that range from simple psychological manipulation to the so-called “truth serum,” an experimental chemical cocktail designed to extract a confession from an unwilling detainee without regards to their health. These “strong methods” the Bureau employs have greatly contributed to its controversial history, which dates back to before the Interstellar War and its original purpose as an organization designed to ensure stability in the Alliance’s colonies. The Bureau’s shadowy nature has only enhanced the reputation of these strong methods and much of the information on them is still classified, which has led to a significant amount of rumors regarding what the strong methods Bureau uses in its interrogation rooms are.&lt;br /&gt;
&lt;br /&gt;
Despite the well-known reputation of its interrogation rooms the SIIB’s primary day-to-day work is centered around gathering intelligence through passive interrogation and observation alongside active infiltrations, which it has become extremely adept at over the centuries since the Interstellar War. The Bureau is rumored to have nearly completely infiltrated the government of the [[Republic of Biesel]] on almost every level despite efforts by Biesel’s local authorities to stop and is alleged to have had a hand in many of the crises the young Republic has suffered, up to and including the infamous Clandestine Incident of 2462. The governments of the [[Coalition of Colonies]] and [[Republic of Elyra]] are said to be similarly infiltrated, though the Bureau’s reach (or, perhaps, its interests) have not yet extended to the more isolated Empire of Dominia. While operations in the [[Human Wildlands]] by the SIIB have not been officially confirmed by the Bureau or by the Solarian government, rumors of meetings between officials of the SRF, SSMD, and SPG and unknown actors in Solarian-produced ships can be found across social media. While the SIIB&#039;s purpose in the Wildlands is not currently known, it is doubtlessly heavily involved despite its lack of official confirmation.&lt;br /&gt;
&lt;br /&gt;
The Bureau’s infiltration efforts do not stop at other human governments and it has influenced non-human governments across the Orion Spur to further Solarian interests, with its skrellian and tajaran branches being the most prevalent of its non-human intelligence wings.&lt;br /&gt;
&lt;br /&gt;
Of these two the skrellian branch is the larger and more developed one thanks to the greater amount of time that humanity has been in contact with the skrell. The skrellian branch is widely-known throughout the Bureau for its creative approaches to hiding classified information from a psionically-capable species. Bureau facilities (and some facilities that are not affiliated with them at all) are generally aluminium-lined to prevent nlom field interactions within classified areas such as interrogation rooms, and the skrellian branch was responsible for the creation of the first practical mindshield shortly after first contact. While similar corporate mindshields exist, Bureau mindshields are highly-classified and exclusive to the agency itself. Rumor has it that they are capable of turning the psionic energies of a skrell onto the skrell themselves but they, like much of the Bureau, are shrouded in rumors and falsehoods.&lt;br /&gt;
&lt;br /&gt;
While smaller than its counterpart the tajaran branch has a long history of clandestine activities on resource-rich [[Adhomai]] that stretches back to the First Revolution, where it was initially active through the use of long-range observation equipment. The People’s Strategic Intelligence Service, the main intelligence organization of the People’s Republic of Adhomai, was trained by the Bureau until the start of the Second Revolution, with the Bureau’s instructors leaving before the war began. While President Hadii’s [[Notable Tajara#Tufir Nazzirai|assassin]] was a PSIS agent, and did assassinate him with a rare energy weapon, the Bureau has repeatedly denied that it had any role in the assassination or chaos that followed. With the breakdown of normal relations between Sol and Adhomai the Bureau’s presence on the planet has allegedly lessened yet some on Adhomai still believe it operates in [[Crevus]] under the cover of the city’s non-tajara population, still manipulating events on the planet from behind the shadows.&lt;br /&gt;
&lt;br /&gt;
==Courts and Jails==&lt;br /&gt;
The Alliance’s justice system is an archaic product of its bloated bureaucracy with some charged persons taking months to go to trial, though these waits are often much shorter in its core worlds. The average time a charged person spent awaiting trial within the Solarian Alliance was 19 months and 28 days. In most member states of the Alliance accused Solarians are subject to the judgement of a jury of twenty of their peers, and their trial is presided over by an elected judge of the Solarian Judiciary. However there is one notable exception to this system of justice: Mars. Since the events of Violet Dawn in 2462 the Martian judicial system -- already known for being extremely harsh on the convicted -- has been superseded and replaced by military law under the Solarian Army’s emergency government. Martian convicts are instead subject to the judgement of a Solarian Army military tribunal, which often deals out harsh punishments up to execution by firing squad. The Solarian Supreme Court is staffed by nine judges who are appointed by the Prime Minister and approved by the Solarian Parliament that serve for life or until retirement.&lt;br /&gt;
&lt;br /&gt;
Prisons in the Alliance are owned and operated by the state, and vary based on location and security level. Generally Alliance prisons tend to be centered more on containment than rehabilitation, and many suffer from mediocre conditions. The Solarian Navy is the primary transport of detainees to the prisons, which has given it a significant amount of influence over the system. This influence has led many to believe the Navy assisted former Prime Minister Frost in escaping both his Venusian and Martian prisons prior to his pardoning and ascension to Sol’s Prime Ministership.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38975</id>
		<title>User:NewOriginalSchwann/Sandbox3</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38975"/>
		<updated>2026-04-08T22:03:53Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Felonies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Human Lore}}&lt;br /&gt;
&#039;&#039;&#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Assunzione for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Assunzione, it will be treated as a character removal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like most planets in the Coalition, Assunzione has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. The following page is a guide to Assunzionii law, much like the [[Corporate Regulations]] page.&lt;br /&gt;
&lt;br /&gt;
Remember, Assunzione Law Enforcement is not related to the SCC and has little regard for your employment or status. The following laws are separate from the SCC SoP or Regulations, and will be enforced regardless of the situation.&lt;br /&gt;
==Prior Knowledge==&lt;br /&gt;
Assunzione has a much different culture and history than that of Tau Ceti or the SCC.&lt;br /&gt;
* Police can arrest crew for breaking the law or disturbing the peace regardless of job or status.&lt;br /&gt;
* Weapons and firearms are prohibited in Port Volturno.&lt;br /&gt;
* Drugs otherwise legal in Biesel are illegal on Assunzione.&lt;br /&gt;
* Free Assunzionii IPCs are legally equal to organic citizens, and harming them falls under the same crimes (up to and including murder). Owned IPCs are instead covered under vandalism or damage to property charges.&lt;br /&gt;
&lt;br /&gt;
Keep the above points in mind while exploring Assunzione, and try to respect the locals!&lt;br /&gt;
&lt;br /&gt;
==Criminal Procedures==&lt;br /&gt;
For every infraction except traffic infringements, non-Assuionzii nationals MUST be taken to the police station for processing, and a report MUST be filled out on the forums (a form is provided under the CCIA Forum topic for this purpose).&lt;br /&gt;
&lt;br /&gt;
The following is the procedure for if any of the Horizon&#039;s crew is arrested.&lt;br /&gt;
===Misdemeanours===&lt;br /&gt;
*The police detain a suspect. They have the option of releasing with a warning.&lt;br /&gt;
*The suspect is arrested and brought to the station for processing.&lt;br /&gt;
*Any contraband or stolen items are removed.&lt;br /&gt;
*The suspect is locked in a cell.&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*A Horizon crew member or Head of Staff must come to the station as a guarantor for the suspect who is then released to their care.&lt;br /&gt;
*The police can (and should) report the incident on the special forum thread.&lt;br /&gt;
*The incident and identity of the person is posted on the police’s social media account.&lt;br /&gt;
*CCIA are eligible to start an investigation.&lt;br /&gt;
===Felonies===&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*The suspect remains in the cell for the rest of the round.&lt;br /&gt;
*The police must report the incident on the special forum thread.&lt;br /&gt;
*CCIA automatically launch an investigation and present their findings to the Assunzionii (or Zeng-Hu) authorities via appropriate CCIA IC messages. The person is eligible to serve jail time in Assunzione, suspending the character for a long period of time or permanently.&lt;br /&gt;
&lt;br /&gt;
===Crimes===&lt;br /&gt;
The following is a table of various crimes on Assunzione, and what they are classified as.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot;; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Misdemeanour&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Fine&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Felony&lt;br /&gt;
|-&lt;br /&gt;
|Theft&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Grand Theft/Fraud&lt;br /&gt;
|-&lt;br /&gt;
|Disorderly Conduct&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Vehicle Theft&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Assault&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing&lt;br /&gt;
|Up to 1,000 Credits for government property, immediately removal from premises&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|-&lt;br /&gt;
|Resisting Arrest&lt;br /&gt;
|N/A&lt;br /&gt;
|Kidnapping&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Justice&lt;br /&gt;
|Up to 1,000 Credits&lt;br /&gt;
|Illegal Immigration&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Public Works&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Burglary&lt;br /&gt;
|-&lt;br /&gt;
|Insulting the Public Sentiment&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Armed Robbery/Banditry/Piracy&lt;br /&gt;
|-&lt;br /&gt;
|Littering&lt;br /&gt;
|Up to 150 Credits&lt;br /&gt;
|Poaching&lt;br /&gt;
|-&lt;br /&gt;
|Refusing a Lawful Order&lt;br /&gt;
|N/A&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Up to 500 Credits, imprisonment for monuments or buildings of public importance&lt;br /&gt;
|Discharging a Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Breaking Traffic Laws&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Murder&lt;br /&gt;
|-&lt;br /&gt;
|Possession of a Weapon&lt;br /&gt;
|Up to 3,000 Credits&lt;br /&gt;
|Distribution of Illegal Narcotics&lt;br /&gt;
|-&lt;br /&gt;
|Possession of Illegal Narcotics&lt;br /&gt;
|Fine up to 2,000, mmediate confiscation of narcotics&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{Navbox Human Lore}}&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38974</id>
		<title>User:NewOriginalSchwann/Sandbox3</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38974"/>
		<updated>2026-04-08T22:03:32Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Felonies */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Human Lore}}&lt;br /&gt;
&#039;&#039;&#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Assunzione for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Assunzione, it will be treated as a character removal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like most planets in the Coalition, Assunzione has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. The following page is a guide to Assunzionii law, much like the [[Corporate Regulations]] page.&lt;br /&gt;
&lt;br /&gt;
Remember, Assunzione Law Enforcement is not related to the SCC and has little regard for your employment or status. The following laws are separate from the SCC SoP or Regulations, and will be enforced regardless of the situation.&lt;br /&gt;
==Prior Knowledge==&lt;br /&gt;
Assunzione has a much different culture and history than that of Tau Ceti or the SCC.&lt;br /&gt;
* Police can arrest crew for breaking the law or disturbing the peace regardless of job or status.&lt;br /&gt;
* Weapons and firearms are prohibited in Port Volturno.&lt;br /&gt;
* Drugs otherwise legal in Biesel are illegal on Assunzione.&lt;br /&gt;
* Free Assunzionii IPCs are legally equal to organic citizens, and harming them falls under the same crimes (up to and including murder). Owned IPCs are instead covered under vandalism or damage to property charges.&lt;br /&gt;
&lt;br /&gt;
Keep the above points in mind while exploring Assunzione, and try to respect the locals!&lt;br /&gt;
&lt;br /&gt;
==Criminal Procedures==&lt;br /&gt;
For every infraction except traffic infringements, non-Assuionzii nationals MUST be taken to the police station for processing, and a report MUST be filled out on the forums (a form is provided under the CCIA Forum topic for this purpose).&lt;br /&gt;
&lt;br /&gt;
The following is the procedure for if any of the Horizon&#039;s crew is arrested.&lt;br /&gt;
===Misdemeanours===&lt;br /&gt;
*The police detain a suspect. They have the option of releasing with a warning.&lt;br /&gt;
*The suspect is arrested and brought to the station for processing.&lt;br /&gt;
*Any contraband or stolen items are removed.&lt;br /&gt;
*The suspect is locked in a cell.&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*A Horizon crew member or Head of Staff must come to the station as a guarantor for the suspect who is then released to their care.&lt;br /&gt;
*The police can (and should) report the incident on the special forum thread.&lt;br /&gt;
*The incident and identity of the person is posted on the police’s social media account.&lt;br /&gt;
*CCIA are eligible to start an investigation.&lt;br /&gt;
===Felonies===&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*The suspect remains in the cell for the rest of the round.&lt;br /&gt;
*The police must report the incident on the special forum thread.&lt;br /&gt;
*CCIA automatically launch an investigation and present their findings to the Assunzionii (or Zeng-Hu) authorities (appropriate CCIA IC messages). The person is eligible to serve jail time in Assunzione, suspending the character for a long period of time or permanently.&lt;br /&gt;
&lt;br /&gt;
===Crimes===&lt;br /&gt;
The following is a table of various crimes on Assunzione, and what they are classified as.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot;; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Misdemeanour&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Fine&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Felony&lt;br /&gt;
|-&lt;br /&gt;
|Theft&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Grand Theft/Fraud&lt;br /&gt;
|-&lt;br /&gt;
|Disorderly Conduct&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Vehicle Theft&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Assault&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing&lt;br /&gt;
|Up to 1,000 Credits for government property, immediately removal from premises&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|-&lt;br /&gt;
|Resisting Arrest&lt;br /&gt;
|N/A&lt;br /&gt;
|Kidnapping&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Justice&lt;br /&gt;
|Up to 1,000 Credits&lt;br /&gt;
|Illegal Immigration&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Public Works&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Burglary&lt;br /&gt;
|-&lt;br /&gt;
|Insulting the Public Sentiment&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Armed Robbery/Banditry/Piracy&lt;br /&gt;
|-&lt;br /&gt;
|Littering&lt;br /&gt;
|Up to 150 Credits&lt;br /&gt;
|Poaching&lt;br /&gt;
|-&lt;br /&gt;
|Refusing a Lawful Order&lt;br /&gt;
|N/A&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Up to 500 Credits, imprisonment for monuments or buildings of public importance&lt;br /&gt;
|Discharging a Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Breaking Traffic Laws&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Murder&lt;br /&gt;
|-&lt;br /&gt;
|Possession of a Weapon&lt;br /&gt;
|Up to 3,000 Credits&lt;br /&gt;
|Distribution of Illegal Narcotics&lt;br /&gt;
|-&lt;br /&gt;
|Possession of Illegal Narcotics&lt;br /&gt;
|Fine up to 2,000, mmediate confiscation of narcotics&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{Navbox Human Lore}}&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38973</id>
		<title>User:NewOriginalSchwann/Sandbox3</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38973"/>
		<updated>2026-04-08T22:00:04Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Human Lore}}&lt;br /&gt;
&#039;&#039;&#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Assunzione for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Assunzione, it will be treated as a character removal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like most planets in the Coalition, Assunzione has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. The following page is a guide to Assunzionii law, much like the [[Corporate Regulations]] page.&lt;br /&gt;
&lt;br /&gt;
Remember, Assunzione Law Enforcement is not related to the SCC and has little regard for your employment or status. The following laws are separate from the SCC SoP or Regulations, and will be enforced regardless of the situation.&lt;br /&gt;
==Prior Knowledge==&lt;br /&gt;
Assunzione has a much different culture and history than that of Tau Ceti or the SCC.&lt;br /&gt;
* Police can arrest crew for breaking the law or disturbing the peace regardless of job or status.&lt;br /&gt;
* Weapons and firearms are prohibited in Port Volturno.&lt;br /&gt;
* Drugs otherwise legal in Biesel are illegal on Assunzione.&lt;br /&gt;
* Free Assunzionii IPCs are legally equal to organic citizens, and harming them falls under the same crimes (up to and including murder). Owned IPCs are instead covered under vandalism or damage to property charges.&lt;br /&gt;
&lt;br /&gt;
Keep the above points in mind while exploring Assunzione, and try to respect the locals!&lt;br /&gt;
&lt;br /&gt;
==Criminal Procedures==&lt;br /&gt;
For every infraction except traffic infringements, non-Assuionzii nationals MUST be taken to the police station for processing, and a report MUST be filled out on the forums (a form is provided under the CCIA Forum topic for this purpose).&lt;br /&gt;
&lt;br /&gt;
The following is the procedure for if any of the Horizon&#039;s crew is arrested.&lt;br /&gt;
===Misdemeanours===&lt;br /&gt;
*The police detain a suspect. They have the option of releasing with a warning.&lt;br /&gt;
*The suspect is arrested and brought to the station for processing.&lt;br /&gt;
*Any contraband or stolen items are removed.&lt;br /&gt;
*The suspect is locked in a cell.&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*A Horizon crew member or Head of Staff must come to the station as a guarantor for the suspect who is then released to their care.&lt;br /&gt;
*The police can (and should) report the incident on the special forum thread.&lt;br /&gt;
*The incident and identity of the person is posted on the police’s social media account.&lt;br /&gt;
*CCIA are eligible to start an investigation.&lt;br /&gt;
===Felonies===&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*The suspect remains in the cell for the rest of the round.&lt;br /&gt;
*The police must report the incident on the special forum thread.&lt;br /&gt;
*CCIA automatically launch an investigation and present their findings to the Assunzionii (or Zeng-Hu_ authorities (appropriate CCIA IC messages). The person is eligible to serve jail time in Assunzione, suspending the character for a long period of time or permanently.&lt;br /&gt;
===Crimes===&lt;br /&gt;
The following is a table of various crimes on Assunzione, and what they are classified as.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot;; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Misdemeanour&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Fine&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Felony&lt;br /&gt;
|-&lt;br /&gt;
|Theft&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Grand Theft/Fraud&lt;br /&gt;
|-&lt;br /&gt;
|Disorderly Conduct&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Vehicle Theft&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Assault&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing&lt;br /&gt;
|Up to 1,000 Credits for government property, immediately removal from premises&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|-&lt;br /&gt;
|Resisting Arrest&lt;br /&gt;
|N/A&lt;br /&gt;
|Kidnapping&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Justice&lt;br /&gt;
|Up to 1,000 Credits&lt;br /&gt;
|Illegal Immigration&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Public Works&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Burglary&lt;br /&gt;
|-&lt;br /&gt;
|Insulting the Public Sentiment&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Armed Robbery/Banditry/Piracy&lt;br /&gt;
|-&lt;br /&gt;
|Littering&lt;br /&gt;
|Up to 150 Credits&lt;br /&gt;
|Poaching&lt;br /&gt;
|-&lt;br /&gt;
|Refusing a Lawful Order&lt;br /&gt;
|N/A&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Up to 500 Credits, imprisonment for monuments or buildings of public importance&lt;br /&gt;
|Discharging a Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Breaking Traffic Laws&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Murder&lt;br /&gt;
|-&lt;br /&gt;
|Possession of a Weapon&lt;br /&gt;
|Up to 3,000 Credits&lt;br /&gt;
|Distribution of Illegal Narcotics&lt;br /&gt;
|-&lt;br /&gt;
|Possession of Illegal Narcotics&lt;br /&gt;
|Fine up to 2,000, mmediate confiscation of narcotics&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{Navbox Human Lore}}&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38972</id>
		<title>User:NewOriginalSchwann/Sandbox3</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38972"/>
		<updated>2026-04-08T21:52:49Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Human Lore}}&lt;br /&gt;
&#039;&#039;&#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Assunzione for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Assunzione, it will be treated as a character removal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like most planets in the Coalition, Assunzione has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. The following page is a guide to Assunzionii law, much like the [[Corporate Regulations]] page.&lt;br /&gt;
&lt;br /&gt;
Remember, Assunzione Law Enforcement is not related to the SCC and has little regard for your employment or status. The following laws are separate from the SCC SoP or Regulations, and will be enforced regardless of the situation.&lt;br /&gt;
==Prior Knowledge==&lt;br /&gt;
Assunzione has a much different culture and history than that of Tau Ceti or the SCC.&lt;br /&gt;
* Police can arrest crew for breaking the law or disturbing the peace regardless of job or status.&lt;br /&gt;
* Weapons and firearms are prohibited in Port Volturno.&lt;br /&gt;
* Drugs otherwise legal in Biesel are illegal on Assunzione.&lt;br /&gt;
* Free Assunzionii IPCs are legally equal to organic citizens, and harming them falls under the same crimes (up to and including murder). Owned IPCs are instead covered under vandalism or damage to property charges.&lt;br /&gt;
&lt;br /&gt;
Keep the above points in mind while exploring Assunzione, and try to respect the locals!&lt;br /&gt;
&lt;br /&gt;
==Assunzionii Law Enforcement==&lt;br /&gt;
Fill out later.&lt;br /&gt;
&lt;br /&gt;
==Criminal Procedures==&lt;br /&gt;
For every infraction except traffic infringements, non-Assuionzii nationals MUST be taken to the police station for processing, and a report MUST be filled out on the forums (a form is provided under the CCIA Forum topic for this purpose).&lt;br /&gt;
&lt;br /&gt;
The following is the procedure for if any of the Horizon&#039;s crew is arrested.&lt;br /&gt;
===Misdemeanours===&lt;br /&gt;
*The police detain a suspect. They have the option of releasing with a warning.&lt;br /&gt;
*The suspect is arrested and brought to the station for processing.&lt;br /&gt;
*Any contraband or stolen items are removed.&lt;br /&gt;
*The suspect is locked in a cell.&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*A Horizon crew member or Head of Staff must come to the station as a guarantor for the suspect who is then released to their care.&lt;br /&gt;
*The police can (and should) report the incident on the special forum thread.&lt;br /&gt;
*The incident and identity of the person is posted on the police’s social media account.&lt;br /&gt;
*CCIA are eligible to start an investigation.&lt;br /&gt;
===Felonies===&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*The suspect remains in the cell for the rest of the round.&lt;br /&gt;
*The police must report the incident on the special forum thread.&lt;br /&gt;
*CCIA automatically launch an investigation and present their findings to the Assunzionii (or Zeng-Hu_ authorities (appropriate CCIA IC messages). The person is eligible to serve jail time in Assunzione, suspending the character for a long period of time or permanently.&lt;br /&gt;
===Crimes===&lt;br /&gt;
The following is a table of various crimes on Assunzione, and what they are classified as.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot;; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Misdemeanour&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Fine&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Felony&lt;br /&gt;
|-&lt;br /&gt;
|Theft&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Grand Theft/Fraud&lt;br /&gt;
|-&lt;br /&gt;
|Disorderly Conduct&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Vehicle Theft&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Assault&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing&lt;br /&gt;
|Up to 1,000 Credits for government property, immediately removal from premises&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|-&lt;br /&gt;
|Resisting Arrest&lt;br /&gt;
|N/A&lt;br /&gt;
|Kidnapping&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Justice&lt;br /&gt;
|Up to 1,000 Credits&lt;br /&gt;
|Illegal Immigration&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Public Works&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Burglary&lt;br /&gt;
|-&lt;br /&gt;
|Insulting the Public Sentiment&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Armed Robbery/Banditry/Piracy&lt;br /&gt;
|-&lt;br /&gt;
|Littering&lt;br /&gt;
|Up to 150 Credits&lt;br /&gt;
|Poaching&lt;br /&gt;
|-&lt;br /&gt;
|Refusing a Lawful Order&lt;br /&gt;
|N/A&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Up to 500 Credits, imprisonment for monuments or buildings of public importance&lt;br /&gt;
|Discharging a Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Breaking Traffic Laws&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Murder&lt;br /&gt;
|-&lt;br /&gt;
|Possession of a Weapon&lt;br /&gt;
|Up to 3,000 Credits&lt;br /&gt;
|Distribution of Illegal Narcotics&lt;br /&gt;
|-&lt;br /&gt;
|Possession of Illegal Narcotics&lt;br /&gt;
|Fine up to 2,000, mmediate confiscation of narcotics&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{Navbox Human Lore}}&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Solarian_Armed_Forces&amp;diff=38884</id>
		<title>Solarian Armed Forces</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Solarian_Armed_Forces&amp;diff=38884"/>
		<updated>2026-04-01T22:10:13Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: LCPL Pukowski has found his Crayolas.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Sol Navy.png|thumb|alt=Flag of the Navy of the Sol Alliance.|The ensign of the Solarian Navy, once flown from Earth to the Solarian Frontier.]]&lt;br /&gt;
Following the Collapse and the start of the Solarian Civil War, an effort was undertaken by reformists in the Solarian military, such as Minister of Defense Lucien Courtois, to reform the SAF and cut out much of the decay and rot which had taken root over the years. While their purges of the Navy’s ranks — and of many SAF staff — hampered a quicker response to the conflict, their efforts have been vindicated by the SAF’s success in bringing a decisive end to the Solarian Civil War in the summer of 2465. Today, the SAF has a new mission: defending the Reconstruction Mandates and protecting the borders of an ascendant Alliance.&lt;br /&gt;
&lt;br /&gt;
Some, however, believe the SAF will soon be used for more sinister purposes, and many in Biesel and the Coalition look upon it with alarm as the Alliance begins to exert itself in the Spur once again.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The Solarian military is dedicated to [[Mars#The Violet Dawn Explosion|destroying]] [[Xanu Prime|whatever]] it [[Human Wildlands|touches]], and will not hesitate to destroy [[Gadpathur|you]] if you show them weakness. Show them no mercy, for they showed your [[Gadpathur#The War|ancestors]] none!”&amp;lt;/i&amp;gt; - Excerpt from a [[Gadpathur|Gadpathurian]] anti-Solarian booklet intended to be distributed to children age 8-10.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Solarian Armed Forces have a history which stretches back to 17 July 2143, shortly after the founding of the Solarian Alliance. Its origin was not a happy one. Though it took almost a decade to hash out the terms of the Alliance, most parties (with the exception of Switzerland) on Earth agreed to join it by 2140. However, the idea of surrendering military autonomy to a supranational government was a point of concern for many members of the newly-formed supernational union, particular the two superpowers of the USA and USSR. Both were extremely hesitant to surrender their spacebound military capabilities to the Alliance, and, further compounding issues, both argued that they deserved to host the headquarters of the Alliance’s military command structure.&lt;br /&gt;
&lt;br /&gt;
It took three grueling years of back-and-forth negotiations between the Alliance and its members to resolve the issue of the SAF. Ultimately a compromise was reached regarding the Alliance’s military command which settled the pressing issue of who would host the admiralty of (and thus be able to exert significant influence in) what is now known as the Solarian Navy. The compromise placed the admiralty on a place where no Earth nation could, in theory, influence it: Harmony City, Luna. While the USA and USSR were not happy, they were both begrudgingly content to accept it, as while one wouldn’t be able to control it, their rivals couldn’t either. The position of the admiralty on Luna and the relative independence offered to it due to this would, in the decades and centuries to come, have truly dire consequences.&lt;br /&gt;
&lt;br /&gt;
In the century between the Alliance’s formation and the Interstellar War, the SAF was plagued by interservice rivalry between the Solarian Army and Solarian Navy which, while never turning to violence, defined much of the SAF’s trajectory before 2275. The Navy claimed it was of more importance due to securing Sol’s interstellar lanes of commerce and policing piracy, while the Army claimed it was of more importance due to protecting the colonies themselves and ensuring the Alliance was internally stable. The Army-Navy conflict prior to the Interstellar War has been viewed by some Solarian scholars as a microcosm of the future civil war: the Navy tended to be dominated by Inner Ring citizens, particularly those from Luna, and the Army tended to draw its personnel locally, leading to a large proportion from the Outer Ring and further afield colonies. &lt;br /&gt;
&lt;br /&gt;
This conflict, and the broader schism in the Alliance, would be brought to its bloody conclusion in 2275 with the start of the Interstellar War, the SAF’s largest and most costly conflict even two centuries later. It would tip the Army-Navy struggle decisively in the Navy’s favor as many Army units, recruited locally and unpaid for months due to the ongoing financial crisis, defected to the Coalition while few Navy units did the same, and those that did were often swept under the rug or otherwise disowned. While the Navy, and loyal units of the Army, fought fiercely — and in some cases, such as Gadpathur, committed horrific crimes in the name of Solarian unity — they were unable to defeat the Coalition due to its dogged defensive fighting. A peace treaty, the Treaty of Xansan, was ultimately signed in Geneva in 2287, bringing over a decade of warfare to a close and permanently shattering Solarian hegemony over humanity.&lt;br /&gt;
&lt;br /&gt;
To the Navy, which believed it could have won the Interstellar War, the Treaty of Xansan was seen as a betrayal of the venerable Navy by spineless politicians — a slap to the collective faces of Navy officers who had put their lives on the line defending the Alliance by cowardly politicians obsessed with their careers who had never spent a day in uniform. It incensed them, and they began to plot against it in secret. Decisive action was needed to ensure Sol remained intact, and who better to take it than the Navy, its most steadfast institution?&lt;br /&gt;
&lt;br /&gt;
While it ultimately failed in its goal of revoking the Treaty of Xansan, the Revolt of the Officers on 18 May 2289 forever ensured the Navy would have a voice in politics. The coup attempt’s goals were simple: overthrow the civilian government and declare the Treaty of Xansan null and void, then resume the Interstellar War and fight until the Alliance’s hegemony was once again established. The plan, however, began to fall apart almost immediately due to one factor the coup’s mastermind, Admiral Terrence Hopper, had not accounted for: that the Army guard stationed at the Alliance’s then-capital in New York City would not go along with their conspiracy, leading to an active gunfight outside the capitol building between Army guards and Navy marines. Ultimately the Army, with support from local member state forces and ordinary civilians, repulsed the attack and the coup was seemingly aborted. But it was not as simple as it seemed, however, as the admiralty, in the days after the coup, cut a backroom deal with the civilian government: the Revolt of the Officers would be swept under the metaphorical rug by being blamed on radical elements and the Navy would be given a political voice. In exchange, the Navy would continue to protect the Alliance from interstellar threats. Hopper himself, the Butcher of Gadpathur, would avoid justice once again and remain active in politics until his death on Luna in the 24th century, and ultimately shaped Solarian fascist thought up until the present day.&lt;br /&gt;
&lt;br /&gt;
Effectively, the Navy had used its position to extort the government. Emboldened by this, and how close they had come to controlling the government through violence, the Navy became more and more influential as the decades continued on. It also became more corrupt and less efficient, as political connections became more important than ability and Caesarism infected its ranks. Ultimately, the decision to place it on Luna, where it could not be controlled by a power on Earth, had made the Navy accountable primarily to itself rather than the civilian government based upon Earth and, post-2300, Unity Station. Its pet project, the Solarian Marine Corps, was hardly any better. For many Solarians the Navy has failed them time and time again as an institution, and nowhere is this more clear than in the Solarian Collapse of 2462. Rather than protecting the Alliance many Navy forces, more loyal to their Admirals than their nation, defected and have rampaged across the Middle and Outer Rings.&lt;br /&gt;
&lt;br /&gt;
The Army, meanwhile, did have civilian authorities to answer to due to being headquartered on Earth. Post-Interstellar War the Army was placed through multiple reforms which transformed it from a sluggish, inefficient institution which lost much of its strength to defections into a force capable of defending the Alliance’s planets and government from all enemies — whether they be foreign or domestic. Where the Navy failed the Army has succeeded, particularly upon Mars, where it — in mere weeks — brought the red planet back into nominal Solarian control.&lt;br /&gt;
&lt;br /&gt;
The painful reforms spearheaded by SecD Courtois during the civil war have been dramatically vindicated by the SAF’s performance during its 2465 intervention in the civil war, where it rapidly outmaneuvered and outperformed the Solarian Restoration Front and Coalition-backed League in a rapid campaign. Both warlord statelets collapsed under the SAF’s relentless offensive and the Alliance’s flag once again flew from above capital cities across the Northern Reaches, with the pro-Solarian Middle Ring Shield Pact having been peacefully reintegrated, and both League and SRF authorities totally collapsing. In the Southern Reaches, both local governments — already de facto part of the Alliance — were brought back into the ASSN officially. The Solarian Civil War ended in mid-2465 with a decisive victory for the government, though one tainted by the loss of many systems to the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
With the end of organized resistance by major secessionist forces the SAF has found itself engaged in mop-up and counterinsurgency operations across the Northern Reaches. In the Southern Reaches it busies itself in piracy suppression and — unofficially — “rat transportation” runs of military equipment to anti-Biesel insurgents still fighting for the Alliance in the Hinterlands. The Alliance’s armed forces stand with their nose bloodied but unbroken, and remain a capable military force — especially with a newly reestablished and growing military relationship with the nearby Empire of Dominia providing them with an effective counterweight to Elyran and Coalition influence in its south.&lt;br /&gt;
&lt;br /&gt;
==Operational Strategy==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The size of the imperialist Alliance makes it clumsy and slow to react. We must strike where it is weak, and chip at its foundations. Only through attrition will our victory come,”&amp;lt;/i&amp;gt; - Cadre Leader Naveen Shankar speaking to the crew of his vessel before a patrol, mid-2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Managing the Solarian Armed Forces, the largest organized fighting force in the modern Spur, at the operational level is a titanic undertaking which has seen liter after liter of ink spilled on the pages of military manuals, academic projects, and Solarian government documents. The Alliance has been, in its history, the single largest nation in the Spur, and required a great deal of thought to manage its territory. Its losses in the Interstellar War and its aftermath, including the Elyran Revolution, have shown it does not always succeed in its operational strategy. Furthermore, prior to SecD Courtois’ reforms in 2462-63 the Alliance had long lacked a centralized command and control system, with various military high commands such as the Solarian Navy Admiralty on Luna instead reporting to the Secretary of Defense independently of the other branches. This led to naval over-representation, inefficiency, and virulent interservice rivalries.&lt;br /&gt;
&lt;br /&gt;
In December 2462 SecD Courtois chose to address this problem by creating the &#039;&#039;&#039;Joint Military Command&#039;&#039;&#039;, or &#039;&#039;&#039;JMC&#039;&#039;&#039;. Consisting of eight members — one from each service plus a SDF representative, a chair and vice chair (both from different branches), and the military’s chief logistics officer — the JMC is designed to reduce inefficiency in the SAF by fostering cooperation. Its trial by fire, the [[Mars#The Solarian Reunification Campaign_(2462 - present)|Martian Campaign]], was a success, with Army forces fighting using previously unseen levels of naval support from orbit. The Alliance’s rapid victory in the civil war seems to have further vindicated the JMC and Courtois, with its branches having worked together at levels unseen since the Interstellar War, and having won decisively.&lt;br /&gt;
&lt;br /&gt;
The overall mission of the Alliance’s military is twofold. First, it must ensure the Alliance’s territorial integrity is maintained and protected against external aggression, such as Biesel’s annexations in 2462, and internal unrest, such as the Solarian Civil War of 2462-65. Second, and less publicly, is to ensure the Alliance’s lost territories can be recovered from those currently occupying it. Prior to 2462 this was centered around the Coalition of Colonies and Republic of Elyra. Since 2462 the Alliance’s strategic thinking has shifted to a potential reunification war against the Republic of Biesel, which is known in its media as the Republic of Tau Ceti. Politicians talk of war and generals plan military exercises, but none can seriously considering the prospect of causing another Interstellar War — right?&lt;br /&gt;
&lt;br /&gt;
===Solarian Military Commands===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Persistent Excellence, Persistent Readiness,”&amp;lt;/i&amp;gt; - Motto of Sol Alliance Northern Command.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Solarian military operates in four combat commands — multi-branch organizations that answer to the JMC, though they predate it — responsible for operations in different parts of the Alliance: North, South, Central, and [[Sol|Sol System]]. Though all four commands have been historically dominated by the Navy, post-2462 reforms and an excellent performance in the civil war have seen the Army — and local SDFs, though to a lesser extent — exert more influence over the combat commands, particularly Northern Command. Due to being regional, the four commands all have slightly different responsibilities, though three of four have a point of overlap: [[Republic of Biesel|Biesel]], which has seen itself become a strategic priority for the Alliance since its rapid — and illegal, in Solarian eyes — annexation of great swaths of the Alliance.&lt;br /&gt;
&lt;br /&gt;
Northern Command (&#039;&#039;&#039;NORCOM&#039;&#039;&#039;) is based on [[San Colette]] and has responsibility for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Northern Reaches]], the Coalition border near Konyang, and the northern border of Biesel. It is commanded by General Patrick Edwards, a veteran Solarian Army officer who previously served in the Martian and Lycorii theaters. NORCOM’s daily responsibilities are mostly concerned with maintaining the ongoing low-intensity conflict against the remnants of both the Solarian Restoration Front and League of Independent Corporate-Free Systems in the Northern Reaches, with its Army troops stationed on Lycoris and involved in counterinsurgency operations, and many of its naval patrol squadrons policing warp lanes for League remnants. More importantly, it is expected to be the first to defend or attack in the event of a war against the Coalition, being home to the legendary 1st Battlegroup and its vaunted Fleet Admiral, Ingrid von Varnhagen und Landerberg. Also at Edwards’ disposal are the veteran SDFs of the Northern Reaches, sans Lycoris, that cut their teeth in the fighting of the civil war and have seen the quality of their equipment rise dramatically post-2465.&lt;br /&gt;
&lt;br /&gt;
Central Command (&#039;&#039;&#039;CENTCOM&#039;&#039;&#039;) is based on Silversun and has responsibility for the Inner Ring and the central border with [[Republic of Biesel|Biesel]]. It was, from 2462 to 2465, home to the orphaned northern and southern commands due to its location. While it shrunk significantly in 2462 — losing its Coalition border and much of its territory to Biesel — it has remained effective under the leadership of Admiral Bahri Özkan, commander of the 25th Fleet prior to assuming command of CENTCOM in 2464. Özkan’s forces face Biesel’s [[Tau Ceti Armed Forces#Zoleth Line|Zoleth Line]] — a multi-layered defensive formation — and are expected to pin down the [[Tau Ceti Armed Forces|Republic’s forces]] by threatening it with an offensive. At his disposal are veteran naval formations and Army troops, many of whom he has seen equipped with electronic warfare and incendiary weapons to counter Biesel’s synthetic and vaurca troops.&lt;br /&gt;
&lt;br /&gt;
Sol System Command (&#039;&#039;&#039;SOLCOM&#039;&#039;&#039;) is based on [[Callisto]] and is a unique command that only supervises one system, the Sol System, rather than a region of the Alliance. Considered to be a strategic reserve for any future wars, it is under the command of Admiral Yaoting Kong. Known as “King Kong” by his subordinates due to his large build and love of the Monkey King franchise, Admiral Kong’s combat command is centered around logistics and training rather than combat. He is also responsible for the Sol System’s security, and is the first admiral to work with civilian fleet organizations such as the [[Callisto#Government and Politics|Callistean Port Authority]] in a new anti-smuggling campaign.&lt;br /&gt;
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Southern Command &#039;&#039;&#039;(SOUCOM&#039;&#039;&#039;) is based on Visegrad and is responsible for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Southern Reaches]], the southern border of Biesel and the Hinterlands, the southern border of the Alliance, and coordination with the nearby Empire of Dominia. Managing these operations is Admiral Monika von Schintling, a senior flag officer of the Solarian Navy with experience in the civil war and in the Southern Reaches. Underneath her is the veteran 6th Battlegroup, formed of loyal Middle Ring Battlefleets, and officers seasoned by years of anti-piracy experience. Alongside these duties von Schintling’s command is responsible for the “rat transportation” network of transporting supplies to pro-Solarian insurgents in the Hinterlands and coordinating with the Dominian Imperial Military, which had rebounded in prominence to SOUCOM following the civil war’s end. Once responsible for carrying out a theoretical war against [[Republic of Elyra|Elyra]], SOUCOM is now expected to work with CENTCOM in the event of a war against [[Republic of Biesel|Biesel]] — punching through the south and striking at [[Tau Ceti]] while CENTCOM forces hold the Zoleth Line garrison in place and NORCOM strikes downwards.&lt;br /&gt;
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===Joint Military Command Personnel===&lt;br /&gt;
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The military officers chosen to be part of the Joint Military Command are experienced officers and expected to represent the best of their services — they are perhaps the most experienced military officers in the Spur — and report to the prime minister and Secretary of Defense. The below individuals are the first ever to hold positions in the JMC, with their terms having started in January 2463, and will last until December 2468: a five-year term designed to make them loyal to the government itself rather than whatever SecD appointed them.&lt;br /&gt;
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The Chair of the Joint Military Command (CJMC) is &#039;&#039;&#039;Admiral Giorgio Palazzi&#039;&#039;&#039;, a fifty-year veteran of the Navy and former dean of the Alliance’s primary naval academy. Palazzi is a rare example of a veteran [[Luna|Lunarian officer]] with doctrinally conservative views who remained loyal to Courtois rather than retiring in 2462-63. He is a serious-faced, flint-eyed man who organized the evacuation of Solarian assets from Biesel during its secession and helped coordinate much of the Alliance’s victory in the Northern Reaches in 2465. Palazzi is seen by some as a compromise between the Navy’s conservative and reformist factions, with Courtois and the Chief of Naval Operations firmly reformist but Palazzi representing the best — and perhaps the last — of the Navy’s pre-2462, anti-Coalition operational strategy. As CJMC Palazzi holds no military command — leaving that to other members of the JMC — and serves as both an overall coordinator of its members and is a liaison between the JMC and the civilian government.&lt;br /&gt;
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The Vice Chair of the JMC (VCJMC) is &#039;&#039;&#039;General Valerie Yang Liao&#039;&#039;&#039;, formerly commander of the [[Callisto|Callistean Marines]] and a 35 year veteran of the Army. Commonly known as VYL (pronounced “Vile,” to the general’s amusement), Liao cut her teeth fighting against pirates on Konyang and Port Antilla as a young officer before leading the Callistean Marines during the anti-Frost coup. She is more aligned with Courtois and was given the role of VCJMC after demands by the Army to avoid Navy dominance of the JMC. In her day to day work Liao serves as a ground-based counterpart to Palazzi, and was vital in ensuring the Alliance’s victory on Mars and throughout the Northern Reaches.&lt;br /&gt;
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&#039;&#039;&#039;General Richard B. Sloan&#039;&#039;&#039;, also known as “Mad Dog” to his marines, is the current Commandant of the Solarian Alliance Marine Corps (CSAMC), representing his marines on the JMC. He acquired his nickname when only a Lieutenant with the 1st Marine Division: after his visor was cracked during a boarding operation, he grabbed a nearby roll of tape in the ship, taped over it, and continued leading his unit. On the tape was, appropriately, a dog-themed pattern, and a nickname was born. After replacing the previous commandant — a Frost loyalist — Sloan embarked on a mission to reduce corruption in the ranks and mend fences with the Army and Army Air Force. Multiple units were nearly completely dissolved and reorganized, and he made the unpopular decision to take a funding cut and redirect it to the Army — an act that has done much to repair intraservice relations.  Sloan fought hard for his reforms and was vindicated by his marines’ performance in the Northern Reaches, where they served with distinction and cooperated effectively with the Army.&lt;br /&gt;
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&#039;&#039;&#039;General Chi Hoa Phan&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army (CSSA). Former commander of the [[New Hai Phong|4th Haiphongese Armored Division]], she has been a tireless advocate for the Army’s funding and development in the face of its successes on Mars and in the civil war. Phan — like other members of the JMC — holds no combat command as CSAS but is known to frequently tour the Army’s major mission areas, and has been active in the development of new and better vehicles for the Army. She also abandoned several expensive Frost-era programs to equip the Army with energy rifles instead of their M469A2s, citing it as an unnecessary waste of taxpayer funds and, “corporate welfare,” for [[Zavodskoi Interstellar]], which continues to hold onto chunks of the Solarian defense industry.&lt;br /&gt;
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&#039;&#039;&#039;General Raymond Spaatz&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army Air Force (CSAAF). Originally from [[Silversun]], he has served the SAAF for fifty years — starting as a cadet — and is the oldest member of the JMC. He is expected to retire after his term ends. A bomber pilot by training, Spaatz is widely viewed as one of the preeminent scholars on SAAF operations during the Interstellar War and is a published author on the subject. Building on the successes and failures of the historical SAAF, Spaatz helped to establish a new doctrine for the military’s air component centered around attacking enemy infrastructure targets and providing close support to ground troops. He is additionally responsible for increasing coordination between the SAAF, SDF air forces, and the Navy through his formation of Air-Land-Space Operation Commands on planetary theaters of operation.&lt;br /&gt;
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&#039;&#039;&#039;Admiral Franziska Sibylle von Varnhagen&#039;&#039;&#039; is the current Chief of Naval Operations (CNO). A member of one of the Alliance’s most prominent naval families, von Varnhagen is the aunt of the First Battlegroup’s commander, Fleet Admiral Ingrid von Varnhagen und Langenburg. She was one of the admirals who saw the [[Sol Alliance History#2460-61: Michael Frost Ascends to Power|anti-Frost coup attempt]] was successful by commanding naval forces around Earth to stand down during the crisis. Since 2462 she has worked with Courtois and Solarian law enforcement to ensure the remains of Frost’s loyalists are purged from the Navy’s ranks, and has promoted loyal junior officers to fill these vacancies. However, many of von Varnhagen’s new cadre remain Lunarians — both due to much of the Alliance being cut off until 2465 and due to her status as a member of the moon’s naval aristocracy. Since 2465 she has become a major driver behind the restoration of Unity Station-Moroz naval ties, viewing the Empire as a natural counterweight to Elyra in the south.&lt;br /&gt;
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&#039;&#039;&#039;Lieutenant General Máximo Ruiz Navarro&#039;&#039;&#039;, [[San Colette#The Civil Guard|Colettish Civil Guard]], is the JMC’s current Chief Liaison for System Defense Forces (CSDF). Navarro is the most recent addition to the JMC, having joined it in December 2465, and represents the many SDFs of the Alliance, with his goal being to advocate for their interests and needs. Prior to assuming this position he was involved in the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], fighting on Lhokgon, New Peoria, and D’Anzin during 2465. Cut off from central command on San Colette proper during the final days of the battle for its system, he led an ad-hoc formation of Civil Guard units, SDF forces, militia, and mercenaries to fight against invading Solarian Restoration Front units. This force — called the Navarro Brigade by some — held out until regular Solarian forces arrived, and made its commander a hero of D’Anzin.&lt;br /&gt;
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&#039;&#039;&#039;General Mbwana Oyenusi&#039;&#039;&#039;, Quartermaster General of the Solarian Armed Forces (QMSAF), is a Solarian Army officer who previously served as its chief logistics officer, and now carries out the same duty for the entire SAF. An extremely talented, though doubtlessly overworked, man, Oyenusi has the unenviable task of ensuring the military logistics apparatus is ready to handle any and all situations thrown at it, ranging from military operations to training to disaster relief. While he does not have a combat command, Oyenusi is responsible for the operation of many supply routes run by military, merchant marine, and civilian-operated vessels. Already bald, Oyenusi jokes he would have lost all of his hair from stress if any remained. Prior to joining the SAF, Oyenusi worked as a logistics manager on [[Callisto]], where he helped manage a family-owned logistics firm alongside his father.&lt;br /&gt;
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==Logistics and Standardization==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Equipping millions of soldiers, sailors, and marines – let alone our reserve units in our member-states – is stressful enough to make women gray and men bald, prime minister. They chose me because I was already bald,”&amp;lt;/i&amp;gt; - General Mbwana Oyenusi, Quartermaster General of the SAF, to PM Strom, 29 June 2467.&amp;lt;/center&amp;gt;&lt;br /&gt;
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As the largest organized military in the modern [[Orion Spur]], simply maintaining the SAF requires an extensive logistics network which must be ready to expand quickly — and dramatically — in the event of a war, disaster, or crisis. This logistics system is under the leadership of the &#039;&#039;&#039;Solarian Armed Forces Ordnance Corps&#039;&#039;&#039; and &#039;&#039;&#039;Quartermaster General Mbwana Oyenusi&#039;&#039;&#039;. Both the Navy and Army operate a large fleet of support craft ranging from humble cargo shuttles to the Navy’s massive Atlas-class mobile fleet repair vessels, and numerous civilian businesses and vessels operate in contracts to support the SAF by producing or moving supplies to wherever they are needed. While megacorporations such as Orion Express have expressed interest in acquiring transportation contracts from the SAF, the [[Sol Alliance#Economics|Solarian Corporate Authority (SCA)]] has consistently refused any megacorporation contracts with regard to matters of national security, citing the existence of the [[Stellar Corporate Conglomerate]] as a major security risk due to its close ties with Biesel.&lt;br /&gt;
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Production of Solarian military equipment was, prior to 2462, the domain of [[Hephaestus Industries]] for shipbuilding and [[Zavodskoi Interstellar]] for almost everything else. With the advent of the SCA in 2463 this production has diversified into a dizzying array of small to medium-scale firms across the Alliance, though Hephaestus facilities on New Hai Phong and Zavodskoi ones on [[Luna]] remain producers, which have at times struggeld to meet the quotas previously reached by megacorporate logistics systems. Despite this diversification in supply sources the SAF has retained a key aspect of its logistical success: its policy of standardization in caliber and uniforms, which has greatly simplified the process of supplying the typical Solarian infantryman. They — with some exceptions — use 5.56 Solarian rounds and a standard set of camouflage-conforming fatigues whether they are a marine in orbit or a system defense force reservist in a muddy foxhole.&lt;br /&gt;
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Also standardized is the Alliance’s rank system, which it inherited from the Earther governments which preceded it. Alliance military enlisted have ranks which correspond to the enlisted scale, ranging from OR-1 to OR-9, and officers having a similar scale, ranging from OF-1 to OF-10. Both have space for specialist ranks such as the senior enlisted advisors of Joint Military Command officers, and the scale system is used by every organized military and System Defense Force throughout the Alliance. With each branch — Army, Navy, and Marines — having different rank names and the Alliance’s dozens of SDFs having their own variations, this system is vital to preventing confusion during joint operations such as the Martian Campaign or the ending phase of the civil war.&lt;br /&gt;
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While durable and able to supply the Alliance’s military forces with whatever they need — with units requiring everything from ration-filled crates to artillery shells to naval-grade fuels to toilet paper — the immense amount of investment required to provision the SAF has made it difficult to introduce new weapons and technologies at a large scale. While Biesel, Galatea, and Elyra have moved away from a ballistics-first military and seen their logistics need lessen due to ammunition being rechargeable — though in [[Republic of Elyra|Elyra’s case]], many of their energy-based weapons retain conventional ammunition systems — the Alliance has not due to the prohibitive cost of setting up production capacity to replace the millions of standard-issue M469 assault rifles already in service. Energy weapons remain experimental or limited-issue in Solarian service, and pre-2462 attempts to introduce them were stymied by inefficiency and corruption.&lt;br /&gt;
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Unique among major powers, the Alliance provides a license to produce some military equipment to entities approved by the [[Sol Alliance#Government|Solarian Senate]]. These include approved mercenary units such as the [[Private Military Contracting Group#Eridani Private Military Contractors|Eridanian Golden Fist]], the [[Eridani Federation Military|Eridanian military]], and the [[Dominian Imperial Military]]. The [[Empire of Dominia]] has purchased licenses for several Solarian weapon systems, including incendiary grenades, and produces them locally, while the [[Eridani Federation|Eridani Federation’s]] unique status in the Alliance allows it to both produce local equipment to outfit its private military contractors and to fill gaps with Solarian equipment where needed. Much of the heavy equipment used by [[Private Military Contracting Group#Ringspire|Ringspire]] on [[Adhomai]] was made through this program, with license-produced Solarian Army vehicles performing well in the PMC’s butchery.&lt;br /&gt;
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===Non-Humans in the Solarian Armed Forces===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“As far as I’m concerned? The Ban didn’t go far enough! We should carpet bomb their whole [censored] [[Adhomai|planet]], really give them a [censored] taste of what they did to us [https://forums.aurorastation.org/topic/2816-sol-alliance-news-network/?do=findComment&amp;amp;comment=141866| here]! Send the Navy in and have them clean it up! Get those [censored] [[Unathi|lizards]] too!”&amp;lt;/i&amp;gt; — Anonymous [[New Hai Phong|New Hai Phonger]] speaking to the Solarian Alliance News Network in the aftermath of bombings carried out by the [[Tajaran Emigration#Tajara Revolutionary Army|Tajara Revolutionary Army]]. Unaired due to foul language.&amp;lt;/center&amp;gt;&lt;br /&gt;
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No branch of the Solarian Armed Forces aside from rare System Defense Forces has, at any time, recruited an alien species into its ranks. The reasons for this are rooted in both simple practicality and the entrenched xenophobia common in much of the Solarian Alliance, which contributes to a belief that aliens are simply not to be trusted. Practically speaking the three SAF branches are massive organizations which would only marginally benefit from alien recruits and would have to incur an expensive cost as different species demand wildly different equipment, such as fitted voidsuits and armor, and different accommodations.&lt;br /&gt;
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On the less practical side the Solarian culture of alien distrust has been applied to each species and also argued. To the typical SAF official even the most trustworthy alien is less reliable than the worst human recruit . The SAF is not, and will never be, a force for alien tolerance in the Alliance. From an outright less xenophobic perspective, the Solarian Armed Forces&#039; traditions place a great deal of ideological and cultural importance on the idea of the military as the protector of Solarian humanity. To allow aliens into its ranks has long been considered a betrayal of that ideal, and that compromising this deeply-held tenet would be an unacceptable transgression against the Alliance itself, its human citizens, and the fundamental values of the Alliance&#039;s military.&lt;br /&gt;
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[[Sol Alliance#IPC in the Sol Alliance Military|Positronics]], on the contrary, are highly valued in the SAF. Having had a long history of using [[San Colette#Drone Warfare|drones]], the adoption of positronic intelligence was viewed as the next step in a long line of military robotics. For the longest time, however, IPC and other synthetics have been relegated to support and logistics roles due to mistrust and concerns over their ability to survive in combat scenarios. The collapse has led the SAF to begin looking at IPC in order to fill the gap in its manpower, with the Navy in particular eagerly adopting them in combat roles, placing the machines as both gunners and pilots, and employing traditional shipborne AI to assist and in some cases replace crewmembers. Although assuring the public that combat IPC are a temporary measure given the crisis, some observers note that funding towards further research of combat AI has increased since their adoption.&lt;br /&gt;
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==Dominia and the Solarian Armed Forces==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“By order of my Emperor, Boleslaw Keeser I, I address to you our Fleet and Empire’s highest felicitations and congratulations for your exemplary victory in the northern provinces. Long may [[Sol|Sol’s]] light shine across the [[Orion Spur|Spur]]!”&amp;lt;/i&amp;gt; - Grand Admiral Huiling Zhao of the [[Dominian Imperial Military#His Imperial Majesty’s Fleet|Imperial Fleet]] in an official letter to Secretary of Defense Courtois, July 2465.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Dominian Flag Horizontal.png|thumb|The flag of the Empire of Dominia, an authoritarian state in the Southern Spur aligned with the Solarian Alliance.]]&lt;br /&gt;
The relationship between the [[Empire of Dominia]] and the Solarian military stretches back to before the Empire’s founding, beginning shortly after the Empire’s predecessor states unintentionally contacted the Alliance during the [[Empire of Dominia#The War of Moroz|War of Moroz]]. Both the Solarian Army and Navy sent military observers to the Imperial Alliance’s forces who reported back to the Alliance about its successes, failures, and on the structure of the belligerent nations. Solarian military attachés were some of the first individuals from outside Dominia to write on the planet’s unique culture and history, and reported to Unity Station that the Empire had strategic potential for use as a counterbalance against Elyran influence in the southern region. The Republic, after all, had only seceded in 2302 — a recent memory for the officers on Moroz in the mid-2300s. Military liaisons wrote approvingly of a state which was, though still new, eager to learn and could become a large market for Solarian defense companies such as Zavodskoi Interstellar.&lt;br /&gt;
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With the Empire’s formation in 2385 the Alliance ramped up its aid efforts. With only a scraped-together excuse for what they called the Imperial Fleet, the Empire sent its best naval cadets and officers — generally belonging to houses Zhao or Kaneko — to Luna to study the Alliance’s naval tactics, and they were enrolled in the Solarian Naval Academy in Hangzhou alongside dozens of Solarian officers — mostly Lunarians. These officers, including then-Cadet Jitsuko Kaneko, soon to be a major figure in the nascent Imperial Fleet, excelled at their duties, and several Morozian cadets have been seconded to every academy class, with the exception of the 2460-65 period. Most of the earliest true Imperial Fleet warships were either made in Solarian facilities before being shipped to Mira Sancta or Zhurong for final work, or purchased wholesale from the Alliance’s reserve vessels. This tradition continues symbolically, with one gun of the Moroz-class dreadnought HIMFS Moroz and one gun of the Diyu-class dreadnought SAMV Gunnhildur each having been completed in the other nation’s foundries.&lt;br /&gt;
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The [[Dominian Imperial Military#The Imperial Army|Imperial Army]] likewise benefited from Solarian aid, both in training and in equipment. While they were experienced with planetary warfare the generals of the early Imperial Army were unfamiliar with warfare on an interstellar scale, and Solarian training during the late 24th and early 25th centuries likely helped turn the invasion of Sun Reach in 2422 into a lightning victory for the Empire. While Solarian Army surplus has long vanished into the scrapyards of Jinxiang and Zhurong — though some antiquated stock is used to equip the Home Guard, Sun Reach’s paramilitary scout force — some of the Imperial Army’s equipment remains closely related to — or licensed copies of — their Solarian counterparts.  The Empire and Alliance operate several joint training facilities for ground troops, with Solarian troops sometimes learning IED disposal from Dominian pioneers and their Dominian counterparts learning exosuit operation from Solarian vehicle crews.&lt;br /&gt;
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==The Solarian Navy==&lt;br /&gt;
[[File:Sol_Alliance_Navy.png|thumb|The symbol of the modern Solarian Navy.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Before the Interstellar War, the Solarian Navy was the largest and most perfect fighting force in the galaxy. That is, on the surface level. The admiralty of those years made the greatest mistake of pursuing strength in infinite numbers – a decision that would culminate in the Solarian Civil War.”&amp;lt;/i&amp;gt; – Excerpt from Lucien Courtois’ graduation thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The largest single branch of the SAF is the Solarian Alliance Navy (SAN). With millions of uniformed personnel scattered across dozens — if not hundreds — of planets, garrisons, starbases, fleets, and other facilities it may very well be the largest organized fighting force in the galaxy, and has the influence to match. The Navy has long held significant sway over Solarian politics due to both its size and its vital role in securing safe interstellar commerce and travel in the Alliance. This sway has long ensured the Navy is well-funded and it has long been on the cutting edge of Solarian defense spending. Its role in defending planets and shipping from piracy has historically given it a positive image in the eyes of many Solarians, many of with some notable exceptions such as Callisto -- long at odds with the Navy over the policing of trade and commerce flowing in through the moon’s spaceports. This positive view dimmed during the late 2450s and early 2460s, when the Navy became closely intertwined in the fascistic ATLAS-led government of Prime Minister Michael Frost.&lt;br /&gt;
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By 2462 the broad powers granted to the Navy to ensure the Alliance, then the largest human nation in the Orion Spur, remained safe and secure combined with limited oversight of the Navy to incubate a culture of graft, corruption, and rampant Caesarism in its ranks. As one traveled further from the Inner Ring these problems worsened: Solarian operational thinking prioritized more reliable officers for the defense of the Inner Ring while less reliable officers, and underperforming ones, were sent to the Outer Ring, wits its less strategic worlds. These admirals were given poor troops and little oversight by the Admiralty, allowing them to become their own masters and shape their assigned fleet to be loyal to their admiral over their Alliance.&lt;br /&gt;
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Between 2462 and 2465, defections, reforms, and attrition associated with the Solarian Civil War have taken the Navy from 200 fleets to 100. In 2465 a SISA discovery many officers were funneling supplies to radical warlords such as the Solarian Restoration Front caused a large purge of its upper ranks spearheaded by Secretary of Defense Lucien Courtois, allowing him to further already-existant reforms the Navy began in 2462. The Navy’s rapid defeat of warlords in the Northern Reaches have vindicated Courtois and the reformists, and brought the Navy back much of the prestige it lost in the Solarian Collapse of 2462.&lt;br /&gt;
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Now, in the late 2460s, the Solarian Navy has regained much of its earlier edge through a combination of reforms and ineffective units being disbanded. Most of its units have gained valuable combat experience in the final phase of the Solarian Civil War, which saw the largest interstellar engagements since the Interstellar War, and dated equipment has been replaced by domestically-produced or Einstein-manfactured upgrades able to compete with the Republic of Biesel&#039;s corporate equipment. In the Northern Reaches, it has reconstituted much of its defensive lines against the Coalition, while in the south old ties with the Dominian Imperial Fleet have been reestablished. Recent naval exercises such as OBSIDIAN CAGE 67 have shown the Solarian Navy at some of its highest readiness levels of the century, and it is likely Biesel&#039;s Republican Fleet watches the reinvigorated SAN with great nervousness: wondering when, not if, the old titan will strike it hard.&lt;br /&gt;
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===Solarian Navy Structure===&lt;br /&gt;
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The Solarian admiralty has long devoted a significant amount of its time to the logistics and operation of the increasingly-massive Navy, which peaked at 200 fleets — each, in theory, consisting of 100 ships — shortly before the Solarian Collapse of 2462. These fleets were, prior to the Collapse and Courtois’ reforms which followed it, organized into battlegroups of five fleets for greater cohesion in the event of war, with each fleet led by an Admiral and each battlegroup led by a Fleet Admiral. However, many “battlegroups” in the Outer and Middle Rings were spread across vast distances or contained disloyal elements which prevented them from functioning properly, with only a few — such as the [[Human Wildlands#The Southern Solarian Military District|Visegrad-based 1st Middle Ring Battlegroup]] (1MRB, sometimes referred to as a “Battlefleet” locally) — able to maintain both cohesion and loyalty as the Alliance spiraled towards the Collapse. Reforms by Courtois have reduced the total number of battlegroups by increasing the number of fleets per formation to ten, which has greatly assisted in command due to reducing the number of often-bickering Fleet Admirals by half.&lt;br /&gt;
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Navy fleets themselves are divided into three categories by the admiralty to represent their readiness in the event of an interstellar conflict. These categories are combat battlegroups, patrol battlegroups, and garrison battlegroups. Combat battlegroups are, as the name implies, fully-equipped and ready for combat at a moment’s notice. This classification generally only applied to Inner Ring battlegroups in the months before the Collapse. Standing slightly below combat battlegroups are patrol battlegroups: understrength, but otherwise combat-capable, formations fit for patrol duties but not for engaging full enemy formations. Below this swells the garrison battlegroup: an understrength formation so named as it is only trusted to hold a position and is not expected to perform complicated maneuvers. A fourth, though officially unrecognized, formation is the “ersatz” battlegroup. These formations are improvised and consist of whatever units were available at the time for the area’s Fleet Admiral. Last seen in the Interstellar War, ersatz battlegroups have returned in the Wildlands.&lt;br /&gt;
[[File:Navy graduation.png|A Lunarian officer of the Solarian Navy at her graduation ceremony.|thumb]]&lt;br /&gt;
Unlike the Army the personnel of the Navy are heavily divided by class and background thanks to the Luna-centric nature of its admiralty and officer class, and are even further divided based upon the Ring they are located in — an ironic echo of the Interstellar War. High-ranking officers are almost always Lunan by birth, and graduation photos from the Solarian Naval Academy are dominated by the tall, thin, and pale appearances of Lunans who have grown up in the moon’s characteristically lower gravity. These Lunan officers generally settle into command roles in the Inner, and sometimes Middle, Rings due to their perceived loyalty and familial connections — some families on [[Luna]] have served the Navy since its conception and hold significant influence over it. Officers of “lesser” importance, such as those in the Middle and Outer Rings, such as Fleet Admiral Klaudia Szalai, are often recruited and educated locally, and can be of wildly varying quality and loyalty.&lt;br /&gt;
[[File:Navy loading.png|350px|A Solarian Navy petty officer loading a Zavodskoi-produced &amp;quot;Longbow&amp;quot; naval gun. A common sight on smaller vessels which cannot easily fit larger coilguns.|thumb]]&lt;br /&gt;
Much of the Navy’s enlisted personnel is recruited locally out of convenience and its enlisted ranks are overwhelmingly dominated by those of poorer economic backgrounds, particularly when compared to its Lunan officers, such as Martians, Jintarians, and residents of the Outer and Middle Rings. The men and women which make up the vast majority of the Navy’s fighting force are, like their officers, often of debatable quality due to corruption, graft, and the megalomaniac tendencies of many officers. Prior to the Collapse most of the best enlisted— regardless of their origins — were eventually transferred out of the Outer and Middle Rings and into the Inner Rings due to the Admiralty placing a greater emphasis upon the Inner Ring.&lt;br /&gt;
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Fleet formation was, prior to the Collapse, marred by similar issues. Some fleets were recruited using the “Alliance-wide,” model where ships and personnel were recruited from across the Alliance and trained in the Sol System and its surroundings in order to ensure the best performance. These fleets were then deployed to strategic areas (generally in the Inner or Middle Rings) and placed under the command of a Solarian Naval Academy graduate to ensure the greatest possible quality. While expensive and often taking an extended period to train, these Alliance-wide fleets proved their mettle during the Collapse: no systems garrisoned by them were lost and none defected.&lt;br /&gt;
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But most Solarian fleets were not recruited using this method and were instead mobilized through the “system-wide,” method wherein a fleet’s personnel and officers were recruited and trained in the same system, and generally stationed nearby this system. In theory this was not a horrible idea: logically, military forces would fight harder for their homes than for another system. However, it did not result in the expected outcome: system-wide fleets were often shuffled from system to system and their shared origin made them more loyal to their admirals than the broader Alliance. Though many stayed loyal to the Alliance, and some managed fighting retreats to the Inner Ring, all defected — or otherwise lost — fleets during the Collapse were of the system-wide recruitment model.&lt;br /&gt;
&lt;br /&gt;
===Solarian Alliance Merchant Marine===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Often forgotten by historians and naval officers alike, the merchant mariner of the Alliance has been critical to victory or defeat in space throughout the Alliance’s history,”&amp;lt;/i&amp;gt; -  Excerpt from Lucien Courtois’ thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consisting of Solarian civilian and government-owned merchant vessels above a certain tonnage, the Solarian Alliance Merchant Marine (generally known as the Merchant Marine) is a civilian organization under the Department of the Interior. Its role is to establish a universal set of laws, regulations, and training for Solarian civilian ship crew, and its members are known as merchant mariners. During wartime or other times of crisis the Merchant Marine can be assigned to the Solarian Navy as an auxiliary logistics force, though its members remain subject to civilian maritime law and do not hold military ranks (though their ship captains can be commissioned as deemed necessary).&lt;br /&gt;
&lt;br /&gt;
Most Solarian sailors have gone through either the Merchant Marine or one of its training programs, and its safety regulations — such as the presence of oxygen tanks and EVA equipment throughout a ship — have influenced interstellar shipping across the modern Spur. The civilian nature of the Merchant Marine has led to friction with the Navy during wartime, with naval officers coming into conflict with the often unionized crews of merchant ships over the amount of hours they intend their civilian counterparts to work.&lt;br /&gt;
&lt;br /&gt;
===Naval Landing Divisions===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“War is too serious a matter to entrust to military men,”&amp;lt;/i&amp;gt; - Georges Clemenceau, Prime Minister of France.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A pre-2462 institution which has mostly been disbanded by the CNO and SecD, Naval Landing Divisions (NLDs) were an attempt by the Solarian Navy’s admiralty to address its lack of ground personnel beyond marines. NLDs were its attempt to address this problem, and – to some scholars of the Solarian military – represent the Navy’s most extreme attempt at achieving total operational independence from the rest of the military, and forming a separate military within the military itself. Generally smaller than a comparative Solarian Army division, they were made up of non-marine Navy personnel – though the Marine Corps often provided advisors and officers – and initially intended to serve as security personnel for planetside naval facilities where the EVA training of marines would not – in the views of Navy and Marine officers – be put to effective use. Mission creep led to these platoon- and company-sized units slowly expanding, acquiring heavier equipment (sometimes diverted from Army stocks and resupplies), and morphing into brigade-sized entities. Never officially approved by the Department of Defense, bureaucrat after bureaucrat opted to look the other way on these divisions until 2462. Many admirals skimped on training for their NLDs, instead viewing them as pet projects and a way to spite the Army. If such an underfunded, maligned branch could do ground warfare, surely the Navy could as well!&lt;br /&gt;
&lt;br /&gt;
During the early phase of the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]] these units were heavily utilized by many warlord and secessionist admirals, such as the forces of the Solarian Restoration Front, due to being more well-equipped than many System Defense Forces. Others, such as the 1st Battlegroup, had theirs disbanded out of security concerns. The SRF’s landing divisions – collectively known as the Hopper Group – performed worse than the fleet’s marines and the Lycorii National Armed Forces due to the Group’s poor training standards, and was assigned to rear-line duties where it became responsible for hunting insurgents and enemies of the Front’s “new Solarian state.” Its leader was among those tried and executed for war crimes following the civil war’s end. NLDs from the League of Independent Corporate-Free Systems – known as the Free Sailors’ Union –  engaged in looting and show trials of those accused of corporate sympathies, with its leader tried and imprisoned for thirty years due to looting and mistreatment of Solarian civilians.&lt;br /&gt;
&lt;br /&gt;
The use of NLDs by admirals to carve out their own statelets during the Solarian Civil War’s early phase – and the grotesque excesses committed by many – led to dogged attempts by the CNO and SecD to dissolve them and dramatically reduce their sizes, with much of their excess equipment going to the Army. Navy security detachments remain, though reduced to their pre-NLD sizes and often supplemented by marines. NLDs remain a symbol of the Navy’s Caesarism and the threat it once posed to the Solarian government it is meant to protect.&lt;br /&gt;
&lt;br /&gt;
===Notable Facilities===&lt;br /&gt;
&lt;br /&gt;
Located on [[Luna]] in Harmony City, the &#039;&#039;&#039;Solarian Admiralty&#039;&#039;&#039; serves as high command for the entire Solarian Navy. While it started its existence as a small building mostly responsible for managing armed platforms tasked with destroying asteroids and other potentially harmful celestial objects, the Admiralty has grown over the intervening decades into a massive complex which is a city District unto itself. Solarian Naval Central Command (SNCC) looks over the district at nearly a hundred stories tall and stands as one of, if not the, most important buildings in the modern Alliance. The Admiralty is rumored to have dozens, if not hundreds, of underground facilities scattered across the Admiralty containing everything from mundane paperwork to intelligence on the Stellar Corporate Conglomerate to blacksites for especially infamous prisoners. Though its reputation has been tarnished by the Collapse, the Admiralty remains an unshakable feature of Luna.&lt;br /&gt;
&lt;br /&gt;
Located on [[Luna]] in Hangzhou, the &#039;&#039;&#039;Solarian Navy Academy&#039;&#039;&#039; is the premier — and to Lunarians, the only — institute of naval military education in the Alliance. Established in 2115 continuously functional ever since this point the Academy, as it is often simply known, has long had a reputation of producing only the finest naval officers in the Alliance. But this reputation for excellence has made the Academy an extremely difficult institution to gain entry into — particularly if one is not from the Inner Ring. Certain Lunarian families, such as the ancient Varnhagen und Langenburg family, have long held sway over the Academy’s curriculum and membership in such a family — either by blood or covenant — is a near-certain way to gain access to its halls. Academy officers, in addition to their renowned quality, are generally more loyal to the Alliance than their non-Academy counterparts. Few Academy graduates defected during the Collapse and those that have, such as the Solarian Restoration Front’s Florentina von Keyserling, have been stricken from its graduation rolls.&lt;br /&gt;
&lt;br /&gt;
Created during the Interstellar War by the SAF as part of operation ULTRAMARINE TOMB, an effort to learn from its defeats during the war, the &#039;&#039;&#039;Korolgrad Solarian Naval Air Forces Interceptor Tactics Academy&#039;&#039;&#039;, otherwise known as &#039;&#039;&#039;TOPGUN&#039;&#039;&#039; (or by its earlier code name, “&#039;&#039;Lawn Darts&#039;&#039;”), is the Solarian Navy’s advanced fighter pilot training program. Despite attempts to establish it on Luna the SAF opted for Pluto, intending to use the nearby Oort Cloud as a proving ground. TOPGUN curriculum is kept at the highest quality through a rigorous internal review process, known as “party committee” by its staff, where mediocre ideas (and instructors) are chaffed out. The program was a major success during the Interstellar War and saw the SAN’s aviation wing end with a dramatic 14:1 kill ratio when the war ended. The Academy maintains a reputation for excellence in the 25th century. The lowest kill ratio of its graduates in Solarian service came during the Solarian Civil War, when classmates turned guns on one another in the Wildlands. TOPGUN saw its first foreign enrollment in 2466, when pilots from the Dominian Imperial Fleet’s air arm arrived for instruction. Its distinctive insignia is a Xanan vessel in stylized gun sights, with the most recent vessel being a Shrike-class corvette.&lt;br /&gt;
&lt;br /&gt;
In the orbit of Uranus lies the mundanely-named &#039;&#039;&#039;Solarian Naval Maintenance, Regeneration, and Repair Facility&#039;&#039;&#039; which is, thanks to its awful abbreviation of “&#039;&#039;&#039;SNMRRF&#039;&#039;&#039;” (occasionally phoneticized as “&#039;&#039;&#039;Smurf&#039;&#039;&#039;”), commonly referred to as “the Boneyard.” The Boneyard is a massive facility filled with outdated and mothballed hulls ranging in size from fighter aircraft to battleships which remain on the official Navy registry but are, in reality, either too outdated or too damaged to effectively operate alongside their counterparts. Boneyard vessels are, particularly since the Collapse, often cannibalized for parts or — in rare cases — “refloated” and pressed back into service. The pirate raid which brought Frost into power as Prime Minister targeted the Boneyard and stole multiple warships the former Admiral later returned with, eventually catapulting himself into popularity. Many have long theorized this “raid” and Frost’s success after was an inside job planned by Navy officers to place one of their own in power and have pointed to a multitude of “coincidences” as evidence. The fact that the raiders were never caught but were “engaged and destroyed,” the sensors monitoring Boneyard and its defenses being off at the same time, the raiders only hitting the Boneyard rather than any civilian targets or the nearby Navy sensor stations, the fact that the raiders were able to spoof a brand-new Solarian Navy ID code, and the fact that the leaker — a reformer — was one of the only deaths in the raid.&lt;br /&gt;
&lt;br /&gt;
===Notable Navy Forces===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1st Battlegroup, “The First”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most venerable and oldest of the Alliance’s battlegroups, the First has fought in every major interstellar conflict the Alliance has officially participated in. It is responsible for decisively destroying the Coalition’s naval forces in the Battle of Xanu and has long preserved the Xanan naval battle standard captured during the battle in the Admiralty. The first five fleets of the First are overwhelmingly Lunan. The next five, which were integrated into it following Courtois’ reforms, are five of the highest-quality Alliance-wide fleets in the Alliance. Officers of the First can easily be identified by their distinctive oak leaves, which are typically placed in the side of their caps. The First is currently commanded by Fleet Admiral Ingrid von Varnhagen und Langenburg, a Lunan graduate of the Solarian Naval Academy firmly in Courtois’ reformist faction. The Fleet Admiral of the First is issued a saber as their badge of office and is expected to wear it at all times while commanding, regardless of practicality. The sword itself, while unnamed, is a priceless heirloom which has been passed down from Fleet Admiral to Fleet Admiral since the founding of the First, and to lose it is simply inconceivable.&lt;br /&gt;
&lt;br /&gt;
The First was the Alliance’s vanguard force during the Solarian Intervention in San Colette, with its flagship — the SAMV &#039;&#039;Gunnhildr&#039;&#039; — the first Navy vessel in the [[San Colette|Nueva Patria System]]. After destroying the Solarian Restoration Front’s forces in the system and accepting San Colette back into the Alliance, the first went on to free much of the central Northern Reaches from Front occupation and was the first Navy battlegroup to reach the Coalition’s border. The First has since returned to its berth in the Sol System, but remains ready to deploy anywhere in the Alliance upon short notice using its advanced warp drives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Human Wildlands#The Southern Solarian Military District|1st Middle Ring Battlegroup]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Regarded as one of the highest-quality battlegroups prior to the Collapse, the 1MRB under Fleet Admiral Klaudia Szalai, despite never formally defecting from the Alliance, spent much of the Solarian Civil War cut off from the broader Alliance and struggling against difficult odds. The five fleets of the 1MRB were understrength prior to the Collapse and were worn down by fighting against pirates, defected Solarian Navy personnel, and — at times — the Tau Ceti Foreign Legion, which it has engaged during cross-border raids by the 1MRB and border disputes with the CRZ until 2464. The 1MRB was never defeated upon the field of battle and remained steadfast in its loyalty to Sol, though many of its personnel — almost all of which hail from Visegrad or its surrounding systems — became concerned at the Navy’s non-intervention in the Southern Reaches prior to 2465.&lt;br /&gt;
&lt;br /&gt;
Following the Solarian reunification the 1MRB has been folded back into the Navy’s roster of active-duty fleets alongside Myo Yunso’s nearby 6MRB, based in Sankt Frederick. The return of Visegrad to the Alliance has seen the 1MRB rearmed and restored to full strength, now equipped with modern Navy vessels and warp drives. It is now one of the major Navy forces in the Southern Reaches, and remains based in Visegrad.&lt;br /&gt;
[[File:Marines SRF.png|300px|thumb|Assembled marines of the 15th Marine Regiment, now serving as part of the Solarian Restoration Front.]]&lt;br /&gt;
&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|35th Fleet]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the most infamous Solarian fleets in the Navy’s history, the 35th was formed after the Interstellar War and stationed near Tau Ceti in order to keep the strategic system safe. Tau Ceti’s defection — which many 35th officers hailed from — was viewed by the Fleet as a betrayal, and its rapid embrace of aliens after the defection was viewed as a further compromise of Solarian values. This hatred has, over the years between Tau Ceti’s defection and the Collapse, twisted the 35th into what it was prior to its invasion of Tau Ceti: one of the most xenophobic, fanatical, and nationalistic Solarian fleets. The losses it suffered during the invasion and its seeming betrayal by the broader Alliance further radicalized the 35th, which returned to its berth in Lycoris and declared the Solarian Restoration Front in 2462, and rapidly set about purging aliens — who they blamed for the Collapse — from the area they controlled. Though the Navy has officially disavowed the 35th and declared its officers traitors to the Alliance many, particularly those formerly loyal to Frost, flocked to its banner.&lt;br /&gt;
&lt;br /&gt;
In 2465 the Front began the War in the Northern Wildlands through an invasion of the nearby Middle Ring Shield Pact. Though it initially found success the 35th Fleet and its fellow Front fleets were defeated by the Solarian Navy during its intervention and have been officially struck from the Navy’s fleet roster. Many of its flag officers were tried by the Solarian Department of Justice for crimes against humanity following the civil war’s end, and were sentenced to either death or life imprisonment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;25th Fleet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the 25th, primarily consisting of Silversunners, was ordered into Biesel to stop rogue Admiral Michael Frost it could have never anticipated the consequences its orders would have for the Spur. Despite the apprehension its officers and enlisted felt when they were ordered into what was, at least officially, a rebellious Solarian system ruled by an illegitimate government, the 25th followed its orders. The 25th was badly mauled by the 33rd in one of the first engagements between Solarian Navy vessels since the Interstellar War, but it pushed the 33rd out of the system and returned Biesel to a modicum of normality. The population of Biesel was understandably cold towards them, but the Admiralty promised rewards for the deed. But no rewards appeared as, nearly as soon as he had been imprisoned, Frost was swept back into power and became Prime Minister. The new PM punished the 25th severely, and sent them to an ignominious duty: to serve as an auxiliary for one of the worst battlegroups in the Navy, the 10th Middle Ring Battlegroup. But the 25th was not broken by this and, thanks to its superior equipment and training, they fought their way back to their original berth of Silversun, arriving battered and bruised — yet unbowed — in summer 2463 to a hero’s welcome. Now the 25th has a new home: the prestigious 1st Battlegroup.&lt;br /&gt;
&lt;br /&gt;
The 25th Fleet was the first Solarian Navy force to engage the Solarian Restoration Front in 2465 and was present during the Navy’s intervention in the Nueva Patria System, where it served as the screening force for the dreadnought SAMV &#039;&#039;Gunnhildr&#039;&#039;. Perhaps no Solarian Navy force fought harder than the 25th did, and they were the first fleet to reach the Coalition’s border.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solarian Ship Classes===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carrier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carrier occupies a critical role in Solarian operational doctrine along with the battleships it supports. Carriers are often the largest and most important ships in a Solarian fleet, and typically serve as flagships. The largest of this class are hundreds of meters long and are often regarded as floating cities due to the size of their crews. Carrier classes are generally named after geographic features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supercarrier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With only a handful ever built, the supercarriers of the Solarian Navy are very rarely seen outside of the Jewel Worlds. These gargantuan vessels are nearly a kilometer long and stand as some of the largest vessels ever constructed in the Orion Spur. A supercarrier is always the flagship of its fleet, and none have ever been lost in combat. Supercarriers have a near-mythical reputation in the Alliance due to their rarity and Navy-funded media, which often promotes them as the peak of Solarian military might. Some in the Navy grumble at this deification, instead viewing the tried-and-true dreadnoughts as the peak of the Navy. Ships of the only active supercarrier class used by the Navy, the &amp;lt;i&amp;gt;Thule&amp;lt;/i&amp;gt;-class, derive their names from mythological geographical features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dreadnought&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most well-armed and heavily-armored of the Solarian Navy’s battleship classes are designated as dreadnoughts by the Admiralty. To many the dreadnoughts are the unbeatable pride of the Navy which helped it win victory after victory in the Interstellar War before cowardly politicians snatched it from them. To others they are a reminder of how backwards-facing the Navy can be at times, and how obsessed many of its officers have become with its former glories. Recently reformers have chipped away at much of the dreadnought’s mythical image, and the classification may very well be on its last legs due to recent naval reforms. Fitting their near-mythic reputation, ships of these classes are generally named after mythological figures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Solarian battleships are heavily-armed and heavily-armored testaments to the unchallenged naval supremacy of the Alliance. Battleships were commonly seen in all three Rings of the Alliance prior to the Collapse and now often serve as flagships of defected or rogue fleets. These ships-of-the-line are often in disrepair due to having been run ragged by their warlord masters and are, generally speaking, outdated compared to contemporary examples still loyal to the Alliance. Both battleships and fast battleships are typically named after cities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Battleship&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A post-Interstellar War innovation, the fast battleship classes of the Solarian Navy are intended to fill gaps in patrol fleets where a full battleship is unnecessary but a cruiser is insufficient. Fast battleships trade armor and firepower for speed and operational range, making them ideal for patrols in the former Alliance Neutral Zone. During the Solarian Civil War many ships of this class ended up in the hands of warlords due to the class primarily serving in the Middle and Outer Rings. Here they have excelled at a role they were never meant for: raiding and terrorizing the civilian populations they were built to protect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruiser&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cruisers have long served as the backbone of the Solarian Navy. These vessels are typically divided into two classes: light and heavy. Like their larger counterparts, both categories of destroyers are generally named after cities with light cruisers favoring the cities of the Middle and Outer Rings. Many heavy cruisers are instead named after prominent Solarian figures, perhaps due to their captains wishing to imitate the larger and grander battleships of the Navy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Cruiser&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Heavy cruisers such as the Taipei-class represent the peak of Solarian cruiser design. These heavily-armed and heavily-armored vessels closely resemble the battleships they escort but are significantly less expensive due to their smaller size. Many prospective future admirals seek to command a heavy cruiser for both this reason and for the prestige commanding one brings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Cruiser&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While less prestigious than their heavier counterparts, light cruisers fill a valuable niche in the Solarian Navy. Light cruisers are fast vessels which can operate for long distances without resupplying, which easily allows them to serve as the lead vessels of patrols when fast battleships are not available. However, most officers who one day aspire to command a fleet avoid light cruisers for this very reason: while it may mean command of a squadron, it is a command which affords very little prestige and is often assigned to those who lack the money or connections to play the Navy’s influence game. With many commanded by officers of debatable ability or loyalty (and at times a lack of both) prior to 2462 it should come as no great surprise that this ship class often formed the backbone of warlord fleets in the Wildlands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroyer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Destroyers are well-armed but small vessels designed to assist the Alliance’s battlegroups and to protect the ships that truly matter: cruisers, battleships, and carriers. Prior to the Collapse destroyers were a common sight in the Middle and Outer Ring’s anti-piracy patrols, where they often commanded groups of smaller vessels. During the Solarian Civil War many destroyers fleets of warlords, where they served much the same purpose. Destroyer and destroyer escort class ships derive their names from stellar objects, though exceptions exist due to the sheer number of destroyers in the Solarian Navy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Escort Destroyer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only barely larger than a frigate, escort destroyers are intended to provide a modicum of protection to civilian and military convoys across the Alliance. Faster and fitted with better warp drives than many larger ships, a surprising amount of escort destroyers stationed in the Middle and Outer Ring opted to evacuate to the Inner Ring rather than remaining to assist warlords. Some naval scholars believe this is due to most destroyer escort captains and crews having been local recruits in their systems, and there are many stories from shortly after the Collapse of ships of this class limping into systems such as Sol filled with terrified refugees and exhausted sailors.&lt;br /&gt;
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&#039;&#039;&#039;Frigate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Smaller than both destroyer classes and yet larger than a corvette, Solarian Navy frigates were a common sight in all three Rings prior to the Collapse. Though originally intended to serve exclusively as escort vessels for larger ships, frigates have, particularly in recent years, been pressed into a variety of roles they were never meant for such as pirate-hunting operations. Up-gunned variations of common frigate designs were often the best ships available in the Outer Ring for anti-piracy patrols and system defense. These ships proved ill-equipped to fight off the forces of defected warlord fleets, and most were destroyed or themselves defected. A sad fate for the ships of a class of little importance to the Lunan-dominated Admiralty. Due to their sheer number, frigates follow no clear naming scheme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corvette&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smallest rated combat vessels in the Solarian Navy, corvettes are often commanded by new officers or officers deemed failures by their superiors. Few officers wish to command a corvette for long, rightfully viewing them as career-killers in a Navy obsessed with larger ship classes. The Wildlands is covered in wrecks of this ship class as a result of constant squabbles between petty warlords over territory and the 2465 intervention of the SAF. With much of the support structure these warlord fleets relied on gone or unavailable, corvettes were often the first vessels scrapped for spare parts. Some desperate scavengers plunder these plundered wrecks, hoping to find even tiny scraps of useful materials. Like frigates, corvettes follow no consistent naming scheme.&lt;br /&gt;
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&#039;&#039;&#039;Support Craft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The unsung and unappreciated wheels which ensure the Solarian Navy continues to turn, support craft and their crews are typically looked down upon by “real” warships and their crews. The classes found under this category are stunningly diverse and include everything from massive Hephaestus-produced fuel tankers to small courier vessels designed to carry the small-scale cargo required to keep a fleet fed and happy. Durring the Solarian Civil War many warlords and rogue admirals had very limited access to these support vessels, making them a target of raids and assaults as the struggle to fuel defected ships intensified.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carrier-Launched Aircraft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Covering everything from multi-crew bombers to unmanned drones, carrier-based vessels are a cornerstone of the Navy which has long fought battleships for influence. Most of the time battleships have won this battle of influence, but some believe — particularly with recent reforms — that carriers and their craft will have their day in the limelight soon enough.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Solarian Marine Corps==&lt;br /&gt;
[[File:SAMC.png|thumb|The symbol of the Solarian Alliance Marine Corps.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Look like you know the joke right like you have to know it come ooooon. The whole joke of like ‘you don’t have to worry about asking if somebody’s a marine since they’ll tell you!‘”&amp;lt;/i&amp;gt; - Unknown Callistean bartender speaking to an Sol Alliance News Network reporter regarding the Navy’s presence on [[Callisto]] (2458).&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Marines training.png|250px|thumb|In order to become a full marine, a Corps recruit must first pass one of the most rigorous EVA training programs in the Spur. Many do not.]]&lt;br /&gt;
Though de facto an independent branch of the SAF, with its own member of the JMC, the Solarian Alliance Marine Corps (SAMC) is de jure an extension of the Navy. They travel in Navy ships, fight the Navy’s battles alongside it, and conduct ground operations they cannot do, though with their assistance. Prior to SecD Courtois&#039; reforms the SAMC had a reputation for avoiding planets, instead giving that duty to the chronically-underfunded Solarian Army or the SAN&#039;s many naval landing divisions. Since the reforms, it has taken a much more active role in taking and holding planetary ground. The SAMC&#039;s close ties to the Navy bring it funding, prestige, and eager recruits thanks to multiple lucrative deals with [[Venus|Cytherean]] media moguls that depict them in a positive light. Many Solarian children and teenagers see marines as heroes who are capable of doing anything they are asked to do as long as it benefits the Alliance.&lt;br /&gt;
&lt;br /&gt;
But the reality is often different from the glitzy, Cytherean image projected by popular culture. Many marines are recruited from economically disadvantaged backgrounds and are looked down upon by Navy officers for this reason, and Marine officers are expected to defer to the judgement of their Naval counterparts even if they are of the same rank. The Army looks down upon Marines for a different reason: it has long viewed them a “toy army” subordinate to the Navy, though this has begun to change with their more active role in ground operations following SecD Courtois&#039; reforms. Built-in classism present in the SAN has been harder to dispel, with the humble background of the typical Solarian marine still looked down upon by many officers.&lt;br /&gt;
&lt;br /&gt;
Yet the morale of the Marines remains high. The marines wholeheartedly view themselves as elite infantry of the SAF who do what others cannot or will not, even if they die trying. The SAMC brags they make the impossible possible, and intend to make good on their boasting.&lt;br /&gt;
&lt;br /&gt;
===Notable Marine Formations===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1st Marine Division, &amp;quot;The Old Breed&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 1st MARDIV has long been the elite 1st Battlegroup of the Solarian Navy&#039;s assigned marine division. Well-trained and well-equipped, the it served with distinction during the Interstellar War and the Solarian Civil War. While originally an Earther formation most of its enlisted marines and officers are now recruited from the Lunan working class, which has led to tensions with the 1st BG&#039;s mostly upper-class- and middle-class-originating officers. Most enlisted sailors come from similar working-class Lunan backgrounds, ensuring there is a great amount of camaraderie between marines and enlisted Navy personnel. The Solarian Army has long had a rivalry with the 1st MARDIV, seeing them as overfunded and underused, but the Joint Military Command&#039;s creation and the 1st MARDIV&#039;s actions during the civil war have patched up this relationship to a remarkable extent. The end of Naval Landing Divisions (NLDs) has also seen 1st MARDIV and Army toopers interacting far more, leading to better joint coordination. 1st MARDIV&#039;s symbol is a blue diamond depicting the Southern Cross with a red one, upon which is written &amp;quot;Guadalcanal,&amp;quot; connecting the division to its Earther roots.&lt;br /&gt;
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&#039;&#039;&#039;2d Marine Division, &amp;quot;The Black Berets&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The 2nd Battlegroup’s assigned marine division, the 2d MARDIV is a more heavily mechanized formation than other SAMC divisions and has been regularly deployed in ground operations by the 2nd Battlegroup. The mostly Soviet-originating marines of the Black Berets – named for their distinctive head cover found in no other SAMC unit – have historically been looked down upon by the Navy for their political beliefs, with most being members of the Solarian Communist Party, but are known to be tough, determined fighters willing to take and hold ground even in the face of incredible resistance. The Black Berets initially rose to prominence during the Siege of Xanu, where they were engaged in heavy urban fighting among the ruins of Kshatragarh and the planet’s other cities. The division proved its urban combat prowess again in 2465, when it became the first SAMC unit to make landfall on Lycoris. The 2d MARDIV’s insignia is a golden anchor on a black, circular badge.&lt;br /&gt;
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&#039;&#039;&#039;23d Marine Regiment, 11th MARDIV (Middle Ring), &amp;quot;The Uhlans&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Having the distinction of being the oldest and most storied marine unit to originate from the rainy world of Visegrad, the 23d Marine Regiment has in recent times become known for its close association with the commander of the fleet to which it is assigned: Fleet Admiral Klaudia Szalai, to whom the 23d had served as the former warlord&#039;s go-to crack unit under her command, being the keystone basis of many of the Fleet Admiral&#039;s military operations. &lt;br /&gt;
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Aside from having the reputation of being one of the most capable reconnaissance units in the Alliance&#039;s military, the 23d is known for sharing an intense rivalry with its Solarian Army counterpart - the 221st Infantry Division - over which unit is superior. This rivalry is characterized by ferocious competition with one another during multi-unit wargames, especially during operations taking place upon Visegrad.&lt;br /&gt;
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&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|15th Marine Regiment]]&#039;&#039;&#039;&lt;br /&gt;
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This regiment, which defected to the Solarian Restoration Front in 2462, served as the Marine detachment for the 35th Fleet of the SAN. Even before their defection they plagued by rumors of corruption and Caesarism, and a documented history of abuse towards non-humans that saw their commanding officer reprimanded by the Admiralty in 2459. Further investigations into the 15th were stopped by ATLAS in 2460, then fully halted by PM Frost when he came to power. During the 35th’s incursion into Tau Ceti the 15th’s behavior became so open it could no longer be hidden, and flickery videos of its marines executing Legionnaires or non-human Biesellites were a common sight on the Biesel extranet during and immediately following the incursion.&lt;br /&gt;
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In the Solarian Civil War the 15th became infamous for its brutality against civilians and opposing forces. It was destroyed during the Battle of D’Anzin by the combined forces of the Colettish Civil Guard and 2nd Venusian Air Cavalry Division, where it fought fanatically even when faced with impossible odds. Few of its marines were taken prisoner by the SAF, but several officers of the 15th were tried and sentenced for crimes against humanity by the Solarian Department of Justice. Like the 33rd, it has been officially struck from the SAMC roster.&lt;br /&gt;
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&#039;&#039;&#039;33rd Marine Regiment&#039;&#039;&#039;&lt;br /&gt;
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Prior to his ascension as Prime Minister the 33rd served under the command of then-Admiral Michael Frost. They participated in his invasion of [[Biesel]] and, despite an internal inquiry by the Solarian Armed Forces, escaped all charges levied against them due to ATLAS interference in the investigation. The 33rd’s loyalty to Frost intrinsically tied their fate to his and saw their trustworthiness decline in the eyes of the broader SAF, then rise dramatically following his election as PM. Frost’s ascension to power saw him restore his loyal regiment to power and use them — at the protest of the Army — as  his personal guards only served to temporarily stop the 33rd&#039;s fall from grace. After Frost’s death they were pounced upon by reformist actors in the Navy and promptly disbanded, with many of its former officers shipped off to undisclosed prisons for crimes against humanity. Even before Frost’s body was cold the 33rd was formally struck from the Corps’ register. It will never return.&lt;br /&gt;
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===Notable Marine Equipment===&lt;br /&gt;
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The &#039;&#039;&#039;Type 4 Extra-Vehicular Armored Suit&#039;&#039;&#039;, known commonly as the “&#039;&#039;&#039;Gargoyle&#039;&#039;&#039;,” is the primary voidsuit of the SAMC. Produced by Zavodskoi Interstellar on behalf of the SAF prior to 2463, and now produced by government contractors, the Gargoyle is a reliable suit which protects its user well against bullets, shrapnel, explosions, and energy weapons and has served admirably since 2448. Abroad, the Gargoyle is a common symbol of Solarian imperialism due to its prominent role in both incursions into Biesel.&lt;br /&gt;
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The &#039;&#039;&#039;Type 9 Heavy Extra-Vehicular Armored Suit&#039;&#039;&#039;, commonly known as the “&#039;&#039;&#039;Vampire&#039;&#039;&#039;,” is the primary hardsuit of the SAMC. Like the lighter Type 4 it was produced by Zavodskoi Interstellar prior to 2463, and is now produced by various government contractors. It features various mounting arrays for hardsuit modules, ensuring it always has mission flexibility, and is commonly used by specialists. Due to its high levels of protection its users are commonly the first marines through a breach during EVA operations.&lt;br /&gt;
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The &#039;&#039;&#039;M49MC&#039;&#039;&#039; is a main battle tank used as the SAMC’s primary MBT alongside the M35A6MC. It is smaller than the earlier M35 in an effort to meet the weight requirements of a dropship, and sacrifices some of the larger tank’s survivability for maneuver capabilities. It saw action in both Solarian Incursions of Biesel and proved readily able to hold its own against TCAF armor and anti-tank weaponry when supported by marines. Despite its smaller size the M49MC mounts an advanced laser/missile defeat device (L/MDD) which employs two gimballed laser turrets controlled by a primitive AI. To shoot down or defect incoming attacks.&lt;br /&gt;
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The &#039;&#039;&#039;M43 All-Terrain Gun Platform (M43 ATGP)&#039;&#039;&#039; is a Solarian Marine Corps armored fighting vehicle designed to replace the aging M15A4MC (Marine Corps) while being lighter and more well-armed than the comparable vehicles of the Solarian Army. Equipped with a heavy gun but fairly light armor, it is intended to carry marines into contact and support them on the ground with its cannon. It can be deployed directly from a dropship’s bay and does not require a dedicated heavy lift vehicle, granting it operational flexibility over the M35A6MC main battle tank used by the SAMC.&lt;br /&gt;
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==The Solarian Army==&lt;br /&gt;
[[File:SolArmy.png|thumb|The symbol of the modern Solarian Army.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“I don’t give a rat’s ass what your Admiral says marine! Unless you can get the PM down here and order me to stand aside, I’m not gonna be letting you into the building! You’re gonna stand down, now! I said now goddammit!”&amp;lt;/i&amp;gt; - 1st Lieutenant Anthony “Andy” Bonaccio moments before the Revolt of the Officers devolved into a gunfight. Bonaccio would later go on to become the Alliance’s Secretary of the Army.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Army embassy.png|400px|thumb|Solarian Army soldiers stationed as guards outside of a Solarian government building.]]&lt;br /&gt;
The second-largest SAF branch is the historically neglected Solarian Army. Chronically underfunded until 2462, the Army existed in the shadow of the Navy and made do with hand-me-down equipment passed over or otherwise discarded by the Marines for decades after the Interstellar War. A culture of bitterness towards the Navy and the Marines, which the Army views as a subordinate branch of the Navy, has engendered a desire in the Army to do better than the Navy despite the challenges, but has likewise impacted joint-branch cooperation even after the creation of the JMC. As an institution it is significantly less corrupt and prone to Caesarism than the Navy is and, thanks to reforms undertaken after the Interstellar War, is viewed by the civilian government as an ally. Army troopers serve as guards for Solarian government institutions aside from Navy facilities, which utilize Marine guards, due to their loyalty to the government.&lt;br /&gt;
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Unlike the Navy the Solarian Army generally recruits entire divisions from individual planets and trains them in local facilities, with only a few divisions recruiting form multiple worlds. These force typically serve as the local garrison of a Solarian member state alongside a System Defense Force until they are needed. Then, they are shipped by the Navy to wherever they are needed. Army Central Command itself has long been headquartered on Unity Station and is located within walking distance of the Prime Minister’s office. Interestingly, Central Command has no fixed unit to guard it: to avoid favoritism, the division tasked with protecting it is rotated on a two-year basis. At the time of the Collapse the chosen unit was the 37th Martian Mechanized Division, more popularly known as the “Red Devils.” Due to the mysterious nature of Prime Minister Frost’s death and his seeming lack of care for Mars, rumors that the 37th killed him have swirled since before his body was cold. The division has since rotated back to Mars, where it served with distinction during the reunification campaign. While currently a volunteer-only force the Solarian Army is, in theory, able to petition the government to institute a draft in times of emergency. It can additionally federalize SDFs in the event of a national emergency, such as the Solarian Civil War (2462-65) or Interstellar War, thus bringing the nominally independent commands of local forces under Army Central Command. The Army&#039;s draft has not been used since the Interstellar War, and it is unlikely a request to reinstate the draft would pass the Senate unless another Interstellar War-like event began.&lt;br /&gt;
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While Army equipment and training, unlike their SDF counterparts, is standardized across the board certain member states have gained a reputation of supplying the Army with higher-quality units than others. Despite its poor reputation with many figures in the broader Alliance the Army generally views [[Mars]] as providing the best units due to many seeing it as one of their only ways to get off-world. [[Silversun]], with the [[Silversun#The Originals|Originals]] forming a similar group, is similarly prized as are units recruited from [[Venus#Jintarian Culture|Venusian Jintarians]]. Luna is viewed by most as providing some of the poorest-quality troops for the Army, with most of its best recruits going into the SAN or SAMC. Some Army officials have accused the Navy of deliberately sabotaging Army recruitment efforts on the moon, and recruiting patterns are unlikely to change in the near future. Pluto historically provided poor-quality troops to the Army as its ruling government reserved its best troops for its internal security forces. Reforms undertaken by SecD Courtois have reversed this trend, with many Plutonian recruits now joining Soviet-originating regiments such as the 1st Guards Proletariat. Pluto has seen a recruitment surge since 2462 as many of its younger residents have joined the Army in hopes of fighting against fascism in the Northern Reaches or capitalism in the Republic of Biesel, which many believe will be a target for the SAF very soon. Very few [[Luna|Lunarian]] units are trusted with anything other than garrison duty.&lt;br /&gt;
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Recently the Army-Navy struggle seems to be shifting towards a more even playing field due to Army successes, Navy failures, the JMC, and SecD Courtois&#039; efforts at reforms. During a period where the Navy was at its lowest before recent reforms the Army proved itself effective in a decisive campaign where it [[Mars#The Solarian Army’s Reunification Campaign|regained control over much of Mars]]. Army Central Command has viewed this as a massive victory and it has secured a great amount of positive press for the chronically underfunded force. The creation of the Joint Military Command further leveled the playing field, with both the Army and Army Air Force receiving a seat at the table.&lt;br /&gt;
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===The Solarian Army Air Force===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Gentlemen, I’ll be straight and level with you. We are going to pound these bastards until they give up, and we are going to save our Alliance,”&amp;lt;/i&amp;gt; - Lieutenant General Richard B. Dwyer, 4th Air Corps, to his assembled aircrews during the [[Xanu Prime#History|Siege of Xanu (2278 - 2284)]].&amp;lt;/center&amp;gt;&lt;br /&gt;
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The non-Navy aviation component of the Solarian Army, the Solarian Army Air Force (&#039;&#039;&#039;SAAF&#039;&#039;&#039;) is a component branch of the Army focused on aerospace operations. It was established shortly before the Interstellar War in an effort to make the Solarian Army’s air and ground components unique, and to reduce the amount of responsibility held by the Army’s ground troop leaders by creating a parallel structure for aerial operations. While it answers to the Chief of Staff for the Army, it is highly independent and has its own seat on the Joint Military Command. The SAAF has no spaceborne capacity and instead only manages in-atmosphere aerial assets, ranging from supersonic aircraft which engage and destroy enemy forces to cumbersome heavy-lift cargo helicopters charged with airlifting the Army’s heavy vehicles. It lacks any ground forces of its own beyond security personnel and military police, and instead relies on the Army itself to secure and hold terrain. SAAF units often show up later in a campaign once the Army, with Navy support, has secured or built a facility for their aircraft to operate from.&lt;br /&gt;
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Most aircraft operated by the SAAF are designed to operate in support of Army ground forces , and are built to be rugged in their designs due to the potential for operating out of poor air facilities in a conventional war or counterinsurgency campaign. These craft, due to lacking the equipment needed to fly through space, may be partially broken down in transit and reassembled on-site by SAAF personnel, requiring their designs be as simple as they are reliable. Like the regular Army, SAAF personnel are drawn from across the Alliance and are often clustered into units with a shared planetary origin, then attached to a matching ground unit from the same planet as their air component. &lt;br /&gt;
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The SAAF’s most iconic plane is the &#039;&#039;&#039;FB-25P “Foxfire”&#039;&#039;&#039; (officially the Fighter-Bomber Mk. 25, Planetary). With a pilot and weapons officer, it is commonly used to provide overwatch to Army units on maneuvers. Designed to fight peer rivals – such as the Coalition – but typically used to bomb insurgencies, the [[San Colette#The Civil Guard|Colettish Civil Guard]] used their wings of FB-25Ps to great effect during the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], where the plane was first used in the pitched battles it was originally designed for. The Foxfire, despite its use as a CAS aircraft, can fight reasonably well in a dogfight if prepared for the role. Like all SAAF aircraft it can only operate in-atmosphere and must be moved from planet to planet in a larger transport, typically while broken down into several parts for storage.&lt;br /&gt;
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===Notable Army Divisions===&lt;br /&gt;
[[File:Army Mars.png|400px|thumb|Soldiers of the 37th Martian Mechanized Division during the Martian Campaign of 2464.]]&lt;br /&gt;
&#039;&#039;&#039;1st Earther Infantry Division, “Big Red One”&#039;&#039;&#039;&lt;br /&gt;
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One of the oldest continuously-serving divisions in the Alliance, the 1st Infantry Division has fought in every major war the SAF has become involved in and its troopers brag the Bloody First has fought for the Alliance on almost every planet worth visiting in the human Spur. The Bloody First is the Army division which thwarted the Revolt of the Officers and the civilian government has not forgotten its loyalty. It has long been one of the first divisions the civilian government pulls guards from, and its troopers have guarded Solarian diplomats in every nation of the Spur. It is recruited from Earth and primarily draws its recruits from the United States, though it contains Earthers from across the globe in its ranks. The First is prominently involved in peacekeeping operations on Lycoris, with most of its strength deployed to the former capital of the SRF. The First&#039;s traditional patch is a large, red numerical one on a green shield.&lt;br /&gt;
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&#039;&#039;&#039;1st Guards Proletariat Mechanized Division, &amp;quot;Red Guards&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The Soviet counterpart of the 1st Infantry, the Guards Proletariat have likewise fought in every major Solarian conflict including the civil war (2462-65) and peacekeeping operations on Lycoris. It has a long history stretching back to the 20th century, where it was involved in the Second World War, Sino-Soviet War, and multiple late Cold War proxy conflicts. It is one of only a few divisions which recruits from multiple worlds, and draws from both Earth and Pluto. The Guards Proletariat are known for their impressive regimental flag which shows the locations of many of its most famous battles including (but not limited to) Königsberg, Shenyang, Kshatragarh, and Nueva Isabela. It is a common joke in the SAF the Guards Proletariat represent the largest voting bloc for the Solarian Communist Party on any planet they are deployed to due to their close ties to Pluto and the USSR. The Guards Proletariat&#039;s traditional patch is a red banner with &amp;quot;GUARDS&amp;quot; written on it, imposed over a golden laurel with a numerical one at the bottom, and a red star in the middle.&lt;br /&gt;
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&#039;&#039;&#039;2nd Venusian Air Cavalry Division, “Jintaria’s Claws”&#039;&#039;&#039;&lt;br /&gt;
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Formed slightly after the Interstellar War from primarily-Jintarian units recruited on Venus, the 2nd Venusian is an elite division intended to be deployed from dropships into the toughest battles. Centuries later it is still primarily made up of Jintarians, though some Cytherean crashouts are present, and values its connection to Venus. Traditionally Jintarian 2nd Venusian recruits, including Cythereans, give themselves a cheek scar to symbolically note their separation from appearance-obsessed Cythereans. The 2nd was not deployed to Mars due to concerns phoron in the air would choke the engines of its dropships and gunships, which left the elite division bitter and eager for action. It received this action in 2465, when it was deployed to D’Anzin and assisted Colettish Civil Guard forces in the defeat of the Solarian Restoration Front’s invasion. The 2nd Venusian is, aside from their scars, well-known for their distinctive “cavalry” hats. Its traditional patch is a screaming hawk perched on an aerostat.&lt;br /&gt;
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&#039;&#039;&#039;37th Martian Mechanized Division, “Red Devils”&#039;&#039;&#039;&lt;br /&gt;
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The oldest continuously-serving Martian division, the “Red Devils” were originally formed from an amalgamation of pro-Sol &amp;quot;Blue&amp;quot; SDF units during the [[Mars#The Martian World War|Martian World War]]. It served with distinction during the Martian World War and earned its nickname from the large amount of dust its units would kick up on the open plains of Mars. Following the War it was formally integrated into the Solarian Army as a division -- one of only a few SDF units in history to make the leap -- and has served with distinction since. It was the most-engaged division during the Mars Campaign of 2464, where the Red Devils drove hard across the Martian plains once again. Few members of the division perished in the Violet Dawn catastrophe thanks to its garrison being located in Kunlun, far in the Martian north. Despite this performance rumors that the 37th assassinated Prime Minister Frost have continued to swirl, and may haunt the division for decades to come. The traditional 37th patch is a red devil on a blue background, and is intended to show Martian unity with the Alliance.&lt;br /&gt;
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&#039;&#039;&#039;3rd Callistean Infantry Division, “Commonwealth Marines”&#039;&#039;&#039;&lt;br /&gt;
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Recruited primarily from the [[Callisto#Government|Port Authority of Callisto]], the Commonwealth Marines are the Army’s only unit which specializes into zero-gravity combat in spaceborne objects such as stations, ships, and EVA environments. The Commonwealth Marines and the Solarian Marines have an infamously poor relationship due to the 3rd Callistean’s use of the term marines in their name, and those of the division are known to get into off-duty brawls with Navy Marines in the Ringpole District. Callistean military police and CMPD officers generally let the Commonwealth Marines, who are quite popular on Callisto, go with barely a slap on the wrist. The division is easily recognized by their black berets with gold-and-red badges — a color choice deliberately designed to resemble the Callistean flag. The Marines&#039; traditional patch is a lion&#039;s head looking right with &amp;quot;BY DEEDS ALONE&amp;quot; written on a banner under it.&lt;br /&gt;
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&#039;&#039;&#039;4th Haiphongese Armored Division, “Habs on Wheels”&#039;&#039;&#039;&lt;br /&gt;
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Many [[New Hai Phong|Haiphongese]] divisions become hopelessly stuck in the quagmire of corruption which defines so much of life on the planet. Not the 4th, which has proven to be resistant to corruption since its founding in the mid-2300s. 4th tankers are primarily recruited from the crime-riddled Ton Gwai Pei, which many young Haiphongers are eager to escape. They are then trained in armored drills in the harsh deserts outside the megalopolises of New Hai Phong in the operation of the Army’s standard M35A6 tank modified for the environment of New Hai Phong. Generally of shorter builds to fit comfortably into their modified tanks, their gas masks — which they almost always wear while in their vehicles — are typically customized in the traditional Haiphongese style. Some are intended to call back to the hab the tanker came from, while others use the colors of gangs the tankers were previously affiliated with. The 4th was a major participant in the Mars Campaign, where its harsh-environment training and NHP-adapted tanks proved an unbeatable force on the Martian plains.  The Fourth&#039;s traditional path is a triangle divided into yellow, blue, and red sections with a tank track and cannons superimposed over the center and a &amp;quot;4&amp;quot; on top, and &amp;quot;HABS ON WHEELS&amp;quot; on the bottom.&lt;br /&gt;
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&#039;&#039;&#039;12th Silversunner Coastal Infantry Division, “Mistral”&#039;&#039;&#039;&lt;br /&gt;
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A relative oddity in the 2400s, the 12th is a unit specialized into waterborne operations due to its origins on [[Silversun]]. In addition to waterborne operations the 12th is trained to fight in harsh environments such as the jungles and rainforests of Silversun, and is often used by the local governor to track down and apprehend criminal elements — such as poachers — who believe the dense undergrowth can hide them from Solarian authorities. This duty has caused them to sometimes be referred to sarcastically as “the Army’s Park Rangers,” by other units, and this is a surefire way to become involved in a brawl if said to most 12th soldiers. Though most commonly known for the green camouflage “Silversunner” boonie caps they often wear on patrol, 12th officers prize their distinctive blue-and-silver kepis they are issued when commissioned -- a locally-permitted uniform modification -- though few wear them in the jungle due to fears of spoiling the cap’s fabric. The 12th&#039;s sleeve patch is a dawnflower on a blue shield.&lt;br /&gt;
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&#039;&#039;&#039;78th Infantry Division, (Colettish) &amp;quot;The Bloody 78th&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Prior to 2462, the 78th was the only regular Solarian Army division formed and active on [[San Colette]]. A typical example of a Solarian infantry division, it was unproven and untested when the civil war began. In the initial phases of the conflict it remained loyal to San Colette and secured government facilities against Navy incursion. It was frequently engaged alongside the [[San Colette#The Civil Guard|Civil Guard]], SDFs, militia units, and police departments during the War in the [[Human Wildlands|Northern Wildlands]], ultimately being split into two units: one on San Colette (1st Brigade), the other on D’Anzin (2nd Brigade). While victorious, the 78th was badly mauled by the conflict and is still in the process of regeneration and replacement, but has been given the nickname of “The Bloody 78th” for its tenacious defenses and its red-and-white unit patch.&lt;br /&gt;
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&#039;&#039;&#039;221st Infantry Division, &amp;quot;The Jäger Division&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Known as the Jäger Division on [[Visegrad]], the 221st is a Visegradi infantry unit of the Army specialized in unconventional warfare. Established by the [[Sol Alliance#Department of Defense|Department of Defense]] to combat any future unrest on Visegrad, the 221st is an airmobile unit with very limited armored assets — only having light vehicles and the occasional exosuit — composed of native Visegradi familiar with the planet’s countryside. Equipped with native-produced equipment — including a domestic rifle design intended to punch more easily through trees and underbrush — the Jäger Division is intended to operate without external support for long periods of time. Secessionist forces believed they had withdrawn in 2462, but were quickly surprised when the 221st began to mount attacks from the near-impenetrable Visegradi countryside. The Jägers were vital both in securing a foothold for Fleet Admiral Szalai’s counterattack and in retaking secessionist territory. The 221&#039;s patch is a szazlabu swinging between trees while holding a M469 rifle.&lt;br /&gt;
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===Notable Army Equipment===&lt;br /&gt;
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The &#039;&#039;&#039;Model 469 (M469) assault rifle&#039;&#039;&#039; is the standard-issue rifle of the Solarian Armed Forces, used by the Army, Marine Corps, Navy, and many System Defense Forces. The Army&#039;s variant is known as the &#039;&#039;&#039;M469A2&#039;&#039;&#039;. A durable, modular, cheap, and highly reliable weapon system, it has dozens of variants across the SAF and millions have been produced. It was originally designed for the Army before being adopted by other branches, and was produced exclusively by [[Zavodskoi Interstellar]] prior to the advent of the Solarian Corporate Authority in 2463 — now, it is produced by hundreds of different Solarian companies, and the SAF Ordnance Corps has acquired the gargantuan task of ensuring these hundreds of companies -- rather than just one -- meet SAF production standards. Despite post-2465 efforts to replace earlier rifles in use by SDFs with M469s, many SDFs and regular SAF reserve units still use the earlier M376 assault rifle.&lt;br /&gt;
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One of the most powerful tools available in Solarian Army operations is the &#039;&#039;&#039;M35A6 main battle tank&#039;&#039;&#039;. Though a thirty year old design at this point, the M35A6 has gone through six updates which have kept it on the level of other, competing tanks such as the [[Dominian Imperial Military#Imperial Army|Dominian Imperial Army’s]] JA-57/2 breakthrough tank. The A6 variant includes an improved targeting matrix and Energy/Laser Reactive Armor (ELRA) on critical surfaces, though it continues to consume a frightening amount of fuel while in operation. The relatively simple construction of the M35A6 has allowed a multitude of variants to be produced, including engineering minesweeping, Marine Corps (the M35A6MC), and bridge-laying variants. One of the most notable variants is the M35A6/NHP (New Hai Phong) used by the 4th Haiphongese Armored Division, a slightly smaller variation of the typical M35A6 which features a large atmospherics filtering system on its rear. The M35A6/NHP’s filters, originally designed to survive the environment of New Hai Phong, allowed it to excel on the Martian surface and on D&#039;Anzin.&lt;br /&gt;
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The &#039;&#039;&#039;M38A2 WAGS&#039;&#039;&#039; (&#039;&#039;&#039;W&#039;&#039;&#039;alking &#039;&#039;&#039;A&#039;&#039;&#039;ssault &#039;&#039;&#039;G&#039;&#039;&#039;un &#039;&#039;&#039;S&#039;&#039;&#039;ystem) is an unusual Solarian Army vehicle intended for use in harsh terrain environments. Packing the same armament as the M35 MBT, the WAGS is instead a large, exosuit-like system that travels on six legs originating from a central body featuring the turret and small crew compartment. Its limbs allow it a greater degree of mobility than a conventional ground vehicle at the cost of greater vulnerability to a mobility kill if its legs are disabled. While deemed ill-suited for the urban and suburban warfare that characterized much of the Army’s operations in the Northern Reaches, WAGS-equipped units saw action in the Martian Campaign and are commonly used as patrol vehicles in the Northern Reaches due to their greater mobility.&lt;br /&gt;
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The &#039;&#039;&#039;M15A4 infantry fighting vehicle&#039;&#039;&#039; (IFV) is an aging vehicle of the Solarian Army slowly being phased out of service, though budget issues have seen it remain in service in many divisions and rear-echelon formations. The M15A4 is stubby and box-like, with a remotely controlled autocannon. It can hold a squad of troops and deploy them in relative safety, then remain to support with its gun. Earlier M15 models known as the A3 can be seen in the hands of anti-riot police units across the Alliance and in Biesel, where the new nation had access to mothballed vehicles. [[Tau Ceti Armed Forces|Biesel models]] are referred to by the Army as the M15(B) and proved to be woefully inadequate at surviving IEDs on [[Mictlan]], leading to the creation of the A4 retrofit as a stopgap measure until the vehicles can be replaced. It is a common sight on Lycoris and [[Mars]], where it is used to carry squads of peacekeepers from place to place. Mechanized infantry are known to ride “boots out” on top of their A4, allowing for more visual observation of the vehicle’s surroundings and quicker dismounting — a potentially leg-shattering fall from atop an A4 is often better than being inside it if it hits a mine.&lt;br /&gt;
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The &#039;&#039;&#039;M58LER&#039;&#039;&#039; (Laser/Energy Resistant) infantry fighting vehicle (IFV) is the next-generation armored personnel carrier of the Solarian Army, having served with distinction in the Martian Campaign and Solarian Civil War. Intended to work in concert with the slightly older M365A6 tank, it is widely regarded as the best APC in the modern Spur. Prior to 2462 budget constraints on the Army ensured it was only present in limited numbers and most units instead relied upon older vehicles such as the M15. With the civil war over and much of the Solarian military-industrial complex now stabilized the M58LER’s production had been dramatically increased, with hundreds rolling off production lines across the Alliance every month.&lt;br /&gt;
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Primarily associated with the 2nd Venusian, the &#039;&#039;&#039;AH-52 “Tarantula Wasp”&#039;&#039;&#039; multi-role helicopter is one of the Solarian Army Air Force’s most beloved designs. First used in 2452, the AH-52 is a modern design and was rapidly produced for the 2nd Venusian to replace its aging helicopter fleet. It is capable of carrying up to a squad of troops and supporting them with a vigorous array of weaponry while easier enduring hits thanks to judicious armor and an on-board shield generator. While not deployed during the Mars Campaign the AH-52 proved its worth during the Solarian Intervention in the Northern Reaches, where it was used to devastating effect by the 2nd Venusian. The AH-52 is currently being upgraded into the AH-52IP (standing for Improvement Package), which enhances its electronic countermeasures (ECM) and energistics ablative countermeasure system (EACS),&lt;br /&gt;
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The &#039;&#039;&#039;Basilisk Armored Exosuit&#039;&#039;&#039; is one of the most common Solarian Army “vehicles” in operation. Though dated in its design, as the Basilisk’s original frame dates to the late 2420s, it is capable of being surprisingly mobile thanks to its four-legged design and can be equipped with a vast array of weaponry and equipment, effectively allowing it to serve in any environment. Basilisks are also used by the Solarian Marine Corps and the Navy, and these variants are almost always more modern designs than their Army equivalents. Thanks to its flexibility and armament the Basilisk is easily capable of handling most ground-based threats short of heavy tanks on the battlefield and readily outclasses the improvised exosuits of the [[Tau Ceti Foreign Legion]], which it demonstrated itself as easily capable of destroying during the 35th Fleet’s incision.&lt;br /&gt;
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==System Defense Forces==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Nowhere is the state of our armed forces more obvious than in the miserable condition of many local forces. They are, seemingly as a rule, under-equipped, under-funded, and under-motivated. What I would give for every one of them to resemble [[San Colette]]!”&amp;lt;/i&amp;gt; - Fleet Admiral Ingrid von Varnhagen und Langenburg, commanding officer of the First Battlegroup, in an interview with the SANN recorded on 16 August 2462. &amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Militia Visegrad.png|400px|thumb|Many local military forces, such as those on [[Visegrad]] found themselves sorely tested by the Collapse. Many collapsed, unable to endure the pressure.]]&lt;br /&gt;
An institution that predates the Interstellar War, System Defense Forces (SDFs) are intended to serve as local military forces when the SAF&#039;s regulars are either unavailable or in need of additional forces to support its operations. Many SDFs defected during the Interstellar War, which greatly reduced their prestige in the eyes of the SAF and their importance in the eyes of Unity Station. Loyalist and Coalition SDFs sustained some of the highest rates of losses during the Interstellar War due to their poorer training and equipment, and many on both sides simply dissolved at the war’s end due to these losses.&lt;br /&gt;
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Solarian SDFs historically suffered from much of the same problems their Interstellar War counterparts did. Due to being funded primarily by the system they are stationed in, many have outdated equipment and poor training. This caused a lack of respect from the SAF&#039;s regular forces, which viewed them as underfunded, undertained, undermotivated, under-everything units likely to run at the first sign of combat. While there are some exceptions to this rule, such as the well-funded and, as a result, well-trained and well-equipped [[San Colette#The Civil Guard|Colettish Civil Guard]], most existing SDFs prior to 2462 were barely able to patrol and secure their immediate surroundings without SAF assistance, let alone fight off serious threats. Compounding these issues was a pre-2465 regulation which impacted all SDF vessels: due to the mass defections of many during the Interstellar War no SDF vessels were equipped with warp drives capable of warping without a warp gate’s assistance. Though originally intended as a safeguard against further SDF defections, this regulation greatly limited their capabilities, and has rendered them only able to patrol areas with ready access to warp lanes.&lt;br /&gt;
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During the Solarian Collapse these faults were laid bare for the entire Spur to see in dramatic fashion. Most SDFs stood no chance against [[Human Wildlands#The Southern Fleet Administration|emboldened pirates]] or [[Human Wildlands#The Solarian Restoration Front|rogue Navy forces]] as, for many of them, the largest ships they had access to were outdated and often poorly-maintained frigates, one of the smallest classes of combat-capable ships in the SAN. While some SDFs possessed larger vessels such as cruisers, only a handful possessed anything capable of challenging capital ships. Faced with destruction or defection, many SDFs opted to join local warlords or occupying forces, such as Biesel, for protection and, much like their Interstellar War counterparts, steady pay. Some, motivated by patriotism or a desire to ensure the safety of those they protected, fought to the bitter end or managed to retreat to the Inner Ring.&lt;br /&gt;
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The SDFs that survived the Collapse relatively intact, such as the Civil Guard and other forces of the Middle Ring Shield Pact or the Visegradi NDF, or successfully retreated to the Inner Ring are some of the most battle-hardened forces of the Alliance, and many vessels which retreated to the Inner Ring were retrofitted and integrated into the Navy itself. Though they could not stabilize the Wildlands on their own the SDFs of the Northern and Southern Reaches performed more effectively than almost anyone imagined, and have vindicated themselves in the eyes of the Solarian military. Those which have survived — and remained loyal to Sol — are rapidly being rearmed and modernized. For the first time in modern history, SDFs are being equipped with independent warp drives which will — in theory — give them a greater degree of autonomy and free up Navy assets from patrols.&lt;br /&gt;
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In the late 2460s the Alliance&#039;s remaining SDFs bear little resemblance to the paltry local forces of the pre-civil war Alliance. Though many still rely on hand-me-down equipment, more and more of their regular troops are equipped as well as their counterparts in the regular SAF. Their training and funding have likewise improved, and the SDFs now sit on the JMC alongside the Alliance&#039;s other branches. For the first time in their history, they have the respect they deserve, and the funding they have always desired. When the next war comes, and it may come soon, the Alliance&#039;s local forces will stand tall, proud, and ready for whatever comes at them.&lt;br /&gt;
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===Notable System Defense Forces===&lt;br /&gt;
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The &#039;&#039;&#039;Peorian State Guard&#039;&#039;&#039;, often known as the State Guard, is the standing military of the [[Solarian Reconstruction Mandates#New Peoria|Solarian Republic of New Peoria]]. Taking inspiration from its colonial origins — the United States — the State Guard is composed largely of reservists who hold full-time civilian jobs and is built around a small cadre of full-time officers and administrators. Its use of reservists makes the State Guard one of the Alliance’s largest per capita SDFs, but it is notably smaller than the nearby Colettish Civil Guard. It additionally suffered from equipment issues, with much of the area’s heavy weaponry prior to 2462 instead being routed to [[Konyang]] or [[San Colette]]. It was bloodied during the Solarian Civil War and could not stop the Solarian Restoration Front from temporarily seizing control over the planet in 2465. Several regiments of the State Guard escaped into the planet’s countryside and continued to fight against the SRF until their defeat by the Solarian Navy later that year. The 3rd Peorian Infantry Regiment, &amp;quot;All-Peorian Regiment,&amp;quot; escaped to San Colette and fought valiantly during the battle for the planet’s major cities, where it faced against the SRF-aligned Lycorii National Defense Force in the Battle of Nueva Isabel. Now, in a post-civil war world, it is being re-equipped with heavy weaponry by the [[Sol Alliance|Alliance]], and is set to become a tough nut to crack for any future invader.&lt;br /&gt;
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Also in the Northern Reaches is the now-disbanded &#039;&#039;&#039;Lycorii National Armed Forces&#039;&#039;&#039;, or LNAF. Prior to 2462 the LNAF was one of the best-equipped SDFs in the Alliance and was well-known for the distinctive red lycoris flower its members would wear in their helmet webbing or hat bands. With the start of the Solarian Civil War in 2462 the LNAF, already a right-learning organization due to [[Solarian Reconstruction Mandates#Lycoris|Lycoris]]’ politics, was absorbed into the Solarian Restoration Front and became an instrument of both genocide at home and destructive warfare in the support of fascism abroad, with multiple officers of the LNAF convicted of crimes against humanity in the postwar era. Much of its offensive strength was spent in the [[San Colette#The War in the Northern Reaches|Battle of San Colette]], and many remnants surrendered to the Solarian Army in 2465 with the fall of the SRF. The hardened core of the LNAF – the worst of its worst – fled into the countryside or hid in the cities of Lycoris and now fight against the Alliance as insurgents, striking terror into the very people they swore to protect. Post-civil war Lycoris has no SDF, instead relying on the Solarian military – primarily the Army – for protection, and Army patrols snaking their way through the forested countryside of the former industrial capital of the Northern Reaches have become a common sight.&lt;br /&gt;
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The &#039;&#039;&#039;Igman Defense Service (IDS)&#039;&#039;&#039; another Northern Reaches SDF. Responsible for protecting [[Solarian Reconstruction Mandates#Novo Igman|Novo Igman]], the IDS is a relatively small force built around a core of long-service professionals and is heavily mechanized. IDS troops had better equipment than most other SDFs prior to 2462, and resisted attacks during the civil war for longer than other forces. When the Solarian Restoration Front declared victory over it, the IDS went into the countryside and the cities, where it waged a successful guerrilla war against the SRF that ejected them from the planet. Some units were evacuated prior to the collapse of organized resistance and went on to fight in the Battle of San Colette, where the 22nd Armored Regiment, known as “Raróg Force,” fought alongside Colettish tanks, and the [[San Colette#The War in the Northern Reaches|Battle of D’Anzin]], where the 65th Infantry Regiment (Mechanized) fought alongside a motley collection of mercenaries, [[San Colette#The Civil Guard|Colettish forces]], and other SDF troops to hold the line. In the postwar era the IDS, thanks to the secure nature of Novo Igman,  has seen some of its units deployed to Lycoris to support regular Army troops, where the Igmani have proved themselves capable fighters against the Front’s insurgent forces.&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
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	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Solarian_Armed_Forces&amp;diff=38883</id>
		<title>Solarian Armed Forces</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Solarian_Armed_Forces&amp;diff=38883"/>
		<updated>2026-04-01T22:09:34Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: Added M58LER&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Sol Navy.png|thumb|alt=Flag of the Navy of the Sol Alliance.|The ensign of the Solarian Navy, once flown from Earth to the Solarian Frontier.]]&lt;br /&gt;
Following the Collapse and the start of the Solarian Civil War, an effort was undertaken by reformists in the Solarian military, such as Minister of Defense Lucien Courtois, to reform the SAF and cut out much of the decay and rot which had taken root over the years. While their purges of the Navy’s ranks — and of many SAF staff — hampered a quicker response to the conflict, their efforts have been vindicated by the SAF’s success in bringing a decisive end to the Solarian Civil War in the summer of 2465. Today, the SAF has a new mission: defending the Reconstruction Mandates and protecting the borders of an ascendant Alliance.&lt;br /&gt;
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Some, however, believe the SAF will soon be used for more sinister purposes, and many in Biesel and the Coalition look upon it with alarm as the Alliance begins to exert itself in the Spur once again.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The Solarian military is dedicated to [[Mars#The Violet Dawn Explosion|destroying]] [[Xanu Prime|whatever]] it [[Human Wildlands|touches]], and will not hesitate to destroy [[Gadpathur|you]] if you show them weakness. Show them no mercy, for they showed your [[Gadpathur#The War|ancestors]] none!”&amp;lt;/i&amp;gt; - Excerpt from a [[Gadpathur|Gadpathurian]] anti-Solarian booklet intended to be distributed to children age 8-10.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Armed Forces have a history which stretches back to 17 July 2143, shortly after the founding of the Solarian Alliance. Its origin was not a happy one. Though it took almost a decade to hash out the terms of the Alliance, most parties (with the exception of Switzerland) on Earth agreed to join it by 2140. However, the idea of surrendering military autonomy to a supranational government was a point of concern for many members of the newly-formed supernational union, particular the two superpowers of the USA and USSR. Both were extremely hesitant to surrender their spacebound military capabilities to the Alliance, and, further compounding issues, both argued that they deserved to host the headquarters of the Alliance’s military command structure.&lt;br /&gt;
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It took three grueling years of back-and-forth negotiations between the Alliance and its members to resolve the issue of the SAF. Ultimately a compromise was reached regarding the Alliance’s military command which settled the pressing issue of who would host the admiralty of (and thus be able to exert significant influence in) what is now known as the Solarian Navy. The compromise placed the admiralty on a place where no Earth nation could, in theory, influence it: Harmony City, Luna. While the USA and USSR were not happy, they were both begrudgingly content to accept it, as while one wouldn’t be able to control it, their rivals couldn’t either. The position of the admiralty on Luna and the relative independence offered to it due to this would, in the decades and centuries to come, have truly dire consequences.&lt;br /&gt;
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In the century between the Alliance’s formation and the Interstellar War, the SAF was plagued by interservice rivalry between the Solarian Army and Solarian Navy which, while never turning to violence, defined much of the SAF’s trajectory before 2275. The Navy claimed it was of more importance due to securing Sol’s interstellar lanes of commerce and policing piracy, while the Army claimed it was of more importance due to protecting the colonies themselves and ensuring the Alliance was internally stable. The Army-Navy conflict prior to the Interstellar War has been viewed by some Solarian scholars as a microcosm of the future civil war: the Navy tended to be dominated by Inner Ring citizens, particularly those from Luna, and the Army tended to draw its personnel locally, leading to a large proportion from the Outer Ring and further afield colonies. &lt;br /&gt;
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This conflict, and the broader schism in the Alliance, would be brought to its bloody conclusion in 2275 with the start of the Interstellar War, the SAF’s largest and most costly conflict even two centuries later. It would tip the Army-Navy struggle decisively in the Navy’s favor as many Army units, recruited locally and unpaid for months due to the ongoing financial crisis, defected to the Coalition while few Navy units did the same, and those that did were often swept under the rug or otherwise disowned. While the Navy, and loyal units of the Army, fought fiercely — and in some cases, such as Gadpathur, committed horrific crimes in the name of Solarian unity — they were unable to defeat the Coalition due to its dogged defensive fighting. A peace treaty, the Treaty of Xansan, was ultimately signed in Geneva in 2287, bringing over a decade of warfare to a close and permanently shattering Solarian hegemony over humanity.&lt;br /&gt;
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To the Navy, which believed it could have won the Interstellar War, the Treaty of Xansan was seen as a betrayal of the venerable Navy by spineless politicians — a slap to the collective faces of Navy officers who had put their lives on the line defending the Alliance by cowardly politicians obsessed with their careers who had never spent a day in uniform. It incensed them, and they began to plot against it in secret. Decisive action was needed to ensure Sol remained intact, and who better to take it than the Navy, its most steadfast institution?&lt;br /&gt;
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While it ultimately failed in its goal of revoking the Treaty of Xansan, the Revolt of the Officers on 18 May 2289 forever ensured the Navy would have a voice in politics. The coup attempt’s goals were simple: overthrow the civilian government and declare the Treaty of Xansan null and void, then resume the Interstellar War and fight until the Alliance’s hegemony was once again established. The plan, however, began to fall apart almost immediately due to one factor the coup’s mastermind, Admiral Terrence Hopper, had not accounted for: that the Army guard stationed at the Alliance’s then-capital in New York City would not go along with their conspiracy, leading to an active gunfight outside the capitol building between Army guards and Navy marines. Ultimately the Army, with support from local member state forces and ordinary civilians, repulsed the attack and the coup was seemingly aborted. But it was not as simple as it seemed, however, as the admiralty, in the days after the coup, cut a backroom deal with the civilian government: the Revolt of the Officers would be swept under the metaphorical rug by being blamed on radical elements and the Navy would be given a political voice. In exchange, the Navy would continue to protect the Alliance from interstellar threats. Hopper himself, the Butcher of Gadpathur, would avoid justice once again and remain active in politics until his death on Luna in the 24th century, and ultimately shaped Solarian fascist thought up until the present day.&lt;br /&gt;
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Effectively, the Navy had used its position to extort the government. Emboldened by this, and how close they had come to controlling the government through violence, the Navy became more and more influential as the decades continued on. It also became more corrupt and less efficient, as political connections became more important than ability and Caesarism infected its ranks. Ultimately, the decision to place it on Luna, where it could not be controlled by a power on Earth, had made the Navy accountable primarily to itself rather than the civilian government based upon Earth and, post-2300, Unity Station. Its pet project, the Solarian Marine Corps, was hardly any better. For many Solarians the Navy has failed them time and time again as an institution, and nowhere is this more clear than in the Solarian Collapse of 2462. Rather than protecting the Alliance many Navy forces, more loyal to their Admirals than their nation, defected and have rampaged across the Middle and Outer Rings.&lt;br /&gt;
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The Army, meanwhile, did have civilian authorities to answer to due to being headquartered on Earth. Post-Interstellar War the Army was placed through multiple reforms which transformed it from a sluggish, inefficient institution which lost much of its strength to defections into a force capable of defending the Alliance’s planets and government from all enemies — whether they be foreign or domestic. Where the Navy failed the Army has succeeded, particularly upon Mars, where it — in mere weeks — brought the red planet back into nominal Solarian control.&lt;br /&gt;
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The painful reforms spearheaded by SecD Courtois during the civil war have been dramatically vindicated by the SAF’s performance during its 2465 intervention in the civil war, where it rapidly outmaneuvered and outperformed the Solarian Restoration Front and Coalition-backed League in a rapid campaign. Both warlord statelets collapsed under the SAF’s relentless offensive and the Alliance’s flag once again flew from above capital cities across the Northern Reaches, with the pro-Solarian Middle Ring Shield Pact having been peacefully reintegrated, and both League and SRF authorities totally collapsing. In the Southern Reaches, both local governments — already de facto part of the Alliance — were brought back into the ASSN officially. The Solarian Civil War ended in mid-2465 with a decisive victory for the government, though one tainted by the loss of many systems to the Republic of Biesel.&lt;br /&gt;
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With the end of organized resistance by major secessionist forces the SAF has found itself engaged in mop-up and counterinsurgency operations across the Northern Reaches. In the Southern Reaches it busies itself in piracy suppression and — unofficially — “rat transportation” runs of military equipment to anti-Biesel insurgents still fighting for the Alliance in the Hinterlands. The Alliance’s armed forces stand with their nose bloodied but unbroken, and remain a capable military force — especially with a newly reestablished and growing military relationship with the nearby Empire of Dominia providing them with an effective counterweight to Elyran and Coalition influence in its south.&lt;br /&gt;
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==Operational Strategy==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The size of the imperialist Alliance makes it clumsy and slow to react. We must strike where it is weak, and chip at its foundations. Only through attrition will our victory come,”&amp;lt;/i&amp;gt; - Cadre Leader Naveen Shankar speaking to the crew of his vessel before a patrol, mid-2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Managing the Solarian Armed Forces, the largest organized fighting force in the modern Spur, at the operational level is a titanic undertaking which has seen liter after liter of ink spilled on the pages of military manuals, academic projects, and Solarian government documents. The Alliance has been, in its history, the single largest nation in the Spur, and required a great deal of thought to manage its territory. Its losses in the Interstellar War and its aftermath, including the Elyran Revolution, have shown it does not always succeed in its operational strategy. Furthermore, prior to SecD Courtois’ reforms in 2462-63 the Alliance had long lacked a centralized command and control system, with various military high commands such as the Solarian Navy Admiralty on Luna instead reporting to the Secretary of Defense independently of the other branches. This led to naval over-representation, inefficiency, and virulent interservice rivalries.&lt;br /&gt;
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In December 2462 SecD Courtois chose to address this problem by creating the &#039;&#039;&#039;Joint Military Command&#039;&#039;&#039;, or &#039;&#039;&#039;JMC&#039;&#039;&#039;. Consisting of eight members — one from each service plus a SDF representative, a chair and vice chair (both from different branches), and the military’s chief logistics officer — the JMC is designed to reduce inefficiency in the SAF by fostering cooperation. Its trial by fire, the [[Mars#The Solarian Reunification Campaign_(2462 - present)|Martian Campaign]], was a success, with Army forces fighting using previously unseen levels of naval support from orbit. The Alliance’s rapid victory in the civil war seems to have further vindicated the JMC and Courtois, with its branches having worked together at levels unseen since the Interstellar War, and having won decisively.&lt;br /&gt;
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The overall mission of the Alliance’s military is twofold. First, it must ensure the Alliance’s territorial integrity is maintained and protected against external aggression, such as Biesel’s annexations in 2462, and internal unrest, such as the Solarian Civil War of 2462-65. Second, and less publicly, is to ensure the Alliance’s lost territories can be recovered from those currently occupying it. Prior to 2462 this was centered around the Coalition of Colonies and Republic of Elyra. Since 2462 the Alliance’s strategic thinking has shifted to a potential reunification war against the Republic of Biesel, which is known in its media as the Republic of Tau Ceti. Politicians talk of war and generals plan military exercises, but none can seriously considering the prospect of causing another Interstellar War — right?&lt;br /&gt;
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===Solarian Military Commands===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Persistent Excellence, Persistent Readiness,”&amp;lt;/i&amp;gt; - Motto of Sol Alliance Northern Command.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian military operates in four combat commands — multi-branch organizations that answer to the JMC, though they predate it — responsible for operations in different parts of the Alliance: North, South, Central, and [[Sol|Sol System]]. Though all four commands have been historically dominated by the Navy, post-2462 reforms and an excellent performance in the civil war have seen the Army — and local SDFs, though to a lesser extent — exert more influence over the combat commands, particularly Northern Command. Due to being regional, the four commands all have slightly different responsibilities, though three of four have a point of overlap: [[Republic of Biesel|Biesel]], which has seen itself become a strategic priority for the Alliance since its rapid — and illegal, in Solarian eyes — annexation of great swaths of the Alliance.&lt;br /&gt;
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Northern Command (&#039;&#039;&#039;NORCOM&#039;&#039;&#039;) is based on [[San Colette]] and has responsibility for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Northern Reaches]], the Coalition border near Konyang, and the northern border of Biesel. It is commanded by General Patrick Edwards, a veteran Solarian Army officer who previously served in the Martian and Lycorii theaters. NORCOM’s daily responsibilities are mostly concerned with maintaining the ongoing low-intensity conflict against the remnants of both the Solarian Restoration Front and League of Independent Corporate-Free Systems in the Northern Reaches, with its Army troops stationed on Lycoris and involved in counterinsurgency operations, and many of its naval patrol squadrons policing warp lanes for League remnants. More importantly, it is expected to be the first to defend or attack in the event of a war against the Coalition, being home to the legendary 1st Battlegroup and its vaunted Fleet Admiral, Ingrid von Varnhagen und Landerberg. Also at Edwards’ disposal are the veteran SDFs of the Northern Reaches, sans Lycoris, that cut their teeth in the fighting of the civil war and have seen the quality of their equipment rise dramatically post-2465.&lt;br /&gt;
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Central Command (&#039;&#039;&#039;CENTCOM&#039;&#039;&#039;) is based on Silversun and has responsibility for the Inner Ring and the central border with [[Republic of Biesel|Biesel]]. It was, from 2462 to 2465, home to the orphaned northern and southern commands due to its location. While it shrunk significantly in 2462 — losing its Coalition border and much of its territory to Biesel — it has remained effective under the leadership of Admiral Bahri Özkan, commander of the 25th Fleet prior to assuming command of CENTCOM in 2464. Özkan’s forces face Biesel’s [[Tau Ceti Armed Forces#Zoleth Line|Zoleth Line]] — a multi-layered defensive formation — and are expected to pin down the [[Tau Ceti Armed Forces|Republic’s forces]] by threatening it with an offensive. At his disposal are veteran naval formations and Army troops, many of whom he has seen equipped with electronic warfare and incendiary weapons to counter Biesel’s synthetic and vaurca troops.&lt;br /&gt;
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Sol System Command (&#039;&#039;&#039;SOLCOM&#039;&#039;&#039;) is based on [[Callisto]] and is a unique command that only supervises one system, the Sol System, rather than a region of the Alliance. Considered to be a strategic reserve for any future wars, it is under the command of Admiral Yaoting Kong. Known as “King Kong” by his subordinates due to his large build and love of the Monkey King franchise, Admiral Kong’s combat command is centered around logistics and training rather than combat. He is also responsible for the Sol System’s security, and is the first admiral to work with civilian fleet organizations such as the [[Callisto#Government and Politics|Callistean Port Authority]] in a new anti-smuggling campaign.&lt;br /&gt;
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Southern Command &#039;&#039;&#039;(SOUCOM&#039;&#039;&#039;) is based on Visegrad and is responsible for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Southern Reaches]], the southern border of Biesel and the Hinterlands, the southern border of the Alliance, and coordination with the nearby Empire of Dominia. Managing these operations is Admiral Monika von Schintling, a senior flag officer of the Solarian Navy with experience in the civil war and in the Southern Reaches. Underneath her is the veteran 6th Battlegroup, formed of loyal Middle Ring Battlefleets, and officers seasoned by years of anti-piracy experience. Alongside these duties von Schintling’s command is responsible for the “rat transportation” network of transporting supplies to pro-Solarian insurgents in the Hinterlands and coordinating with the Dominian Imperial Military, which had rebounded in prominence to SOUCOM following the civil war’s end. Once responsible for carrying out a theoretical war against [[Republic of Elyra|Elyra]], SOUCOM is now expected to work with CENTCOM in the event of a war against [[Republic of Biesel|Biesel]] — punching through the south and striking at [[Tau Ceti]] while CENTCOM forces hold the Zoleth Line garrison in place and NORCOM strikes downwards.&lt;br /&gt;
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===Joint Military Command Personnel===&lt;br /&gt;
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The military officers chosen to be part of the Joint Military Command are experienced officers and expected to represent the best of their services — they are perhaps the most experienced military officers in the Spur — and report to the prime minister and Secretary of Defense. The below individuals are the first ever to hold positions in the JMC, with their terms having started in January 2463, and will last until December 2468: a five-year term designed to make them loyal to the government itself rather than whatever SecD appointed them.&lt;br /&gt;
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The Chair of the Joint Military Command (CJMC) is &#039;&#039;&#039;Admiral Giorgio Palazzi&#039;&#039;&#039;, a fifty-year veteran of the Navy and former dean of the Alliance’s primary naval academy. Palazzi is a rare example of a veteran [[Luna|Lunarian officer]] with doctrinally conservative views who remained loyal to Courtois rather than retiring in 2462-63. He is a serious-faced, flint-eyed man who organized the evacuation of Solarian assets from Biesel during its secession and helped coordinate much of the Alliance’s victory in the Northern Reaches in 2465. Palazzi is seen by some as a compromise between the Navy’s conservative and reformist factions, with Courtois and the Chief of Naval Operations firmly reformist but Palazzi representing the best — and perhaps the last — of the Navy’s pre-2462, anti-Coalition operational strategy. As CJMC Palazzi holds no military command — leaving that to other members of the JMC — and serves as both an overall coordinator of its members and is a liaison between the JMC and the civilian government.&lt;br /&gt;
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The Vice Chair of the JMC (VCJMC) is &#039;&#039;&#039;General Valerie Yang Liao&#039;&#039;&#039;, formerly commander of the [[Callisto|Callistean Marines]] and a 35 year veteran of the Army. Commonly known as VYL (pronounced “Vile,” to the general’s amusement), Liao cut her teeth fighting against pirates on Konyang and Port Antilla as a young officer before leading the Callistean Marines during the anti-Frost coup. She is more aligned with Courtois and was given the role of VCJMC after demands by the Army to avoid Navy dominance of the JMC. In her day to day work Liao serves as a ground-based counterpart to Palazzi, and was vital in ensuring the Alliance’s victory on Mars and throughout the Northern Reaches.&lt;br /&gt;
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&#039;&#039;&#039;General Richard B. Sloan&#039;&#039;&#039;, also known as “Mad Dog” to his marines, is the current Commandant of the Solarian Alliance Marine Corps (CSAMC), representing his marines on the JMC. He acquired his nickname when only a Lieutenant with the 1st Marine Division: after his visor was cracked during a boarding operation, he grabbed a nearby roll of tape in the ship, taped over it, and continued leading his unit. On the tape was, appropriately, a dog-themed pattern, and a nickname was born. After replacing the previous commandant — a Frost loyalist — Sloan embarked on a mission to reduce corruption in the ranks and mend fences with the Army and Army Air Force. Multiple units were nearly completely dissolved and reorganized, and he made the unpopular decision to take a funding cut and redirect it to the Army — an act that has done much to repair intraservice relations.  Sloan fought hard for his reforms and was vindicated by his marines’ performance in the Northern Reaches, where they served with distinction and cooperated effectively with the Army.&lt;br /&gt;
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&#039;&#039;&#039;General Chi Hoa Phan&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army (CSSA). Former commander of the [[New Hai Phong|4th Haiphongese Armored Division]], she has been a tireless advocate for the Army’s funding and development in the face of its successes on Mars and in the civil war. Phan — like other members of the JMC — holds no combat command as CSAS but is known to frequently tour the Army’s major mission areas, and has been active in the development of new and better vehicles for the Army. She also abandoned several expensive Frost-era programs to equip the Army with energy rifles instead of their M469A2s, citing it as an unnecessary waste of taxpayer funds and, “corporate welfare,” for [[Zavodskoi Interstellar]], which continues to hold onto chunks of the Solarian defense industry.&lt;br /&gt;
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&#039;&#039;&#039;General Raymond Spaatz&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army Air Force (CSAAF). Originally from [[Silversun]], he has served the SAAF for fifty years — starting as a cadet — and is the oldest member of the JMC. He is expected to retire after his term ends. A bomber pilot by training, Spaatz is widely viewed as one of the preeminent scholars on SAAF operations during the Interstellar War and is a published author on the subject. Building on the successes and failures of the historical SAAF, Spaatz helped to establish a new doctrine for the military’s air component centered around attacking enemy infrastructure targets and providing close support to ground troops. He is additionally responsible for increasing coordination between the SAAF, SDF air forces, and the Navy through his formation of Air-Land-Space Operation Commands on planetary theaters of operation.&lt;br /&gt;
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&#039;&#039;&#039;Admiral Franziska Sibylle von Varnhagen&#039;&#039;&#039; is the current Chief of Naval Operations (CNO). A member of one of the Alliance’s most prominent naval families, von Varnhagen is the aunt of the First Battlegroup’s commander, Fleet Admiral Ingrid von Varnhagen und Langenburg. She was one of the admirals who saw the [[Sol Alliance History#2460-61: Michael Frost Ascends to Power|anti-Frost coup attempt]] was successful by commanding naval forces around Earth to stand down during the crisis. Since 2462 she has worked with Courtois and Solarian law enforcement to ensure the remains of Frost’s loyalists are purged from the Navy’s ranks, and has promoted loyal junior officers to fill these vacancies. However, many of von Varnhagen’s new cadre remain Lunarians — both due to much of the Alliance being cut off until 2465 and due to her status as a member of the moon’s naval aristocracy. Since 2465 she has become a major driver behind the restoration of Unity Station-Moroz naval ties, viewing the Empire as a natural counterweight to Elyra in the south.&lt;br /&gt;
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&#039;&#039;&#039;Lieutenant General Máximo Ruiz Navarro&#039;&#039;&#039;, [[San Colette#The Civil Guard|Colettish Civil Guard]], is the JMC’s current Chief Liaison for System Defense Forces (CSDF). Navarro is the most recent addition to the JMC, having joined it in December 2465, and represents the many SDFs of the Alliance, with his goal being to advocate for their interests and needs. Prior to assuming this position he was involved in the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], fighting on Lhokgon, New Peoria, and D’Anzin during 2465. Cut off from central command on San Colette proper during the final days of the battle for its system, he led an ad-hoc formation of Civil Guard units, SDF forces, militia, and mercenaries to fight against invading Solarian Restoration Front units. This force — called the Navarro Brigade by some — held out until regular Solarian forces arrived, and made its commander a hero of D’Anzin.&lt;br /&gt;
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&#039;&#039;&#039;General Mbwana Oyenusi&#039;&#039;&#039;, Quartermaster General of the Solarian Armed Forces (QMSAF), is a Solarian Army officer who previously served as its chief logistics officer, and now carries out the same duty for the entire SAF. An extremely talented, though doubtlessly overworked, man, Oyenusi has the unenviable task of ensuring the military logistics apparatus is ready to handle any and all situations thrown at it, ranging from military operations to training to disaster relief. While he does not have a combat command, Oyenusi is responsible for the operation of many supply routes run by military, merchant marine, and civilian-operated vessels. Already bald, Oyenusi jokes he would have lost all of his hair from stress if any remained. Prior to joining the SAF, Oyenusi worked as a logistics manager on [[Callisto]], where he helped manage a family-owned logistics firm alongside his father.&lt;br /&gt;
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==Logistics and Standardization==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Equipping millions of soldiers, sailors, and marines – let alone our reserve units in our member-states – is stressful enough to make women gray and men bald, prime minister. They chose me because I was already bald,”&amp;lt;/i&amp;gt; - General Mbwana Oyenusi, Quartermaster General of the SAF, to PM Strom, 29 June 2467.&amp;lt;/center&amp;gt;&lt;br /&gt;
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As the largest organized military in the modern [[Orion Spur]], simply maintaining the SAF requires an extensive logistics network which must be ready to expand quickly — and dramatically — in the event of a war, disaster, or crisis. This logistics system is under the leadership of the &#039;&#039;&#039;Solarian Armed Forces Ordnance Corps&#039;&#039;&#039; and &#039;&#039;&#039;Quartermaster General Mbwana Oyenusi&#039;&#039;&#039;. Both the Navy and Army operate a large fleet of support craft ranging from humble cargo shuttles to the Navy’s massive Atlas-class mobile fleet repair vessels, and numerous civilian businesses and vessels operate in contracts to support the SAF by producing or moving supplies to wherever they are needed. While megacorporations such as Orion Express have expressed interest in acquiring transportation contracts from the SAF, the [[Sol Alliance#Economics|Solarian Corporate Authority (SCA)]] has consistently refused any megacorporation contracts with regard to matters of national security, citing the existence of the [[Stellar Corporate Conglomerate]] as a major security risk due to its close ties with Biesel.&lt;br /&gt;
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Production of Solarian military equipment was, prior to 2462, the domain of [[Hephaestus Industries]] for shipbuilding and [[Zavodskoi Interstellar]] for almost everything else. With the advent of the SCA in 2463 this production has diversified into a dizzying array of small to medium-scale firms across the Alliance, though Hephaestus facilities on New Hai Phong and Zavodskoi ones on [[Luna]] remain producers, which have at times struggeld to meet the quotas previously reached by megacorporate logistics systems. Despite this diversification in supply sources the SAF has retained a key aspect of its logistical success: its policy of standardization in caliber and uniforms, which has greatly simplified the process of supplying the typical Solarian infantryman. They — with some exceptions — use 5.56 Solarian rounds and a standard set of camouflage-conforming fatigues whether they are a marine in orbit or a system defense force reservist in a muddy foxhole.&lt;br /&gt;
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Also standardized is the Alliance’s rank system, which it inherited from the Earther governments which preceded it. Alliance military enlisted have ranks which correspond to the enlisted scale, ranging from OR-1 to OR-9, and officers having a similar scale, ranging from OF-1 to OF-10. Both have space for specialist ranks such as the senior enlisted advisors of Joint Military Command officers, and the scale system is used by every organized military and System Defense Force throughout the Alliance. With each branch — Army, Navy, and Marines — having different rank names and the Alliance’s dozens of SDFs having their own variations, this system is vital to preventing confusion during joint operations such as the Martian Campaign or the ending phase of the civil war.&lt;br /&gt;
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While durable and able to supply the Alliance’s military forces with whatever they need — with units requiring everything from ration-filled crates to artillery shells to naval-grade fuels to toilet paper — the immense amount of investment required to provision the SAF has made it difficult to introduce new weapons and technologies at a large scale. While Biesel, Galatea, and Elyra have moved away from a ballistics-first military and seen their logistics need lessen due to ammunition being rechargeable — though in [[Republic of Elyra|Elyra’s case]], many of their energy-based weapons retain conventional ammunition systems — the Alliance has not due to the prohibitive cost of setting up production capacity to replace the millions of standard-issue M469 assault rifles already in service. Energy weapons remain experimental or limited-issue in Solarian service, and pre-2462 attempts to introduce them were stymied by inefficiency and corruption.&lt;br /&gt;
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Unique among major powers, the Alliance provides a license to produce some military equipment to entities approved by the [[Sol Alliance#Government|Solarian Senate]]. These include approved mercenary units such as the [[Private Military Contracting Group#Eridani Private Military Contractors|Eridanian Golden Fist]], the [[Eridani Federation Military|Eridanian military]], and the [[Dominian Imperial Military]]. The [[Empire of Dominia]] has purchased licenses for several Solarian weapon systems, including incendiary grenades, and produces them locally, while the [[Eridani Federation|Eridani Federation’s]] unique status in the Alliance allows it to both produce local equipment to outfit its private military contractors and to fill gaps with Solarian equipment where needed. Much of the heavy equipment used by [[Private Military Contracting Group#Ringspire|Ringspire]] on [[Adhomai]] was made through this program, with license-produced Solarian Army vehicles performing well in the PMC’s butchery.&lt;br /&gt;
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===Non-Humans in the Solarian Armed Forces===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“As far as I’m concerned? The Ban didn’t go far enough! We should carpet bomb their whole [censored] [[Adhomai|planet]], really give them a [censored] taste of what they did to us [https://forums.aurorastation.org/topic/2816-sol-alliance-news-network/?do=findComment&amp;amp;comment=141866| here]! Send the Navy in and have them clean it up! Get those [censored] [[Unathi|lizards]] too!”&amp;lt;/i&amp;gt; — Anonymous [[New Hai Phong|New Hai Phonger]] speaking to the Solarian Alliance News Network in the aftermath of bombings carried out by the [[Tajaran Emigration#Tajara Revolutionary Army|Tajara Revolutionary Army]]. Unaired due to foul language.&amp;lt;/center&amp;gt;&lt;br /&gt;
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No branch of the Solarian Armed Forces aside from rare System Defense Forces has, at any time, recruited an alien species into its ranks. The reasons for this are rooted in both simple practicality and the entrenched xenophobia common in much of the Solarian Alliance, which contributes to a belief that aliens are simply not to be trusted. Practically speaking the three SAF branches are massive organizations which would only marginally benefit from alien recruits and would have to incur an expensive cost as different species demand wildly different equipment, such as fitted voidsuits and armor, and different accommodations.&lt;br /&gt;
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On the less practical side the Solarian culture of alien distrust has been applied to each species and also argued. To the typical SAF official even the most trustworthy alien is less reliable than the worst human recruit . The SAF is not, and will never be, a force for alien tolerance in the Alliance. From an outright less xenophobic perspective, the Solarian Armed Forces&#039; traditions place a great deal of ideological and cultural importance on the idea of the military as the protector of Solarian humanity. To allow aliens into its ranks has long been considered a betrayal of that ideal, and that compromising this deeply-held tenet would be an unacceptable transgression against the Alliance itself, its human citizens, and the fundamental values of the Alliance&#039;s military.&lt;br /&gt;
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[[Sol Alliance#IPC in the Sol Alliance Military|Positronics]], on the contrary, are highly valued in the SAF. Having had a long history of using [[San Colette#Drone Warfare|drones]], the adoption of positronic intelligence was viewed as the next step in a long line of military robotics. For the longest time, however, IPC and other synthetics have been relegated to support and logistics roles due to mistrust and concerns over their ability to survive in combat scenarios. The collapse has led the SAF to begin looking at IPC in order to fill the gap in its manpower, with the Navy in particular eagerly adopting them in combat roles, placing the machines as both gunners and pilots, and employing traditional shipborne AI to assist and in some cases replace crewmembers. Although assuring the public that combat IPC are a temporary measure given the crisis, some observers note that funding towards further research of combat AI has increased since their adoption.&lt;br /&gt;
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==Dominia and the Solarian Armed Forces==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“By order of my Emperor, Boleslaw Keeser I, I address to you our Fleet and Empire’s highest felicitations and congratulations for your exemplary victory in the northern provinces. Long may [[Sol|Sol’s]] light shine across the [[Orion Spur|Spur]]!”&amp;lt;/i&amp;gt; - Grand Admiral Huiling Zhao of the [[Dominian Imperial Military#His Imperial Majesty’s Fleet|Imperial Fleet]] in an official letter to Secretary of Defense Courtois, July 2465.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Dominian Flag Horizontal.png|thumb|The flag of the Empire of Dominia, an authoritarian state in the Southern Spur aligned with the Solarian Alliance.]]&lt;br /&gt;
The relationship between the [[Empire of Dominia]] and the Solarian military stretches back to before the Empire’s founding, beginning shortly after the Empire’s predecessor states unintentionally contacted the Alliance during the [[Empire of Dominia#The War of Moroz|War of Moroz]]. Both the Solarian Army and Navy sent military observers to the Imperial Alliance’s forces who reported back to the Alliance about its successes, failures, and on the structure of the belligerent nations. Solarian military attachés were some of the first individuals from outside Dominia to write on the planet’s unique culture and history, and reported to Unity Station that the Empire had strategic potential for use as a counterbalance against Elyran influence in the southern region. The Republic, after all, had only seceded in 2302 — a recent memory for the officers on Moroz in the mid-2300s. Military liaisons wrote approvingly of a state which was, though still new, eager to learn and could become a large market for Solarian defense companies such as Zavodskoi Interstellar.&lt;br /&gt;
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With the Empire’s formation in 2385 the Alliance ramped up its aid efforts. With only a scraped-together excuse for what they called the Imperial Fleet, the Empire sent its best naval cadets and officers — generally belonging to houses Zhao or Kaneko — to Luna to study the Alliance’s naval tactics, and they were enrolled in the Solarian Naval Academy in Hangzhou alongside dozens of Solarian officers — mostly Lunarians. These officers, including then-Cadet Jitsuko Kaneko, soon to be a major figure in the nascent Imperial Fleet, excelled at their duties, and several Morozian cadets have been seconded to every academy class, with the exception of the 2460-65 period. Most of the earliest true Imperial Fleet warships were either made in Solarian facilities before being shipped to Mira Sancta or Zhurong for final work, or purchased wholesale from the Alliance’s reserve vessels. This tradition continues symbolically, with one gun of the Moroz-class dreadnought HIMFS Moroz and one gun of the Diyu-class dreadnought SAMV Gunnhildur each having been completed in the other nation’s foundries.&lt;br /&gt;
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The [[Dominian Imperial Military#The Imperial Army|Imperial Army]] likewise benefited from Solarian aid, both in training and in equipment. While they were experienced with planetary warfare the generals of the early Imperial Army were unfamiliar with warfare on an interstellar scale, and Solarian training during the late 24th and early 25th centuries likely helped turn the invasion of Sun Reach in 2422 into a lightning victory for the Empire. While Solarian Army surplus has long vanished into the scrapyards of Jinxiang and Zhurong — though some antiquated stock is used to equip the Home Guard, Sun Reach’s paramilitary scout force — some of the Imperial Army’s equipment remains closely related to — or licensed copies of — their Solarian counterparts.  The Empire and Alliance operate several joint training facilities for ground troops, with Solarian troops sometimes learning IED disposal from Dominian pioneers and their Dominian counterparts learning exosuit operation from Solarian vehicle crews.&lt;br /&gt;
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==The Solarian Navy==&lt;br /&gt;
[[File:Sol_Alliance_Navy.png|thumb|The symbol of the modern Solarian Navy.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Before the Interstellar War, the Solarian Navy was the largest and most perfect fighting force in the galaxy. That is, on the surface level. The admiralty of those years made the greatest mistake of pursuing strength in infinite numbers – a decision that would culminate in the Solarian Civil War.”&amp;lt;/i&amp;gt; – Excerpt from Lucien Courtois’ graduation thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The largest single branch of the SAF is the Solarian Alliance Navy (SAN). With millions of uniformed personnel scattered across dozens — if not hundreds — of planets, garrisons, starbases, fleets, and other facilities it may very well be the largest organized fighting force in the galaxy, and has the influence to match. The Navy has long held significant sway over Solarian politics due to both its size and its vital role in securing safe interstellar commerce and travel in the Alliance. This sway has long ensured the Navy is well-funded and it has long been on the cutting edge of Solarian defense spending. Its role in defending planets and shipping from piracy has historically given it a positive image in the eyes of many Solarians, many of with some notable exceptions such as Callisto -- long at odds with the Navy over the policing of trade and commerce flowing in through the moon’s spaceports. This positive view dimmed during the late 2450s and early 2460s, when the Navy became closely intertwined in the fascistic ATLAS-led government of Prime Minister Michael Frost.&lt;br /&gt;
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By 2462 the broad powers granted to the Navy to ensure the Alliance, then the largest human nation in the Orion Spur, remained safe and secure combined with limited oversight of the Navy to incubate a culture of graft, corruption, and rampant Caesarism in its ranks. As one traveled further from the Inner Ring these problems worsened: Solarian operational thinking prioritized more reliable officers for the defense of the Inner Ring while less reliable officers, and underperforming ones, were sent to the Outer Ring, wits its less strategic worlds. These admirals were given poor troops and little oversight by the Admiralty, allowing them to become their own masters and shape their assigned fleet to be loyal to their admiral over their Alliance.&lt;br /&gt;
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Between 2462 and 2465, defections, reforms, and attrition associated with the Solarian Civil War have taken the Navy from 200 fleets to 100. In 2465 a SISA discovery many officers were funneling supplies to radical warlords such as the Solarian Restoration Front caused a large purge of its upper ranks spearheaded by Secretary of Defense Lucien Courtois, allowing him to further already-existant reforms the Navy began in 2462. The Navy’s rapid defeat of warlords in the Northern Reaches have vindicated Courtois and the reformists, and brought the Navy back much of the prestige it lost in the Solarian Collapse of 2462.&lt;br /&gt;
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Now, in the late 2460s, the Solarian Navy has regained much of its earlier edge through a combination of reforms and ineffective units being disbanded. Most of its units have gained valuable combat experience in the final phase of the Solarian Civil War, which saw the largest interstellar engagements since the Interstellar War, and dated equipment has been replaced by domestically-produced or Einstein-manfactured upgrades able to compete with the Republic of Biesel&#039;s corporate equipment. In the Northern Reaches, it has reconstituted much of its defensive lines against the Coalition, while in the south old ties with the Dominian Imperial Fleet have been reestablished. Recent naval exercises such as OBSIDIAN CAGE 67 have shown the Solarian Navy at some of its highest readiness levels of the century, and it is likely Biesel&#039;s Republican Fleet watches the reinvigorated SAN with great nervousness: wondering when, not if, the old titan will strike it hard.&lt;br /&gt;
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===Solarian Navy Structure===&lt;br /&gt;
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The Solarian admiralty has long devoted a significant amount of its time to the logistics and operation of the increasingly-massive Navy, which peaked at 200 fleets — each, in theory, consisting of 100 ships — shortly before the Solarian Collapse of 2462. These fleets were, prior to the Collapse and Courtois’ reforms which followed it, organized into battlegroups of five fleets for greater cohesion in the event of war, with each fleet led by an Admiral and each battlegroup led by a Fleet Admiral. However, many “battlegroups” in the Outer and Middle Rings were spread across vast distances or contained disloyal elements which prevented them from functioning properly, with only a few — such as the [[Human Wildlands#The Southern Solarian Military District|Visegrad-based 1st Middle Ring Battlegroup]] (1MRB, sometimes referred to as a “Battlefleet” locally) — able to maintain both cohesion and loyalty as the Alliance spiraled towards the Collapse. Reforms by Courtois have reduced the total number of battlegroups by increasing the number of fleets per formation to ten, which has greatly assisted in command due to reducing the number of often-bickering Fleet Admirals by half.&lt;br /&gt;
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Navy fleets themselves are divided into three categories by the admiralty to represent their readiness in the event of an interstellar conflict. These categories are combat battlegroups, patrol battlegroups, and garrison battlegroups. Combat battlegroups are, as the name implies, fully-equipped and ready for combat at a moment’s notice. This classification generally only applied to Inner Ring battlegroups in the months before the Collapse. Standing slightly below combat battlegroups are patrol battlegroups: understrength, but otherwise combat-capable, formations fit for patrol duties but not for engaging full enemy formations. Below this swells the garrison battlegroup: an understrength formation so named as it is only trusted to hold a position and is not expected to perform complicated maneuvers. A fourth, though officially unrecognized, formation is the “ersatz” battlegroup. These formations are improvised and consist of whatever units were available at the time for the area’s Fleet Admiral. Last seen in the Interstellar War, ersatz battlegroups have returned in the Wildlands.&lt;br /&gt;
[[File:Navy graduation.png|A Lunarian officer of the Solarian Navy at her graduation ceremony.|thumb]]&lt;br /&gt;
Unlike the Army the personnel of the Navy are heavily divided by class and background thanks to the Luna-centric nature of its admiralty and officer class, and are even further divided based upon the Ring they are located in — an ironic echo of the Interstellar War. High-ranking officers are almost always Lunan by birth, and graduation photos from the Solarian Naval Academy are dominated by the tall, thin, and pale appearances of Lunans who have grown up in the moon’s characteristically lower gravity. These Lunan officers generally settle into command roles in the Inner, and sometimes Middle, Rings due to their perceived loyalty and familial connections — some families on [[Luna]] have served the Navy since its conception and hold significant influence over it. Officers of “lesser” importance, such as those in the Middle and Outer Rings, such as Fleet Admiral Klaudia Szalai, are often recruited and educated locally, and can be of wildly varying quality and loyalty.&lt;br /&gt;
[[File:Navy loading.png|350px|A Solarian Navy petty officer loading a Zavodskoi-produced &amp;quot;Longbow&amp;quot; naval gun. A common sight on smaller vessels which cannot easily fit larger coilguns.|thumb]]&lt;br /&gt;
Much of the Navy’s enlisted personnel is recruited locally out of convenience and its enlisted ranks are overwhelmingly dominated by those of poorer economic backgrounds, particularly when compared to its Lunan officers, such as Martians, Jintarians, and residents of the Outer and Middle Rings. The men and women which make up the vast majority of the Navy’s fighting force are, like their officers, often of debatable quality due to corruption, graft, and the megalomaniac tendencies of many officers. Prior to the Collapse most of the best enlisted— regardless of their origins — were eventually transferred out of the Outer and Middle Rings and into the Inner Rings due to the Admiralty placing a greater emphasis upon the Inner Ring.&lt;br /&gt;
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Fleet formation was, prior to the Collapse, marred by similar issues. Some fleets were recruited using the “Alliance-wide,” model where ships and personnel were recruited from across the Alliance and trained in the Sol System and its surroundings in order to ensure the best performance. These fleets were then deployed to strategic areas (generally in the Inner or Middle Rings) and placed under the command of a Solarian Naval Academy graduate to ensure the greatest possible quality. While expensive and often taking an extended period to train, these Alliance-wide fleets proved their mettle during the Collapse: no systems garrisoned by them were lost and none defected.&lt;br /&gt;
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But most Solarian fleets were not recruited using this method and were instead mobilized through the “system-wide,” method wherein a fleet’s personnel and officers were recruited and trained in the same system, and generally stationed nearby this system. In theory this was not a horrible idea: logically, military forces would fight harder for their homes than for another system. However, it did not result in the expected outcome: system-wide fleets were often shuffled from system to system and their shared origin made them more loyal to their admirals than the broader Alliance. Though many stayed loyal to the Alliance, and some managed fighting retreats to the Inner Ring, all defected — or otherwise lost — fleets during the Collapse were of the system-wide recruitment model.&lt;br /&gt;
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===Solarian Alliance Merchant Marine===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Often forgotten by historians and naval officers alike, the merchant mariner of the Alliance has been critical to victory or defeat in space throughout the Alliance’s history,”&amp;lt;/i&amp;gt; -  Excerpt from Lucien Courtois’ thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Consisting of Solarian civilian and government-owned merchant vessels above a certain tonnage, the Solarian Alliance Merchant Marine (generally known as the Merchant Marine) is a civilian organization under the Department of the Interior. Its role is to establish a universal set of laws, regulations, and training for Solarian civilian ship crew, and its members are known as merchant mariners. During wartime or other times of crisis the Merchant Marine can be assigned to the Solarian Navy as an auxiliary logistics force, though its members remain subject to civilian maritime law and do not hold military ranks (though their ship captains can be commissioned as deemed necessary).&lt;br /&gt;
&lt;br /&gt;
Most Solarian sailors have gone through either the Merchant Marine or one of its training programs, and its safety regulations — such as the presence of oxygen tanks and EVA equipment throughout a ship — have influenced interstellar shipping across the modern Spur. The civilian nature of the Merchant Marine has led to friction with the Navy during wartime, with naval officers coming into conflict with the often unionized crews of merchant ships over the amount of hours they intend their civilian counterparts to work.&lt;br /&gt;
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===Naval Landing Divisions===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“War is too serious a matter to entrust to military men,”&amp;lt;/i&amp;gt; - Georges Clemenceau, Prime Minister of France.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A pre-2462 institution which has mostly been disbanded by the CNO and SecD, Naval Landing Divisions (NLDs) were an attempt by the Solarian Navy’s admiralty to address its lack of ground personnel beyond marines. NLDs were its attempt to address this problem, and – to some scholars of the Solarian military – represent the Navy’s most extreme attempt at achieving total operational independence from the rest of the military, and forming a separate military within the military itself. Generally smaller than a comparative Solarian Army division, they were made up of non-marine Navy personnel – though the Marine Corps often provided advisors and officers – and initially intended to serve as security personnel for planetside naval facilities where the EVA training of marines would not – in the views of Navy and Marine officers – be put to effective use. Mission creep led to these platoon- and company-sized units slowly expanding, acquiring heavier equipment (sometimes diverted from Army stocks and resupplies), and morphing into brigade-sized entities. Never officially approved by the Department of Defense, bureaucrat after bureaucrat opted to look the other way on these divisions until 2462. Many admirals skimped on training for their NLDs, instead viewing them as pet projects and a way to spite the Army. If such an underfunded, maligned branch could do ground warfare, surely the Navy could as well!&lt;br /&gt;
&lt;br /&gt;
During the early phase of the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]] these units were heavily utilized by many warlord and secessionist admirals, such as the forces of the Solarian Restoration Front, due to being more well-equipped than many System Defense Forces. Others, such as the 1st Battlegroup, had theirs disbanded out of security concerns. The SRF’s landing divisions – collectively known as the Hopper Group – performed worse than the fleet’s marines and the Lycorii National Armed Forces due to the Group’s poor training standards, and was assigned to rear-line duties where it became responsible for hunting insurgents and enemies of the Front’s “new Solarian state.” Its leader was among those tried and executed for war crimes following the civil war’s end. NLDs from the League of Independent Corporate-Free Systems – known as the Free Sailors’ Union –  engaged in looting and show trials of those accused of corporate sympathies, with its leader tried and imprisoned for thirty years due to looting and mistreatment of Solarian civilians.&lt;br /&gt;
&lt;br /&gt;
The use of NLDs by admirals to carve out their own statelets during the Solarian Civil War’s early phase – and the grotesque excesses committed by many – led to dogged attempts by the CNO and SecD to dissolve them and dramatically reduce their sizes, with much of their excess equipment going to the Army. Navy security detachments remain, though reduced to their pre-NLD sizes and often supplemented by marines. NLDs remain a symbol of the Navy’s Caesarism and the threat it once posed to the Solarian government it is meant to protect.&lt;br /&gt;
&lt;br /&gt;
===Notable Facilities===&lt;br /&gt;
&lt;br /&gt;
Located on [[Luna]] in Harmony City, the &#039;&#039;&#039;Solarian Admiralty&#039;&#039;&#039; serves as high command for the entire Solarian Navy. While it started its existence as a small building mostly responsible for managing armed platforms tasked with destroying asteroids and other potentially harmful celestial objects, the Admiralty has grown over the intervening decades into a massive complex which is a city District unto itself. Solarian Naval Central Command (SNCC) looks over the district at nearly a hundred stories tall and stands as one of, if not the, most important buildings in the modern Alliance. The Admiralty is rumored to have dozens, if not hundreds, of underground facilities scattered across the Admiralty containing everything from mundane paperwork to intelligence on the Stellar Corporate Conglomerate to blacksites for especially infamous prisoners. Though its reputation has been tarnished by the Collapse, the Admiralty remains an unshakable feature of Luna.&lt;br /&gt;
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Located on [[Luna]] in Hangzhou, the &#039;&#039;&#039;Solarian Navy Academy&#039;&#039;&#039; is the premier — and to Lunarians, the only — institute of naval military education in the Alliance. Established in 2115 continuously functional ever since this point the Academy, as it is often simply known, has long had a reputation of producing only the finest naval officers in the Alliance. But this reputation for excellence has made the Academy an extremely difficult institution to gain entry into — particularly if one is not from the Inner Ring. Certain Lunarian families, such as the ancient Varnhagen und Langenburg family, have long held sway over the Academy’s curriculum and membership in such a family — either by blood or covenant — is a near-certain way to gain access to its halls. Academy officers, in addition to their renowned quality, are generally more loyal to the Alliance than their non-Academy counterparts. Few Academy graduates defected during the Collapse and those that have, such as the Solarian Restoration Front’s Florentina von Keyserling, have been stricken from its graduation rolls.&lt;br /&gt;
&lt;br /&gt;
Created during the Interstellar War by the SAF as part of operation ULTRAMARINE TOMB, an effort to learn from its defeats during the war, the &#039;&#039;&#039;Korolgrad Solarian Naval Air Forces Interceptor Tactics Academy&#039;&#039;&#039;, otherwise known as &#039;&#039;&#039;TOPGUN&#039;&#039;&#039; (or by its earlier code name, “&#039;&#039;Lawn Darts&#039;&#039;”), is the Solarian Navy’s advanced fighter pilot training program. Despite attempts to establish it on Luna the SAF opted for Pluto, intending to use the nearby Oort Cloud as a proving ground. TOPGUN curriculum is kept at the highest quality through a rigorous internal review process, known as “party committee” by its staff, where mediocre ideas (and instructors) are chaffed out. The program was a major success during the Interstellar War and saw the SAN’s aviation wing end with a dramatic 14:1 kill ratio when the war ended. The Academy maintains a reputation for excellence in the 25th century. The lowest kill ratio of its graduates in Solarian service came during the Solarian Civil War, when classmates turned guns on one another in the Wildlands. TOPGUN saw its first foreign enrollment in 2466, when pilots from the Dominian Imperial Fleet’s air arm arrived for instruction. Its distinctive insignia is a Xanan vessel in stylized gun sights, with the most recent vessel being a Shrike-class corvette.&lt;br /&gt;
&lt;br /&gt;
In the orbit of Uranus lies the mundanely-named &#039;&#039;&#039;Solarian Naval Maintenance, Regeneration, and Repair Facility&#039;&#039;&#039; which is, thanks to its awful abbreviation of “&#039;&#039;&#039;SNMRRF&#039;&#039;&#039;” (occasionally phoneticized as “&#039;&#039;&#039;Smurf&#039;&#039;&#039;”), commonly referred to as “the Boneyard.” The Boneyard is a massive facility filled with outdated and mothballed hulls ranging in size from fighter aircraft to battleships which remain on the official Navy registry but are, in reality, either too outdated or too damaged to effectively operate alongside their counterparts. Boneyard vessels are, particularly since the Collapse, often cannibalized for parts or — in rare cases — “refloated” and pressed back into service. The pirate raid which brought Frost into power as Prime Minister targeted the Boneyard and stole multiple warships the former Admiral later returned with, eventually catapulting himself into popularity. Many have long theorized this “raid” and Frost’s success after was an inside job planned by Navy officers to place one of their own in power and have pointed to a multitude of “coincidences” as evidence. The fact that the raiders were never caught but were “engaged and destroyed,” the sensors monitoring Boneyard and its defenses being off at the same time, the raiders only hitting the Boneyard rather than any civilian targets or the nearby Navy sensor stations, the fact that the raiders were able to spoof a brand-new Solarian Navy ID code, and the fact that the leaker — a reformer — was one of the only deaths in the raid.&lt;br /&gt;
&lt;br /&gt;
===Notable Navy Forces===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1st Battlegroup, “The First”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most venerable and oldest of the Alliance’s battlegroups, the First has fought in every major interstellar conflict the Alliance has officially participated in. It is responsible for decisively destroying the Coalition’s naval forces in the Battle of Xanu and has long preserved the Xanan naval battle standard captured during the battle in the Admiralty. The first five fleets of the First are overwhelmingly Lunan. The next five, which were integrated into it following Courtois’ reforms, are five of the highest-quality Alliance-wide fleets in the Alliance. Officers of the First can easily be identified by their distinctive oak leaves, which are typically placed in the side of their caps. The First is currently commanded by Fleet Admiral Ingrid von Varnhagen und Langenburg, a Lunan graduate of the Solarian Naval Academy firmly in Courtois’ reformist faction. The Fleet Admiral of the First is issued a saber as their badge of office and is expected to wear it at all times while commanding, regardless of practicality. The sword itself, while unnamed, is a priceless heirloom which has been passed down from Fleet Admiral to Fleet Admiral since the founding of the First, and to lose it is simply inconceivable.&lt;br /&gt;
&lt;br /&gt;
The First was the Alliance’s vanguard force during the Solarian Intervention in San Colette, with its flagship — the SAMV &#039;&#039;Gunnhildr&#039;&#039; — the first Navy vessel in the [[San Colette|Nueva Patria System]]. After destroying the Solarian Restoration Front’s forces in the system and accepting San Colette back into the Alliance, the first went on to free much of the central Northern Reaches from Front occupation and was the first Navy battlegroup to reach the Coalition’s border. The First has since returned to its berth in the Sol System, but remains ready to deploy anywhere in the Alliance upon short notice using its advanced warp drives.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Human Wildlands#The Southern Solarian Military District|1st Middle Ring Battlegroup]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Regarded as one of the highest-quality battlegroups prior to the Collapse, the 1MRB under Fleet Admiral Klaudia Szalai, despite never formally defecting from the Alliance, spent much of the Solarian Civil War cut off from the broader Alliance and struggling against difficult odds. The five fleets of the 1MRB were understrength prior to the Collapse and were worn down by fighting against pirates, defected Solarian Navy personnel, and — at times — the Tau Ceti Foreign Legion, which it has engaged during cross-border raids by the 1MRB and border disputes with the CRZ until 2464. The 1MRB was never defeated upon the field of battle and remained steadfast in its loyalty to Sol, though many of its personnel — almost all of which hail from Visegrad or its surrounding systems — became concerned at the Navy’s non-intervention in the Southern Reaches prior to 2465.&lt;br /&gt;
&lt;br /&gt;
Following the Solarian reunification the 1MRB has been folded back into the Navy’s roster of active-duty fleets alongside Myo Yunso’s nearby 6MRB, based in Sankt Frederick. The return of Visegrad to the Alliance has seen the 1MRB rearmed and restored to full strength, now equipped with modern Navy vessels and warp drives. It is now one of the major Navy forces in the Southern Reaches, and remains based in Visegrad.&lt;br /&gt;
[[File:Marines SRF.png|300px|thumb|Assembled marines of the 15th Marine Regiment, now serving as part of the Solarian Restoration Front.]]&lt;br /&gt;
&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|35th Fleet]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the most infamous Solarian fleets in the Navy’s history, the 35th was formed after the Interstellar War and stationed near Tau Ceti in order to keep the strategic system safe. Tau Ceti’s defection — which many 35th officers hailed from — was viewed by the Fleet as a betrayal, and its rapid embrace of aliens after the defection was viewed as a further compromise of Solarian values. This hatred has, over the years between Tau Ceti’s defection and the Collapse, twisted the 35th into what it was prior to its invasion of Tau Ceti: one of the most xenophobic, fanatical, and nationalistic Solarian fleets. The losses it suffered during the invasion and its seeming betrayal by the broader Alliance further radicalized the 35th, which returned to its berth in Lycoris and declared the Solarian Restoration Front in 2462, and rapidly set about purging aliens — who they blamed for the Collapse — from the area they controlled. Though the Navy has officially disavowed the 35th and declared its officers traitors to the Alliance many, particularly those formerly loyal to Frost, flocked to its banner.&lt;br /&gt;
&lt;br /&gt;
In 2465 the Front began the War in the Northern Wildlands through an invasion of the nearby Middle Ring Shield Pact. Though it initially found success the 35th Fleet and its fellow Front fleets were defeated by the Solarian Navy during its intervention and have been officially struck from the Navy’s fleet roster. Many of its flag officers were tried by the Solarian Department of Justice for crimes against humanity following the civil war’s end, and were sentenced to either death or life imprisonment.&lt;br /&gt;
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&#039;&#039;&#039;25th Fleet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the 25th, primarily consisting of Silversunners, was ordered into Biesel to stop rogue Admiral Michael Frost it could have never anticipated the consequences its orders would have for the Spur. Despite the apprehension its officers and enlisted felt when they were ordered into what was, at least officially, a rebellious Solarian system ruled by an illegitimate government, the 25th followed its orders. The 25th was badly mauled by the 33rd in one of the first engagements between Solarian Navy vessels since the Interstellar War, but it pushed the 33rd out of the system and returned Biesel to a modicum of normality. The population of Biesel was understandably cold towards them, but the Admiralty promised rewards for the deed. But no rewards appeared as, nearly as soon as he had been imprisoned, Frost was swept back into power and became Prime Minister. The new PM punished the 25th severely, and sent them to an ignominious duty: to serve as an auxiliary for one of the worst battlegroups in the Navy, the 10th Middle Ring Battlegroup. But the 25th was not broken by this and, thanks to its superior equipment and training, they fought their way back to their original berth of Silversun, arriving battered and bruised — yet unbowed — in summer 2463 to a hero’s welcome. Now the 25th has a new home: the prestigious 1st Battlegroup.&lt;br /&gt;
&lt;br /&gt;
The 25th Fleet was the first Solarian Navy force to engage the Solarian Restoration Front in 2465 and was present during the Navy’s intervention in the Nueva Patria System, where it served as the screening force for the dreadnought SAMV &#039;&#039;Gunnhildr&#039;&#039;. Perhaps no Solarian Navy force fought harder than the 25th did, and they were the first fleet to reach the Coalition’s border.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solarian Ship Classes===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carrier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carrier occupies a critical role in Solarian operational doctrine along with the battleships it supports. Carriers are often the largest and most important ships in a Solarian fleet, and typically serve as flagships. The largest of this class are hundreds of meters long and are often regarded as floating cities due to the size of their crews. Carrier classes are generally named after geographic features.&lt;br /&gt;
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&#039;&#039;&#039;Supercarrier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With only a handful ever built, the supercarriers of the Solarian Navy are very rarely seen outside of the Jewel Worlds. These gargantuan vessels are nearly a kilometer long and stand as some of the largest vessels ever constructed in the Orion Spur. A supercarrier is always the flagship of its fleet, and none have ever been lost in combat. Supercarriers have a near-mythical reputation in the Alliance due to their rarity and Navy-funded media, which often promotes them as the peak of Solarian military might. Some in the Navy grumble at this deification, instead viewing the tried-and-true dreadnoughts as the peak of the Navy. Ships of the only active supercarrier class used by the Navy, the &amp;lt;i&amp;gt;Thule&amp;lt;/i&amp;gt;-class, derive their names from mythological geographical features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dreadnought&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most well-armed and heavily-armored of the Solarian Navy’s battleship classes are designated as dreadnoughts by the Admiralty. To many the dreadnoughts are the unbeatable pride of the Navy which helped it win victory after victory in the Interstellar War before cowardly politicians snatched it from them. To others they are a reminder of how backwards-facing the Navy can be at times, and how obsessed many of its officers have become with its former glories. Recently reformers have chipped away at much of the dreadnought’s mythical image, and the classification may very well be on its last legs due to recent naval reforms. Fitting their near-mythic reputation, ships of these classes are generally named after mythological figures.&lt;br /&gt;
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&#039;&#039;&#039;Battleship&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Solarian battleships are heavily-armed and heavily-armored testaments to the unchallenged naval supremacy of the Alliance. Battleships were commonly seen in all three Rings of the Alliance prior to the Collapse and now often serve as flagships of defected or rogue fleets. These ships-of-the-line are often in disrepair due to having been run ragged by their warlord masters and are, generally speaking, outdated compared to contemporary examples still loyal to the Alliance. Both battleships and fast battleships are typically named after cities.&lt;br /&gt;
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&#039;&#039;&#039;Fast Battleship&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A post-Interstellar War innovation, the fast battleship classes of the Solarian Navy are intended to fill gaps in patrol fleets where a full battleship is unnecessary but a cruiser is insufficient. Fast battleships trade armor and firepower for speed and operational range, making them ideal for patrols in the former Alliance Neutral Zone. During the Solarian Civil War many ships of this class ended up in the hands of warlords due to the class primarily serving in the Middle and Outer Rings. Here they have excelled at a role they were never meant for: raiding and terrorizing the civilian populations they were built to protect.&lt;br /&gt;
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&#039;&#039;&#039;Cruiser&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cruisers have long served as the backbone of the Solarian Navy. These vessels are typically divided into two classes: light and heavy. Like their larger counterparts, both categories of destroyers are generally named after cities with light cruisers favoring the cities of the Middle and Outer Rings. Many heavy cruisers are instead named after prominent Solarian figures, perhaps due to their captains wishing to imitate the larger and grander battleships of the Navy.&lt;br /&gt;
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&#039;&#039;&#039;Heavy Cruiser&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Heavy cruisers such as the Taipei-class represent the peak of Solarian cruiser design. These heavily-armed and heavily-armored vessels closely resemble the battleships they escort but are significantly less expensive due to their smaller size. Many prospective future admirals seek to command a heavy cruiser for both this reason and for the prestige commanding one brings.&lt;br /&gt;
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&#039;&#039;&#039;Light Cruiser&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While less prestigious than their heavier counterparts, light cruisers fill a valuable niche in the Solarian Navy. Light cruisers are fast vessels which can operate for long distances without resupplying, which easily allows them to serve as the lead vessels of patrols when fast battleships are not available. However, most officers who one day aspire to command a fleet avoid light cruisers for this very reason: while it may mean command of a squadron, it is a command which affords very little prestige and is often assigned to those who lack the money or connections to play the Navy’s influence game. With many commanded by officers of debatable ability or loyalty (and at times a lack of both) prior to 2462 it should come as no great surprise that this ship class often formed the backbone of warlord fleets in the Wildlands.&lt;br /&gt;
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&#039;&#039;&#039;Destroyer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Destroyers are well-armed but small vessels designed to assist the Alliance’s battlegroups and to protect the ships that truly matter: cruisers, battleships, and carriers. Prior to the Collapse destroyers were a common sight in the Middle and Outer Ring’s anti-piracy patrols, where they often commanded groups of smaller vessels. During the Solarian Civil War many destroyers fleets of warlords, where they served much the same purpose. Destroyer and destroyer escort class ships derive their names from stellar objects, though exceptions exist due to the sheer number of destroyers in the Solarian Navy.&lt;br /&gt;
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&#039;&#039;&#039;Escort Destroyer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only barely larger than a frigate, escort destroyers are intended to provide a modicum of protection to civilian and military convoys across the Alliance. Faster and fitted with better warp drives than many larger ships, a surprising amount of escort destroyers stationed in the Middle and Outer Ring opted to evacuate to the Inner Ring rather than remaining to assist warlords. Some naval scholars believe this is due to most destroyer escort captains and crews having been local recruits in their systems, and there are many stories from shortly after the Collapse of ships of this class limping into systems such as Sol filled with terrified refugees and exhausted sailors.&lt;br /&gt;
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&#039;&#039;&#039;Frigate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Smaller than both destroyer classes and yet larger than a corvette, Solarian Navy frigates were a common sight in all three Rings prior to the Collapse. Though originally intended to serve exclusively as escort vessels for larger ships, frigates have, particularly in recent years, been pressed into a variety of roles they were never meant for such as pirate-hunting operations. Up-gunned variations of common frigate designs were often the best ships available in the Outer Ring for anti-piracy patrols and system defense. These ships proved ill-equipped to fight off the forces of defected warlord fleets, and most were destroyed or themselves defected. A sad fate for the ships of a class of little importance to the Lunan-dominated Admiralty. Due to their sheer number, frigates follow no clear naming scheme.&lt;br /&gt;
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&#039;&#039;&#039;Corvette&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smallest rated combat vessels in the Solarian Navy, corvettes are often commanded by new officers or officers deemed failures by their superiors. Few officers wish to command a corvette for long, rightfully viewing them as career-killers in a Navy obsessed with larger ship classes. The Wildlands is covered in wrecks of this ship class as a result of constant squabbles between petty warlords over territory and the 2465 intervention of the SAF. With much of the support structure these warlord fleets relied on gone or unavailable, corvettes were often the first vessels scrapped for spare parts. Some desperate scavengers plunder these plundered wrecks, hoping to find even tiny scraps of useful materials. Like frigates, corvettes follow no consistent naming scheme.&lt;br /&gt;
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&#039;&#039;&#039;Support Craft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The unsung and unappreciated wheels which ensure the Solarian Navy continues to turn, support craft and their crews are typically looked down upon by “real” warships and their crews. The classes found under this category are stunningly diverse and include everything from massive Hephaestus-produced fuel tankers to small courier vessels designed to carry the small-scale cargo required to keep a fleet fed and happy. Durring the Solarian Civil War many warlords and rogue admirals had very limited access to these support vessels, making them a target of raids and assaults as the struggle to fuel defected ships intensified.&lt;br /&gt;
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&#039;&#039;&#039;Carrier-Launched Aircraft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Covering everything from multi-crew bombers to unmanned drones, carrier-based vessels are a cornerstone of the Navy which has long fought battleships for influence. Most of the time battleships have won this battle of influence, but some believe — particularly with recent reforms — that carriers and their craft will have their day in the limelight soon enough.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Solarian Marine Corps==&lt;br /&gt;
[[File:SAMC.png|thumb|The symbol of the Solarian Alliance Marine Corps.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Look like you know the joke right like you have to know it come ooooon. The whole joke of like ‘you don’t have to worry about asking if somebody’s a marine since they’ll tell you!‘”&amp;lt;/i&amp;gt; - Unknown Callistean bartender speaking to an Sol Alliance News Network reporter regarding the Navy’s presence on [[Callisto]] (2458).&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Marines training.png|250px|thumb|In order to become a full marine, a Corps recruit must first pass one of the most rigorous EVA training programs in the Spur. Many do not.]]&lt;br /&gt;
Though de facto an independent branch of the SAF, with its own member of the JMC, the Solarian Alliance Marine Corps (SAMC) is de jure an extension of the Navy. They travel in Navy ships, fight the Navy’s battles alongside it, and conduct ground operations they cannot do, though with their assistance. Prior to SecD Courtois&#039; reforms the SAMC had a reputation for avoiding planets, instead giving that duty to the chronically-underfunded Solarian Army or the SAN&#039;s many naval landing divisions. Since the reforms, it has taken a much more active role in taking and holding planetary ground. The SAMC&#039;s close ties to the Navy bring it funding, prestige, and eager recruits thanks to multiple lucrative deals with [[Venus|Cytherean]] media moguls that depict them in a positive light. Many Solarian children and teenagers see marines as heroes who are capable of doing anything they are asked to do as long as it benefits the Alliance.&lt;br /&gt;
&lt;br /&gt;
But the reality is often different from the glitzy, Cytherean image projected by popular culture. Many marines are recruited from economically disadvantaged backgrounds and are looked down upon by Navy officers for this reason, and Marine officers are expected to defer to the judgement of their Naval counterparts even if they are of the same rank. The Army looks down upon Marines for a different reason: it has long viewed them a “toy army” subordinate to the Navy, though this has begun to change with their more active role in ground operations following SecD Courtois&#039; reforms. Built-in classism present in the SAN has been harder to dispel, with the humble background of the typical Solarian marine still looked down upon by many officers.&lt;br /&gt;
&lt;br /&gt;
Yet the morale of the Marines remains high. The marines wholeheartedly view themselves as elite infantry of the SAF who do what others cannot or will not, even if they die trying. The SAMC brags they make the impossible possible, and intend to make good on their boasting.&lt;br /&gt;
&lt;br /&gt;
===Notable Marine Formations===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1st Marine Division, &amp;quot;The Old Breed&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 1st MARDIV has long been the elite 1st Battlegroup of the Solarian Navy&#039;s assigned marine division. Well-trained and well-equipped, the it served with distinction during the Interstellar War and the Solarian Civil War. While originally an Earther formation most of its enlisted marines and officers are now recruited from the Lunan working class, which has led to tensions with the 1st BG&#039;s mostly upper-class- and middle-class-originating officers. Most enlisted sailors come from similar working-class Lunan backgrounds, ensuring there is a great amount of camaraderie between marines and enlisted Navy personnel. The Solarian Army has long had a rivalry with the 1st MARDIV, seeing them as overfunded and underused, but the Joint Military Command&#039;s creation and the 1st MARDIV&#039;s actions during the civil war have patched up this relationship to a remarkable extent. The end of Naval Landing Divisions (NLDs) has also seen 1st MARDIV and Army toopers interacting far more, leading to better joint coordination. 1st MARDIV&#039;s symbol is a blue diamond depicting the Southern Cross with a red one, upon which is written &amp;quot;Guadalcanal,&amp;quot; connecting the division to its Earther roots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2d Marine Division, &amp;quot;The Black Berets&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The 2nd Battlegroup’s assigned marine division, the 2d MARDIV is a more heavily mechanized formation than other SAMC divisions and has been regularly deployed in ground operations by the 2nd Battlegroup. The mostly Soviet-originating marines of the Black Berets – named for their distinctive head cover found in no other SAMC unit – have historically been looked down upon by the Navy for their political beliefs, with most being members of the Solarian Communist Party, but are known to be tough, determined fighters willing to take and hold ground even in the face of incredible resistance. The Black Berets initially rose to prominence during the Siege of Xanu, where they were engaged in heavy urban fighting among the ruins of Kshatragarh and the planet’s other cities. The division proved its urban combat prowess again in 2465, when it became the first SAMC unit to make landfall on Lycoris. The 2d MARDIV’s insignia is a golden anchor on a black, circular badge.&lt;br /&gt;
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&#039;&#039;&#039;23d Marine Regiment, 11th MARDIV (Middle Ring), &amp;quot;The Uhlans&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Having the distinction of being the oldest and most storied marine unit to originate from the rainy world of Visegrad, the 23d Marine Regiment has in recent times become known for its close association with the commander of the fleet to which it is assigned: Fleet Admiral Klaudia Szalai, to whom the 23d had served as the former warlord&#039;s go-to crack unit under her command, being the keystone basis of many of the Fleet Admiral&#039;s military operations. &lt;br /&gt;
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Aside from having the reputation of being one of the most capable reconnaissance units in the Alliance&#039;s military, the 23d is known for sharing an intense rivalry with its Solarian Army counterpart - the 221st Infantry Division - over which unit is superior. This rivalry is characterized by ferocious competition with one another during multi-unit wargames, especially during operations taking place upon Visegrad.&lt;br /&gt;
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&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|15th Marine Regiment]]&#039;&#039;&#039;&lt;br /&gt;
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This regiment, which defected to the Solarian Restoration Front in 2462, served as the Marine detachment for the 35th Fleet of the SAN. Even before their defection they plagued by rumors of corruption and Caesarism, and a documented history of abuse towards non-humans that saw their commanding officer reprimanded by the Admiralty in 2459. Further investigations into the 15th were stopped by ATLAS in 2460, then fully halted by PM Frost when he came to power. During the 35th’s incursion into Tau Ceti the 15th’s behavior became so open it could no longer be hidden, and flickery videos of its marines executing Legionnaires or non-human Biesellites were a common sight on the Biesel extranet during and immediately following the incursion.&lt;br /&gt;
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In the Solarian Civil War the 15th became infamous for its brutality against civilians and opposing forces. It was destroyed during the Battle of D’Anzin by the combined forces of the Colettish Civil Guard and 2nd Venusian Air Cavalry Division, where it fought fanatically even when faced with impossible odds. Few of its marines were taken prisoner by the SAF, but several officers of the 15th were tried and sentenced for crimes against humanity by the Solarian Department of Justice. Like the 33rd, it has been officially struck from the SAMC roster.&lt;br /&gt;
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&#039;&#039;&#039;33rd Marine Regiment&#039;&#039;&#039;&lt;br /&gt;
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Prior to his ascension as Prime Minister the 33rd served under the command of then-Admiral Michael Frost. They participated in his invasion of [[Biesel]] and, despite an internal inquiry by the Solarian Armed Forces, escaped all charges levied against them due to ATLAS interference in the investigation. The 33rd’s loyalty to Frost intrinsically tied their fate to his and saw their trustworthiness decline in the eyes of the broader SAF, then rise dramatically following his election as PM. Frost’s ascension to power saw him restore his loyal regiment to power and use them — at the protest of the Army — as  his personal guards only served to temporarily stop the 33rd&#039;s fall from grace. After Frost’s death they were pounced upon by reformist actors in the Navy and promptly disbanded, with many of its former officers shipped off to undisclosed prisons for crimes against humanity. Even before Frost’s body was cold the 33rd was formally struck from the Corps’ register. It will never return.&lt;br /&gt;
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===Notable Marine Equipment===&lt;br /&gt;
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I dropped my crayons sarnt&lt;br /&gt;
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The &#039;&#039;&#039;Type 4 Extra-Vehicular Armored Suit&#039;&#039;&#039;, known commonly as the “&#039;&#039;&#039;Gargoyle&#039;&#039;&#039;,” is the primary voidsuit of the SAMC. Produced by Zavodskoi Interstellar on behalf of the SAF prior to 2463, and now produced by government contractors, the Gargoyle is a reliable suit which protects its user well against bullets, shrapnel, explosions, and energy weapons and has served admirably since 2448. Abroad, the Gargoyle is a common symbol of Solarian imperialism due to its prominent role in both incursions into Biesel.&lt;br /&gt;
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The &#039;&#039;&#039;Type 9 Heavy Extra-Vehicular Armored Suit&#039;&#039;&#039;, commonly known as the “&#039;&#039;&#039;Vampire&#039;&#039;&#039;,” is the primary hardsuit of the SAMC. Like the lighter Type 4 it was produced by Zavodskoi Interstellar prior to 2463, and is now produced by various government contractors. It features various mounting arrays for hardsuit modules, ensuring it always has mission flexibility, and is commonly used by specialists. Due to its high levels of protection its users are commonly the first marines through a breach during EVA operations.&lt;br /&gt;
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The &#039;&#039;&#039;M49MC&#039;&#039;&#039; is a main battle tank used as the SAMC’s primary MBT alongside the M35A6MC. It is smaller than the earlier M35 in an effort to meet the weight requirements of a dropship, and sacrifices some of the larger tank’s survivability for maneuver capabilities. It saw action in both Solarian Incursions of Biesel and proved readily able to hold its own against TCAF armor and anti-tank weaponry when supported by marines. Despite its smaller size the M49MC mounts an advanced laser/missile defeat device (L/MDD) which employs two gimballed laser turrets controlled by a primitive AI. To shoot down or defect incoming attacks.&lt;br /&gt;
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The &#039;&#039;&#039;M43 All-Terrain Gun Platform (M43 ATGP)&#039;&#039;&#039; is a Solarian Marine Corps armored fighting vehicle designed to replace the aging M15A4MC (Marine Corps) while being lighter and more well-armed than the comparable vehicles of the Solarian Army. Equipped with a heavy gun but fairly light armor, it is intended to carry marines into contact and support them on the ground with its cannon. It can be deployed directly from a dropship’s bay and does not require a dedicated heavy lift vehicle, granting it operational flexibility over the M35A6MC main battle tank used by the SAMC.&lt;br /&gt;
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==The Solarian Army==&lt;br /&gt;
[[File:SolArmy.png|thumb|The symbol of the modern Solarian Army.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“I don’t give a rat’s ass what your Admiral says marine! Unless you can get the PM down here and order me to stand aside, I’m not gonna be letting you into the building! You’re gonna stand down, now! I said now goddammit!”&amp;lt;/i&amp;gt; - 1st Lieutenant Anthony “Andy” Bonaccio moments before the Revolt of the Officers devolved into a gunfight. Bonaccio would later go on to become the Alliance’s Secretary of the Army.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Army embassy.png|400px|thumb|Solarian Army soldiers stationed as guards outside of a Solarian government building.]]&lt;br /&gt;
The second-largest SAF branch is the historically neglected Solarian Army. Chronically underfunded until 2462, the Army existed in the shadow of the Navy and made do with hand-me-down equipment passed over or otherwise discarded by the Marines for decades after the Interstellar War. A culture of bitterness towards the Navy and the Marines, which the Army views as a subordinate branch of the Navy, has engendered a desire in the Army to do better than the Navy despite the challenges, but has likewise impacted joint-branch cooperation even after the creation of the JMC. As an institution it is significantly less corrupt and prone to Caesarism than the Navy is and, thanks to reforms undertaken after the Interstellar War, is viewed by the civilian government as an ally. Army troopers serve as guards for Solarian government institutions aside from Navy facilities, which utilize Marine guards, due to their loyalty to the government.&lt;br /&gt;
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Unlike the Navy the Solarian Army generally recruits entire divisions from individual planets and trains them in local facilities, with only a few divisions recruiting form multiple worlds. These force typically serve as the local garrison of a Solarian member state alongside a System Defense Force until they are needed. Then, they are shipped by the Navy to wherever they are needed. Army Central Command itself has long been headquartered on Unity Station and is located within walking distance of the Prime Minister’s office. Interestingly, Central Command has no fixed unit to guard it: to avoid favoritism, the division tasked with protecting it is rotated on a two-year basis. At the time of the Collapse the chosen unit was the 37th Martian Mechanized Division, more popularly known as the “Red Devils.” Due to the mysterious nature of Prime Minister Frost’s death and his seeming lack of care for Mars, rumors that the 37th killed him have swirled since before his body was cold. The division has since rotated back to Mars, where it served with distinction during the reunification campaign. While currently a volunteer-only force the Solarian Army is, in theory, able to petition the government to institute a draft in times of emergency. It can additionally federalize SDFs in the event of a national emergency, such as the Solarian Civil War (2462-65) or Interstellar War, thus bringing the nominally independent commands of local forces under Army Central Command. The Army&#039;s draft has not been used since the Interstellar War, and it is unlikely a request to reinstate the draft would pass the Senate unless another Interstellar War-like event began.&lt;br /&gt;
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While Army equipment and training, unlike their SDF counterparts, is standardized across the board certain member states have gained a reputation of supplying the Army with higher-quality units than others. Despite its poor reputation with many figures in the broader Alliance the Army generally views [[Mars]] as providing the best units due to many seeing it as one of their only ways to get off-world. [[Silversun]], with the [[Silversun#The Originals|Originals]] forming a similar group, is similarly prized as are units recruited from [[Venus#Jintarian Culture|Venusian Jintarians]]. Luna is viewed by most as providing some of the poorest-quality troops for the Army, with most of its best recruits going into the SAN or SAMC. Some Army officials have accused the Navy of deliberately sabotaging Army recruitment efforts on the moon, and recruiting patterns are unlikely to change in the near future. Pluto historically provided poor-quality troops to the Army as its ruling government reserved its best troops for its internal security forces. Reforms undertaken by SecD Courtois have reversed this trend, with many Plutonian recruits now joining Soviet-originating regiments such as the 1st Guards Proletariat. Pluto has seen a recruitment surge since 2462 as many of its younger residents have joined the Army in hopes of fighting against fascism in the Northern Reaches or capitalism in the Republic of Biesel, which many believe will be a target for the SAF very soon. Very few [[Luna|Lunarian]] units are trusted with anything other than garrison duty.&lt;br /&gt;
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Recently the Army-Navy struggle seems to be shifting towards a more even playing field due to Army successes, Navy failures, the JMC, and SecD Courtois&#039; efforts at reforms. During a period where the Navy was at its lowest before recent reforms the Army proved itself effective in a decisive campaign where it [[Mars#The Solarian Army’s Reunification Campaign|regained control over much of Mars]]. Army Central Command has viewed this as a massive victory and it has secured a great amount of positive press for the chronically underfunded force. The creation of the Joint Military Command further leveled the playing field, with both the Army and Army Air Force receiving a seat at the table.&lt;br /&gt;
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===The Solarian Army Air Force===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Gentlemen, I’ll be straight and level with you. We are going to pound these bastards until they give up, and we are going to save our Alliance,”&amp;lt;/i&amp;gt; - Lieutenant General Richard B. Dwyer, 4th Air Corps, to his assembled aircrews during the [[Xanu Prime#History|Siege of Xanu (2278 - 2284)]].&amp;lt;/center&amp;gt;&lt;br /&gt;
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The non-Navy aviation component of the Solarian Army, the Solarian Army Air Force (&#039;&#039;&#039;SAAF&#039;&#039;&#039;) is a component branch of the Army focused on aerospace operations. It was established shortly before the Interstellar War in an effort to make the Solarian Army’s air and ground components unique, and to reduce the amount of responsibility held by the Army’s ground troop leaders by creating a parallel structure for aerial operations. While it answers to the Chief of Staff for the Army, it is highly independent and has its own seat on the Joint Military Command. The SAAF has no spaceborne capacity and instead only manages in-atmosphere aerial assets, ranging from supersonic aircraft which engage and destroy enemy forces to cumbersome heavy-lift cargo helicopters charged with airlifting the Army’s heavy vehicles. It lacks any ground forces of its own beyond security personnel and military police, and instead relies on the Army itself to secure and hold terrain. SAAF units often show up later in a campaign once the Army, with Navy support, has secured or built a facility for their aircraft to operate from.&lt;br /&gt;
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Most aircraft operated by the SAAF are designed to operate in support of Army ground forces , and are built to be rugged in their designs due to the potential for operating out of poor air facilities in a conventional war or counterinsurgency campaign. These craft, due to lacking the equipment needed to fly through space, may be partially broken down in transit and reassembled on-site by SAAF personnel, requiring their designs be as simple as they are reliable. Like the regular Army, SAAF personnel are drawn from across the Alliance and are often clustered into units with a shared planetary origin, then attached to a matching ground unit from the same planet as their air component. &lt;br /&gt;
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The SAAF’s most iconic plane is the &#039;&#039;&#039;FB-25P “Foxfire”&#039;&#039;&#039; (officially the Fighter-Bomber Mk. 25, Planetary). With a pilot and weapons officer, it is commonly used to provide overwatch to Army units on maneuvers. Designed to fight peer rivals – such as the Coalition – but typically used to bomb insurgencies, the [[San Colette#The Civil Guard|Colettish Civil Guard]] used their wings of FB-25Ps to great effect during the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], where the plane was first used in the pitched battles it was originally designed for. The Foxfire, despite its use as a CAS aircraft, can fight reasonably well in a dogfight if prepared for the role. Like all SAAF aircraft it can only operate in-atmosphere and must be moved from planet to planet in a larger transport, typically while broken down into several parts for storage.&lt;br /&gt;
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===Notable Army Divisions===&lt;br /&gt;
[[File:Army Mars.png|400px|thumb|Soldiers of the 37th Martian Mechanized Division during the Martian Campaign of 2464.]]&lt;br /&gt;
&#039;&#039;&#039;1st Earther Infantry Division, “Big Red One”&#039;&#039;&#039;&lt;br /&gt;
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One of the oldest continuously-serving divisions in the Alliance, the 1st Infantry Division has fought in every major war the SAF has become involved in and its troopers brag the Bloody First has fought for the Alliance on almost every planet worth visiting in the human Spur. The Bloody First is the Army division which thwarted the Revolt of the Officers and the civilian government has not forgotten its loyalty. It has long been one of the first divisions the civilian government pulls guards from, and its troopers have guarded Solarian diplomats in every nation of the Spur. It is recruited from Earth and primarily draws its recruits from the United States, though it contains Earthers from across the globe in its ranks. The First is prominently involved in peacekeeping operations on Lycoris, with most of its strength deployed to the former capital of the SRF. The First&#039;s traditional patch is a large, red numerical one on a green shield.&lt;br /&gt;
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&#039;&#039;&#039;1st Guards Proletariat Mechanized Division, &amp;quot;Red Guards&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The Soviet counterpart of the 1st Infantry, the Guards Proletariat have likewise fought in every major Solarian conflict including the civil war (2462-65) and peacekeeping operations on Lycoris. It has a long history stretching back to the 20th century, where it was involved in the Second World War, Sino-Soviet War, and multiple late Cold War proxy conflicts. It is one of only a few divisions which recruits from multiple worlds, and draws from both Earth and Pluto. The Guards Proletariat are known for their impressive regimental flag which shows the locations of many of its most famous battles including (but not limited to) Königsberg, Shenyang, Kshatragarh, and Nueva Isabela. It is a common joke in the SAF the Guards Proletariat represent the largest voting bloc for the Solarian Communist Party on any planet they are deployed to due to their close ties to Pluto and the USSR. The Guards Proletariat&#039;s traditional patch is a red banner with &amp;quot;GUARDS&amp;quot; written on it, imposed over a golden laurel with a numerical one at the bottom, and a red star in the middle.&lt;br /&gt;
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&#039;&#039;&#039;2nd Venusian Air Cavalry Division, “Jintaria’s Claws”&#039;&#039;&#039;&lt;br /&gt;
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Formed slightly after the Interstellar War from primarily-Jintarian units recruited on Venus, the 2nd Venusian is an elite division intended to be deployed from dropships into the toughest battles. Centuries later it is still primarily made up of Jintarians, though some Cytherean crashouts are present, and values its connection to Venus. Traditionally Jintarian 2nd Venusian recruits, including Cythereans, give themselves a cheek scar to symbolically note their separation from appearance-obsessed Cythereans. The 2nd was not deployed to Mars due to concerns phoron in the air would choke the engines of its dropships and gunships, which left the elite division bitter and eager for action. It received this action in 2465, when it was deployed to D’Anzin and assisted Colettish Civil Guard forces in the defeat of the Solarian Restoration Front’s invasion. The 2nd Venusian is, aside from their scars, well-known for their distinctive “cavalry” hats. Its traditional patch is a screaming hawk perched on an aerostat.&lt;br /&gt;
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&#039;&#039;&#039;37th Martian Mechanized Division, “Red Devils”&#039;&#039;&#039;&lt;br /&gt;
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The oldest continuously-serving Martian division, the “Red Devils” were originally formed from an amalgamation of pro-Sol &amp;quot;Blue&amp;quot; SDF units during the [[Mars#The Martian World War|Martian World War]]. It served with distinction during the Martian World War and earned its nickname from the large amount of dust its units would kick up on the open plains of Mars. Following the War it was formally integrated into the Solarian Army as a division -- one of only a few SDF units in history to make the leap -- and has served with distinction since. It was the most-engaged division during the Mars Campaign of 2464, where the Red Devils drove hard across the Martian plains once again. Few members of the division perished in the Violet Dawn catastrophe thanks to its garrison being located in Kunlun, far in the Martian north. Despite this performance rumors that the 37th assassinated Prime Minister Frost have continued to swirl, and may haunt the division for decades to come. The traditional 37th patch is a red devil on a blue background, and is intended to show Martian unity with the Alliance.&lt;br /&gt;
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&#039;&#039;&#039;3rd Callistean Infantry Division, “Commonwealth Marines”&#039;&#039;&#039;&lt;br /&gt;
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Recruited primarily from the [[Callisto#Government|Port Authority of Callisto]], the Commonwealth Marines are the Army’s only unit which specializes into zero-gravity combat in spaceborne objects such as stations, ships, and EVA environments. The Commonwealth Marines and the Solarian Marines have an infamously poor relationship due to the 3rd Callistean’s use of the term marines in their name, and those of the division are known to get into off-duty brawls with Navy Marines in the Ringpole District. Callistean military police and CMPD officers generally let the Commonwealth Marines, who are quite popular on Callisto, go with barely a slap on the wrist. The division is easily recognized by their black berets with gold-and-red badges — a color choice deliberately designed to resemble the Callistean flag. The Marines&#039; traditional patch is a lion&#039;s head looking right with &amp;quot;BY DEEDS ALONE&amp;quot; written on a banner under it.&lt;br /&gt;
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&#039;&#039;&#039;4th Haiphongese Armored Division, “Habs on Wheels”&#039;&#039;&#039;&lt;br /&gt;
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Many [[New Hai Phong|Haiphongese]] divisions become hopelessly stuck in the quagmire of corruption which defines so much of life on the planet. Not the 4th, which has proven to be resistant to corruption since its founding in the mid-2300s. 4th tankers are primarily recruited from the crime-riddled Ton Gwai Pei, which many young Haiphongers are eager to escape. They are then trained in armored drills in the harsh deserts outside the megalopolises of New Hai Phong in the operation of the Army’s standard M35A6 tank modified for the environment of New Hai Phong. Generally of shorter builds to fit comfortably into their modified tanks, their gas masks — which they almost always wear while in their vehicles — are typically customized in the traditional Haiphongese style. Some are intended to call back to the hab the tanker came from, while others use the colors of gangs the tankers were previously affiliated with. The 4th was a major participant in the Mars Campaign, where its harsh-environment training and NHP-adapted tanks proved an unbeatable force on the Martian plains.  The Fourth&#039;s traditional path is a triangle divided into yellow, blue, and red sections with a tank track and cannons superimposed over the center and a &amp;quot;4&amp;quot; on top, and &amp;quot;HABS ON WHEELS&amp;quot; on the bottom.&lt;br /&gt;
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&#039;&#039;&#039;12th Silversunner Coastal Infantry Division, “Mistral”&#039;&#039;&#039;&lt;br /&gt;
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A relative oddity in the 2400s, the 12th is a unit specialized into waterborne operations due to its origins on [[Silversun]]. In addition to waterborne operations the 12th is trained to fight in harsh environments such as the jungles and rainforests of Silversun, and is often used by the local governor to track down and apprehend criminal elements — such as poachers — who believe the dense undergrowth can hide them from Solarian authorities. This duty has caused them to sometimes be referred to sarcastically as “the Army’s Park Rangers,” by other units, and this is a surefire way to become involved in a brawl if said to most 12th soldiers. Though most commonly known for the green camouflage “Silversunner” boonie caps they often wear on patrol, 12th officers prize their distinctive blue-and-silver kepis they are issued when commissioned -- a locally-permitted uniform modification -- though few wear them in the jungle due to fears of spoiling the cap’s fabric. The 12th&#039;s sleeve patch is a dawnflower on a blue shield.&lt;br /&gt;
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&#039;&#039;&#039;78th Infantry Division, (Colettish) &amp;quot;The Bloody 78th&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Prior to 2462, the 78th was the only regular Solarian Army division formed and active on [[San Colette]]. A typical example of a Solarian infantry division, it was unproven and untested when the civil war began. In the initial phases of the conflict it remained loyal to San Colette and secured government facilities against Navy incursion. It was frequently engaged alongside the [[San Colette#The Civil Guard|Civil Guard]], SDFs, militia units, and police departments during the War in the [[Human Wildlands|Northern Wildlands]], ultimately being split into two units: one on San Colette (1st Brigade), the other on D’Anzin (2nd Brigade). While victorious, the 78th was badly mauled by the conflict and is still in the process of regeneration and replacement, but has been given the nickname of “The Bloody 78th” for its tenacious defenses and its red-and-white unit patch.&lt;br /&gt;
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&#039;&#039;&#039;221st Infantry Division, &amp;quot;The Jäger Division&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Known as the Jäger Division on [[Visegrad]], the 221st is a Visegradi infantry unit of the Army specialized in unconventional warfare. Established by the [[Sol Alliance#Department of Defense|Department of Defense]] to combat any future unrest on Visegrad, the 221st is an airmobile unit with very limited armored assets — only having light vehicles and the occasional exosuit — composed of native Visegradi familiar with the planet’s countryside. Equipped with native-produced equipment — including a domestic rifle design intended to punch more easily through trees and underbrush — the Jäger Division is intended to operate without external support for long periods of time. Secessionist forces believed they had withdrawn in 2462, but were quickly surprised when the 221st began to mount attacks from the near-impenetrable Visegradi countryside. The Jägers were vital both in securing a foothold for Fleet Admiral Szalai’s counterattack and in retaking secessionist territory. The 221&#039;s patch is a szazlabu swinging between trees while holding a M469 rifle.&lt;br /&gt;
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===Notable Army Equipment===&lt;br /&gt;
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The &#039;&#039;&#039;Model 469 (M469) assault rifle&#039;&#039;&#039; is the standard-issue rifle of the Solarian Armed Forces, used by the Army, Marine Corps, Navy, and many System Defense Forces. The Army&#039;s variant is known as the &#039;&#039;&#039;M469A2&#039;&#039;&#039;. A durable, modular, cheap, and highly reliable weapon system, it has dozens of variants across the SAF and millions have been produced. It was originally designed for the Army before being adopted by other branches, and was produced exclusively by [[Zavodskoi Interstellar]] prior to the advent of the Solarian Corporate Authority in 2463 — now, it is produced by hundreds of different Solarian companies, and the SAF Ordnance Corps has acquired the gargantuan task of ensuring these hundreds of companies -- rather than just one -- meet SAF production standards. Despite post-2465 efforts to replace earlier rifles in use by SDFs with M469s, many SDFs and regular SAF reserve units still use the earlier M376 assault rifle.&lt;br /&gt;
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One of the most powerful tools available in Solarian Army operations is the &#039;&#039;&#039;M35A6 main battle tank&#039;&#039;&#039;. Though a thirty year old design at this point, the M35A6 has gone through six updates which have kept it on the level of other, competing tanks such as the [[Dominian Imperial Military#Imperial Army|Dominian Imperial Army’s]] JA-57/2 breakthrough tank. The A6 variant includes an improved targeting matrix and Energy/Laser Reactive Armor (ELRA) on critical surfaces, though it continues to consume a frightening amount of fuel while in operation. The relatively simple construction of the M35A6 has allowed a multitude of variants to be produced, including engineering minesweeping, Marine Corps (the M35A6MC), and bridge-laying variants. One of the most notable variants is the M35A6/NHP (New Hai Phong) used by the 4th Haiphongese Armored Division, a slightly smaller variation of the typical M35A6 which features a large atmospherics filtering system on its rear. The M35A6/NHP’s filters, originally designed to survive the environment of New Hai Phong, allowed it to excel on the Martian surface and on D&#039;Anzin.&lt;br /&gt;
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The &#039;&#039;&#039;M38A2 WAGS&#039;&#039;&#039; (&#039;&#039;&#039;W&#039;&#039;&#039;alking &#039;&#039;&#039;A&#039;&#039;&#039;ssault &#039;&#039;&#039;G&#039;&#039;&#039;un &#039;&#039;&#039;S&#039;&#039;&#039;ystem) is an unusual Solarian Army vehicle intended for use in harsh terrain environments. Packing the same armament as the M35 MBT, the WAGS is instead a large, exosuit-like system that travels on six legs originating from a central body featuring the turret and small crew compartment. Its limbs allow it a greater degree of mobility than a conventional ground vehicle at the cost of greater vulnerability to a mobility kill if its legs are disabled. While deemed ill-suited for the urban and suburban warfare that characterized much of the Army’s operations in the Northern Reaches, WAGS-equipped units saw action in the Martian Campaign and are commonly used as patrol vehicles in the Northern Reaches due to their greater mobility.&lt;br /&gt;
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The &#039;&#039;&#039;M15A4 infantry fighting vehicle&#039;&#039;&#039; (IFV) is an aging vehicle of the Solarian Army slowly being phased out of service, though budget issues have seen it remain in service in many divisions and rear-echelon formations. The M15A4 is stubby and box-like, with a remotely controlled autocannon. It can hold a squad of troops and deploy them in relative safety, then remain to support with its gun. Earlier M15 models known as the A3 can be seen in the hands of anti-riot police units across the Alliance and in Biesel, where the new nation had access to mothballed vehicles. [[Tau Ceti Armed Forces|Biesel models]] are referred to by the Army as the M15(B) and proved to be woefully inadequate at surviving IEDs on [[Mictlan]], leading to the creation of the A4 retrofit as a stopgap measure until the vehicles can be replaced. It is a common sight on Lycoris and [[Mars]], where it is used to carry squads of peacekeepers from place to place. Mechanized infantry are known to ride “boots out” on top of their A4, allowing for more visual observation of the vehicle’s surroundings and quicker dismounting — a potentially leg-shattering fall from atop an A4 is often better than being inside it if it hits a mine.&lt;br /&gt;
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The &#039;&#039;&#039;M58LER&#039;&#039;&#039; (Laser/Energy Resistant) infantry fighting vehicle (IFV) is the next-generation armored personnel carrier of the Solarian Army, having served with distinction in the Martian Campaign and Solarian Civil War. Intended to work in concert with the slightly older M365A6 tank, it is widely regarded as the best APC in the modern Spur. Prior to 2462 budget constraints on the Army ensured it was only present in limited numbers and most units instead relied upon older vehicles such as the M15. With the civil war over and much of the Solarian military-industrial complex now stabilized the M58LER’s production had been dramatically increased, with hundreds rolling off production lines across the Alliance every month.&lt;br /&gt;
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Primarily associated with the 2nd Venusian, the &#039;&#039;&#039;AH-52 “Tarantula Wasp”&#039;&#039;&#039; multi-role helicopter is one of the Solarian Army Air Force’s most beloved designs. First used in 2452, the AH-52 is a modern design and was rapidly produced for the 2nd Venusian to replace its aging helicopter fleet. It is capable of carrying up to a squad of troops and supporting them with a vigorous array of weaponry while easier enduring hits thanks to judicious armor and an on-board shield generator. While not deployed during the Mars Campaign the AH-52 proved its worth during the Solarian Intervention in the Northern Reaches, where it was used to devastating effect by the 2nd Venusian. The AH-52 is currently being upgraded into the AH-52IP (standing for Improvement Package), which enhances its electronic countermeasures (ECM) and energistics ablative countermeasure system (EACS),&lt;br /&gt;
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The &#039;&#039;&#039;Basilisk Armored Exosuit&#039;&#039;&#039; is one of the most common Solarian Army “vehicles” in operation. Though dated in its design, as the Basilisk’s original frame dates to the late 2420s, it is capable of being surprisingly mobile thanks to its four-legged design and can be equipped with a vast array of weaponry and equipment, effectively allowing it to serve in any environment. Basilisks are also used by the Solarian Marine Corps and the Navy, and these variants are almost always more modern designs than their Army equivalents. Thanks to its flexibility and armament the Basilisk is easily capable of handling most ground-based threats short of heavy tanks on the battlefield and readily outclasses the improvised exosuits of the [[Tau Ceti Foreign Legion]], which it demonstrated itself as easily capable of destroying during the 35th Fleet’s incision.&lt;br /&gt;
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==System Defense Forces==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Nowhere is the state of our armed forces more obvious than in the miserable condition of many local forces. They are, seemingly as a rule, under-equipped, under-funded, and under-motivated. What I would give for every one of them to resemble [[San Colette]]!”&amp;lt;/i&amp;gt; - Fleet Admiral Ingrid von Varnhagen und Langenburg, commanding officer of the First Battlegroup, in an interview with the SANN recorded on 16 August 2462. &amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Militia Visegrad.png|400px|thumb|Many local military forces, such as those on [[Visegrad]] found themselves sorely tested by the Collapse. Many collapsed, unable to endure the pressure.]]&lt;br /&gt;
An institution that predates the Interstellar War, System Defense Forces (SDFs) are intended to serve as local military forces when the SAF&#039;s regulars are either unavailable or in need of additional forces to support its operations. Many SDFs defected during the Interstellar War, which greatly reduced their prestige in the eyes of the SAF and their importance in the eyes of Unity Station. Loyalist and Coalition SDFs sustained some of the highest rates of losses during the Interstellar War due to their poorer training and equipment, and many on both sides simply dissolved at the war’s end due to these losses.&lt;br /&gt;
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Solarian SDFs historically suffered from much of the same problems their Interstellar War counterparts did. Due to being funded primarily by the system they are stationed in, many have outdated equipment and poor training. This caused a lack of respect from the SAF&#039;s regular forces, which viewed them as underfunded, undertained, undermotivated, under-everything units likely to run at the first sign of combat. While there are some exceptions to this rule, such as the well-funded and, as a result, well-trained and well-equipped [[San Colette#The Civil Guard|Colettish Civil Guard]], most existing SDFs prior to 2462 were barely able to patrol and secure their immediate surroundings without SAF assistance, let alone fight off serious threats. Compounding these issues was a pre-2465 regulation which impacted all SDF vessels: due to the mass defections of many during the Interstellar War no SDF vessels were equipped with warp drives capable of warping without a warp gate’s assistance. Though originally intended as a safeguard against further SDF defections, this regulation greatly limited their capabilities, and has rendered them only able to patrol areas with ready access to warp lanes.&lt;br /&gt;
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During the Solarian Collapse these faults were laid bare for the entire Spur to see in dramatic fashion. Most SDFs stood no chance against [[Human Wildlands#The Southern Fleet Administration|emboldened pirates]] or [[Human Wildlands#The Solarian Restoration Front|rogue Navy forces]] as, for many of them, the largest ships they had access to were outdated and often poorly-maintained frigates, one of the smallest classes of combat-capable ships in the SAN. While some SDFs possessed larger vessels such as cruisers, only a handful possessed anything capable of challenging capital ships. Faced with destruction or defection, many SDFs opted to join local warlords or occupying forces, such as Biesel, for protection and, much like their Interstellar War counterparts, steady pay. Some, motivated by patriotism or a desire to ensure the safety of those they protected, fought to the bitter end or managed to retreat to the Inner Ring.&lt;br /&gt;
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The SDFs that survived the Collapse relatively intact, such as the Civil Guard and other forces of the Middle Ring Shield Pact or the Visegradi NDF, or successfully retreated to the Inner Ring are some of the most battle-hardened forces of the Alliance, and many vessels which retreated to the Inner Ring were retrofitted and integrated into the Navy itself. Though they could not stabilize the Wildlands on their own the SDFs of the Northern and Southern Reaches performed more effectively than almost anyone imagined, and have vindicated themselves in the eyes of the Solarian military. Those which have survived — and remained loyal to Sol — are rapidly being rearmed and modernized. For the first time in modern history, SDFs are being equipped with independent warp drives which will — in theory — give them a greater degree of autonomy and free up Navy assets from patrols.&lt;br /&gt;
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In the late 2460s the Alliance&#039;s remaining SDFs bear little resemblance to the paltry local forces of the pre-civil war Alliance. Though many still rely on hand-me-down equipment, more and more of their regular troops are equipped as well as their counterparts in the regular SAF. Their training and funding have likewise improved, and the SDFs now sit on the JMC alongside the Alliance&#039;s other branches. For the first time in their history, they have the respect they deserve, and the funding they have always desired. When the next war comes, and it may come soon, the Alliance&#039;s local forces will stand tall, proud, and ready for whatever comes at them.&lt;br /&gt;
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===Notable System Defense Forces===&lt;br /&gt;
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The &#039;&#039;&#039;Peorian State Guard&#039;&#039;&#039;, often known as the State Guard, is the standing military of the [[Solarian Reconstruction Mandates#New Peoria|Solarian Republic of New Peoria]]. Taking inspiration from its colonial origins — the United States — the State Guard is composed largely of reservists who hold full-time civilian jobs and is built around a small cadre of full-time officers and administrators. Its use of reservists makes the State Guard one of the Alliance’s largest per capita SDFs, but it is notably smaller than the nearby Colettish Civil Guard. It additionally suffered from equipment issues, with much of the area’s heavy weaponry prior to 2462 instead being routed to [[Konyang]] or [[San Colette]]. It was bloodied during the Solarian Civil War and could not stop the Solarian Restoration Front from temporarily seizing control over the planet in 2465. Several regiments of the State Guard escaped into the planet’s countryside and continued to fight against the SRF until their defeat by the Solarian Navy later that year. The 3rd Peorian Infantry Regiment, &amp;quot;All-Peorian Regiment,&amp;quot; escaped to San Colette and fought valiantly during the battle for the planet’s major cities, where it faced against the SRF-aligned Lycorii National Defense Force in the Battle of Nueva Isabel. Now, in a post-civil war world, it is being re-equipped with heavy weaponry by the [[Sol Alliance|Alliance]], and is set to become a tough nut to crack for any future invader.&lt;br /&gt;
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Also in the Northern Reaches is the now-disbanded &#039;&#039;&#039;Lycorii National Armed Forces&#039;&#039;&#039;, or LNAF. Prior to 2462 the LNAF was one of the best-equipped SDFs in the Alliance and was well-known for the distinctive red lycoris flower its members would wear in their helmet webbing or hat bands. With the start of the Solarian Civil War in 2462 the LNAF, already a right-learning organization due to [[Solarian Reconstruction Mandates#Lycoris|Lycoris]]’ politics, was absorbed into the Solarian Restoration Front and became an instrument of both genocide at home and destructive warfare in the support of fascism abroad, with multiple officers of the LNAF convicted of crimes against humanity in the postwar era. Much of its offensive strength was spent in the [[San Colette#The War in the Northern Reaches|Battle of San Colette]], and many remnants surrendered to the Solarian Army in 2465 with the fall of the SRF. The hardened core of the LNAF – the worst of its worst – fled into the countryside or hid in the cities of Lycoris and now fight against the Alliance as insurgents, striking terror into the very people they swore to protect. Post-civil war Lycoris has no SDF, instead relying on the Solarian military – primarily the Army – for protection, and Army patrols snaking their way through the forested countryside of the former industrial capital of the Northern Reaches have become a common sight.&lt;br /&gt;
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The &#039;&#039;&#039;Igman Defense Service (IDS)&#039;&#039;&#039; another Northern Reaches SDF. Responsible for protecting [[Solarian Reconstruction Mandates#Novo Igman|Novo Igman]], the IDS is a relatively small force built around a core of long-service professionals and is heavily mechanized. IDS troops had better equipment than most other SDFs prior to 2462, and resisted attacks during the civil war for longer than other forces. When the Solarian Restoration Front declared victory over it, the IDS went into the countryside and the cities, where it waged a successful guerrilla war against the SRF that ejected them from the planet. Some units were evacuated prior to the collapse of organized resistance and went on to fight in the Battle of San Colette, where the 22nd Armored Regiment, known as “Raróg Force,” fought alongside Colettish tanks, and the [[San Colette#The War in the Northern Reaches|Battle of D’Anzin]], where the 65th Infantry Regiment (Mechanized) fought alongside a motley collection of mercenaries, [[San Colette#The Civil Guard|Colettish forces]], and other SDF troops to hold the line. In the postwar era the IDS, thanks to the secure nature of Novo Igman,  has seen some of its units deployed to Lycoris to support regular Army troops, where the Igmani have proved themselves capable fighters against the Front’s insurgent forces.&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Solarian_Armed_Forces&amp;diff=38882</id>
		<title>Solarian Armed Forces</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Solarian_Armed_Forces&amp;diff=38882"/>
		<updated>2026-04-01T21:49:21Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: Not an April Fool&amp;#039;s Day joke.&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Sol Navy.png|thumb|alt=Flag of the Navy of the Sol Alliance.|The ensign of the Solarian Navy, once flown from Earth to the Solarian Frontier.]]&lt;br /&gt;
Following the Collapse and the start of the Solarian Civil War, an effort was undertaken by reformists in the Solarian military, such as Minister of Defense Lucien Courtois, to reform the SAF and cut out much of the decay and rot which had taken root over the years. While their purges of the Navy’s ranks — and of many SAF staff — hampered a quicker response to the conflict, their efforts have been vindicated by the SAF’s success in bringing a decisive end to the Solarian Civil War in the summer of 2465. Today, the SAF has a new mission: defending the Reconstruction Mandates and protecting the borders of an ascendant Alliance.&lt;br /&gt;
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Some, however, believe the SAF will soon be used for more sinister purposes, and many in Biesel and the Coalition look upon it with alarm as the Alliance begins to exert itself in the Spur once again.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The Solarian military is dedicated to [[Mars#The Violet Dawn Explosion|destroying]] [[Xanu Prime|whatever]] it [[Human Wildlands|touches]], and will not hesitate to destroy [[Gadpathur|you]] if you show them weakness. Show them no mercy, for they showed your [[Gadpathur#The War|ancestors]] none!”&amp;lt;/i&amp;gt; - Excerpt from a [[Gadpathur|Gadpathurian]] anti-Solarian booklet intended to be distributed to children age 8-10.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Armed Forces have a history which stretches back to 17 July 2143, shortly after the founding of the Solarian Alliance. Its origin was not a happy one. Though it took almost a decade to hash out the terms of the Alliance, most parties (with the exception of Switzerland) on Earth agreed to join it by 2140. However, the idea of surrendering military autonomy to a supranational government was a point of concern for many members of the newly-formed supernational union, particular the two superpowers of the USA and USSR. Both were extremely hesitant to surrender their spacebound military capabilities to the Alliance, and, further compounding issues, both argued that they deserved to host the headquarters of the Alliance’s military command structure.&lt;br /&gt;
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It took three grueling years of back-and-forth negotiations between the Alliance and its members to resolve the issue of the SAF. Ultimately a compromise was reached regarding the Alliance’s military command which settled the pressing issue of who would host the admiralty of (and thus be able to exert significant influence in) what is now known as the Solarian Navy. The compromise placed the admiralty on a place where no Earth nation could, in theory, influence it: Harmony City, Luna. While the USA and USSR were not happy, they were both begrudgingly content to accept it, as while one wouldn’t be able to control it, their rivals couldn’t either. The position of the admiralty on Luna and the relative independence offered to it due to this would, in the decades and centuries to come, have truly dire consequences.&lt;br /&gt;
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In the century between the Alliance’s formation and the Interstellar War, the SAF was plagued by interservice rivalry between the Solarian Army and Solarian Navy which, while never turning to violence, defined much of the SAF’s trajectory before 2275. The Navy claimed it was of more importance due to securing Sol’s interstellar lanes of commerce and policing piracy, while the Army claimed it was of more importance due to protecting the colonies themselves and ensuring the Alliance was internally stable. The Army-Navy conflict prior to the Interstellar War has been viewed by some Solarian scholars as a microcosm of the future civil war: the Navy tended to be dominated by Inner Ring citizens, particularly those from Luna, and the Army tended to draw its personnel locally, leading to a large proportion from the Outer Ring and further afield colonies. &lt;br /&gt;
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This conflict, and the broader schism in the Alliance, would be brought to its bloody conclusion in 2275 with the start of the Interstellar War, the SAF’s largest and most costly conflict even two centuries later. It would tip the Army-Navy struggle decisively in the Navy’s favor as many Army units, recruited locally and unpaid for months due to the ongoing financial crisis, defected to the Coalition while few Navy units did the same, and those that did were often swept under the rug or otherwise disowned. While the Navy, and loyal units of the Army, fought fiercely — and in some cases, such as Gadpathur, committed horrific crimes in the name of Solarian unity — they were unable to defeat the Coalition due to its dogged defensive fighting. A peace treaty, the Treaty of Xansan, was ultimately signed in Geneva in 2287, bringing over a decade of warfare to a close and permanently shattering Solarian hegemony over humanity.&lt;br /&gt;
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To the Navy, which believed it could have won the Interstellar War, the Treaty of Xansan was seen as a betrayal of the venerable Navy by spineless politicians — a slap to the collective faces of Navy officers who had put their lives on the line defending the Alliance by cowardly politicians obsessed with their careers who had never spent a day in uniform. It incensed them, and they began to plot against it in secret. Decisive action was needed to ensure Sol remained intact, and who better to take it than the Navy, its most steadfast institution?&lt;br /&gt;
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While it ultimately failed in its goal of revoking the Treaty of Xansan, the Revolt of the Officers on 18 May 2289 forever ensured the Navy would have a voice in politics. The coup attempt’s goals were simple: overthrow the civilian government and declare the Treaty of Xansan null and void, then resume the Interstellar War and fight until the Alliance’s hegemony was once again established. The plan, however, began to fall apart almost immediately due to one factor the coup’s mastermind, Admiral Terrence Hopper, had not accounted for: that the Army guard stationed at the Alliance’s then-capital in New York City would not go along with their conspiracy, leading to an active gunfight outside the capitol building between Army guards and Navy marines. Ultimately the Army, with support from local member state forces and ordinary civilians, repulsed the attack and the coup was seemingly aborted. But it was not as simple as it seemed, however, as the admiralty, in the days after the coup, cut a backroom deal with the civilian government: the Revolt of the Officers would be swept under the metaphorical rug by being blamed on radical elements and the Navy would be given a political voice. In exchange, the Navy would continue to protect the Alliance from interstellar threats. Hopper himself, the Butcher of Gadpathur, would avoid justice once again and remain active in politics until his death on Luna in the 24th century, and ultimately shaped Solarian fascist thought up until the present day.&lt;br /&gt;
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Effectively, the Navy had used its position to extort the government. Emboldened by this, and how close they had come to controlling the government through violence, the Navy became more and more influential as the decades continued on. It also became more corrupt and less efficient, as political connections became more important than ability and Caesarism infected its ranks. Ultimately, the decision to place it on Luna, where it could not be controlled by a power on Earth, had made the Navy accountable primarily to itself rather than the civilian government based upon Earth and, post-2300, Unity Station. Its pet project, the Solarian Marine Corps, was hardly any better. For many Solarians the Navy has failed them time and time again as an institution, and nowhere is this more clear than in the Solarian Collapse of 2462. Rather than protecting the Alliance many Navy forces, more loyal to their Admirals than their nation, defected and have rampaged across the Middle and Outer Rings.&lt;br /&gt;
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The Army, meanwhile, did have civilian authorities to answer to due to being headquartered on Earth. Post-Interstellar War the Army was placed through multiple reforms which transformed it from a sluggish, inefficient institution which lost much of its strength to defections into a force capable of defending the Alliance’s planets and government from all enemies — whether they be foreign or domestic. Where the Navy failed the Army has succeeded, particularly upon Mars, where it — in mere weeks — brought the red planet back into nominal Solarian control.&lt;br /&gt;
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The painful reforms spearheaded by SecD Courtois during the civil war have been dramatically vindicated by the SAF’s performance during its 2465 intervention in the civil war, where it rapidly outmaneuvered and outperformed the Solarian Restoration Front and Coalition-backed League in a rapid campaign. Both warlord statelets collapsed under the SAF’s relentless offensive and the Alliance’s flag once again flew from above capital cities across the Northern Reaches, with the pro-Solarian Middle Ring Shield Pact having been peacefully reintegrated, and both League and SRF authorities totally collapsing. In the Southern Reaches, both local governments — already de facto part of the Alliance — were brought back into the ASSN officially. The Solarian Civil War ended in mid-2465 with a decisive victory for the government, though one tainted by the loss of many systems to the Republic of Biesel.&lt;br /&gt;
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With the end of organized resistance by major secessionist forces the SAF has found itself engaged in mop-up and counterinsurgency operations across the Northern Reaches. In the Southern Reaches it busies itself in piracy suppression and — unofficially — “rat transportation” runs of military equipment to anti-Biesel insurgents still fighting for the Alliance in the Hinterlands. The Alliance’s armed forces stand with their nose bloodied but unbroken, and remain a capable military force — especially with a newly reestablished and growing military relationship with the nearby Empire of Dominia providing them with an effective counterweight to Elyran and Coalition influence in its south.&lt;br /&gt;
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==Operational Strategy==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The size of the imperialist Alliance makes it clumsy and slow to react. We must strike where it is weak, and chip at its foundations. Only through attrition will our victory come,”&amp;lt;/i&amp;gt; - Cadre Leader Naveen Shankar speaking to the crew of his vessel before a patrol, mid-2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Managing the Solarian Armed Forces, the largest organized fighting force in the modern Spur, at the operational level is a titanic undertaking which has seen liter after liter of ink spilled on the pages of military manuals, academic projects, and Solarian government documents. The Alliance has been, in its history, the single largest nation in the Spur, and required a great deal of thought to manage its territory. Its losses in the Interstellar War and its aftermath, including the Elyran Revolution, have shown it does not always succeed in its operational strategy. Furthermore, prior to SecD Courtois’ reforms in 2462-63 the Alliance had long lacked a centralized command and control system, with various military high commands such as the Solarian Navy Admiralty on Luna instead reporting to the Secretary of Defense independently of the other branches. This led to naval over-representation, inefficiency, and virulent interservice rivalries.&lt;br /&gt;
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In December 2462 SecD Courtois chose to address this problem by creating the &#039;&#039;&#039;Joint Military Command&#039;&#039;&#039;, or &#039;&#039;&#039;JMC&#039;&#039;&#039;. Consisting of eight members — one from each service plus a SDF representative, a chair and vice chair (both from different branches), and the military’s chief logistics officer — the JMC is designed to reduce inefficiency in the SAF by fostering cooperation. Its trial by fire, the [[Mars#The Solarian Reunification Campaign_(2462 - present)|Martian Campaign]], was a success, with Army forces fighting using previously unseen levels of naval support from orbit. The Alliance’s rapid victory in the civil war seems to have further vindicated the JMC and Courtois, with its branches having worked together at levels unseen since the Interstellar War, and having won decisively.&lt;br /&gt;
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The overall mission of the Alliance’s military is twofold. First, it must ensure the Alliance’s territorial integrity is maintained and protected against external aggression, such as Biesel’s annexations in 2462, and internal unrest, such as the Solarian Civil War of 2462-65. Second, and less publicly, is to ensure the Alliance’s lost territories can be recovered from those currently occupying it. Prior to 2462 this was centered around the Coalition of Colonies and Republic of Elyra. Since 2462 the Alliance’s strategic thinking has shifted to a potential reunification war against the Republic of Biesel, which is known in its media as the Republic of Tau Ceti. Politicians talk of war and generals plan military exercises, but none can seriously considering the prospect of causing another Interstellar War — right?&lt;br /&gt;
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===Solarian Military Commands===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Persistent Excellence, Persistent Readiness,”&amp;lt;/i&amp;gt; - Motto of Sol Alliance Northern Command.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian military operates in four combat commands — multi-branch organizations that answer to the JMC, though they predate it — responsible for operations in different parts of the Alliance: North, South, Central, and [[Sol|Sol System]]. Though all four commands have been historically dominated by the Navy, post-2462 reforms and an excellent performance in the civil war have seen the Army — and local SDFs, though to a lesser extent — exert more influence over the combat commands, particularly Northern Command. Due to being regional, the four commands all have slightly different responsibilities, though three of four have a point of overlap: [[Republic of Biesel|Biesel]], which has seen itself become a strategic priority for the Alliance since its rapid — and illegal, in Solarian eyes — annexation of great swaths of the Alliance.&lt;br /&gt;
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Northern Command (&#039;&#039;&#039;NORCOM&#039;&#039;&#039;) is based on [[San Colette]] and has responsibility for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Northern Reaches]], the Coalition border near Konyang, and the northern border of Biesel. It is commanded by General Patrick Edwards, a veteran Solarian Army officer who previously served in the Martian and Lycorii theaters. NORCOM’s daily responsibilities are mostly concerned with maintaining the ongoing low-intensity conflict against the remnants of both the Solarian Restoration Front and League of Independent Corporate-Free Systems in the Northern Reaches, with its Army troops stationed on Lycoris and involved in counterinsurgency operations, and many of its naval patrol squadrons policing warp lanes for League remnants. More importantly, it is expected to be the first to defend or attack in the event of a war against the Coalition, being home to the legendary 1st Battlegroup and its vaunted Fleet Admiral, Ingrid von Varnhagen und Landerberg. Also at Edwards’ disposal are the veteran SDFs of the Northern Reaches, sans Lycoris, that cut their teeth in the fighting of the civil war and have seen the quality of their equipment rise dramatically post-2465.&lt;br /&gt;
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Central Command (&#039;&#039;&#039;CENTCOM&#039;&#039;&#039;) is based on Silversun and has responsibility for the Inner Ring and the central border with [[Republic of Biesel|Biesel]]. It was, from 2462 to 2465, home to the orphaned northern and southern commands due to its location. While it shrunk significantly in 2462 — losing its Coalition border and much of its territory to Biesel — it has remained effective under the leadership of Admiral Bahri Özkan, commander of the 25th Fleet prior to assuming command of CENTCOM in 2464. Özkan’s forces face Biesel’s [[Tau Ceti Armed Forces#Zoleth Line|Zoleth Line]] — a multi-layered defensive formation — and are expected to pin down the [[Tau Ceti Armed Forces|Republic’s forces]] by threatening it with an offensive. At his disposal are veteran naval formations and Army troops, many of whom he has seen equipped with electronic warfare and incendiary weapons to counter Biesel’s synthetic and vaurca troops.&lt;br /&gt;
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Sol System Command (&#039;&#039;&#039;SOLCOM&#039;&#039;&#039;) is based on [[Callisto]] and is a unique command that only supervises one system, the Sol System, rather than a region of the Alliance. Considered to be a strategic reserve for any future wars, it is under the command of Admiral Yaoting Kong. Known as “King Kong” by his subordinates due to his large build and love of the Monkey King franchise, Admiral Kong’s combat command is centered around logistics and training rather than combat. He is also responsible for the Sol System’s security, and is the first admiral to work with civilian fleet organizations such as the [[Callisto#Government and Politics|Callistean Port Authority]] in a new anti-smuggling campaign.&lt;br /&gt;
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Southern Command &#039;&#039;&#039;(SOUCOM&#039;&#039;&#039;) is based on Visegrad and is responsible for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Southern Reaches]], the southern border of Biesel and the Hinterlands, the southern border of the Alliance, and coordination with the nearby Empire of Dominia. Managing these operations is Admiral Monika von Schintling, a senior flag officer of the Solarian Navy with experience in the civil war and in the Southern Reaches. Underneath her is the veteran 6th Battlegroup, formed of loyal Middle Ring Battlefleets, and officers seasoned by years of anti-piracy experience. Alongside these duties von Schintling’s command is responsible for the “rat transportation” network of transporting supplies to pro-Solarian insurgents in the Hinterlands and coordinating with the Dominian Imperial Military, which had rebounded in prominence to SOUCOM following the civil war’s end. Once responsible for carrying out a theoretical war against [[Republic of Elyra|Elyra]], SOUCOM is now expected to work with CENTCOM in the event of a war against [[Republic of Biesel|Biesel]] — punching through the south and striking at [[Tau Ceti]] while CENTCOM forces hold the Zoleth Line garrison in place and NORCOM strikes downwards.&lt;br /&gt;
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===Joint Military Command Personnel===&lt;br /&gt;
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The military officers chosen to be part of the Joint Military Command are experienced officers and expected to represent the best of their services — they are perhaps the most experienced military officers in the Spur — and report to the prime minister and Secretary of Defense. The below individuals are the first ever to hold positions in the JMC, with their terms having started in January 2463, and will last until December 2468: a five-year term designed to make them loyal to the government itself rather than whatever SecD appointed them.&lt;br /&gt;
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The Chair of the Joint Military Command (CJMC) is &#039;&#039;&#039;Admiral Giorgio Palazzi&#039;&#039;&#039;, a fifty-year veteran of the Navy and former dean of the Alliance’s primary naval academy. Palazzi is a rare example of a veteran [[Luna|Lunarian officer]] with doctrinally conservative views who remained loyal to Courtois rather than retiring in 2462-63. He is a serious-faced, flint-eyed man who organized the evacuation of Solarian assets from Biesel during its secession and helped coordinate much of the Alliance’s victory in the Northern Reaches in 2465. Palazzi is seen by some as a compromise between the Navy’s conservative and reformist factions, with Courtois and the Chief of Naval Operations firmly reformist but Palazzi representing the best — and perhaps the last — of the Navy’s pre-2462, anti-Coalition operational strategy. As CJMC Palazzi holds no military command — leaving that to other members of the JMC — and serves as both an overall coordinator of its members and is a liaison between the JMC and the civilian government.&lt;br /&gt;
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The Vice Chair of the JMC (VCJMC) is &#039;&#039;&#039;General Valerie Yang Liao&#039;&#039;&#039;, formerly commander of the [[Callisto|Callistean Marines]] and a 35 year veteran of the Army. Commonly known as VYL (pronounced “Vile,” to the general’s amusement), Liao cut her teeth fighting against pirates on Konyang and Port Antilla as a young officer before leading the Callistean Marines during the anti-Frost coup. She is more aligned with Courtois and was given the role of VCJMC after demands by the Army to avoid Navy dominance of the JMC. In her day to day work Liao serves as a ground-based counterpart to Palazzi, and was vital in ensuring the Alliance’s victory on Mars and throughout the Northern Reaches.&lt;br /&gt;
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&#039;&#039;&#039;General Richard B. Sloan&#039;&#039;&#039;, also known as “Mad Dog” to his marines, is the current Commandant of the Solarian Alliance Marine Corps (CSAMC), representing his marines on the JMC. He acquired his nickname when only a Lieutenant with the 1st Marine Division: after his visor was cracked during a boarding operation, he grabbed a nearby roll of tape in the ship, taped over it, and continued leading his unit. On the tape was, appropriately, a dog-themed pattern, and a nickname was born. After replacing the previous commandant — a Frost loyalist — Sloan embarked on a mission to reduce corruption in the ranks and mend fences with the Army and Army Air Force. Multiple units were nearly completely dissolved and reorganized, and he made the unpopular decision to take a funding cut and redirect it to the Army — an act that has done much to repair intraservice relations.  Sloan fought hard for his reforms and was vindicated by his marines’ performance in the Northern Reaches, where they served with distinction and cooperated effectively with the Army.&lt;br /&gt;
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&#039;&#039;&#039;General Chi Hoa Phan&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army (CSSA). Former commander of the [[New Hai Phong|4th Haiphongese Armored Division]], she has been a tireless advocate for the Army’s funding and development in the face of its successes on Mars and in the civil war. Phan — like other members of the JMC — holds no combat command as CSAS but is known to frequently tour the Army’s major mission areas, and has been active in the development of new and better vehicles for the Army. She also abandoned several expensive Frost-era programs to equip the Army with energy rifles instead of their M469A2s, citing it as an unnecessary waste of taxpayer funds and, “corporate welfare,” for [[Zavodskoi Interstellar]], which continues to hold onto chunks of the Solarian defense industry.&lt;br /&gt;
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&#039;&#039;&#039;General Raymond Spaatz&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army Air Force (CSAAF). Originally from [[Silversun]], he has served the SAAF for fifty years — starting as a cadet — and is the oldest member of the JMC. He is expected to retire after his term ends. A bomber pilot by training, Spaatz is widely viewed as one of the preeminent scholars on SAAF operations during the Interstellar War and is a published author on the subject. Building on the successes and failures of the historical SAAF, Spaatz helped to establish a new doctrine for the military’s air component centered around attacking enemy infrastructure targets and providing close support to ground troops. He is additionally responsible for increasing coordination between the SAAF, SDF air forces, and the Navy through his formation of Air-Land-Space Operation Commands on planetary theaters of operation.&lt;br /&gt;
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&#039;&#039;&#039;Admiral Franziska Sibylle von Varnhagen&#039;&#039;&#039; is the current Chief of Naval Operations (CNO). A member of one of the Alliance’s most prominent naval families, von Varnhagen is the aunt of the First Battlegroup’s commander, Fleet Admiral Ingrid von Varnhagen und Langenburg. She was one of the admirals who saw the [[Sol Alliance History#2460-61: Michael Frost Ascends to Power|anti-Frost coup attempt]] was successful by commanding naval forces around Earth to stand down during the crisis. Since 2462 she has worked with Courtois and Solarian law enforcement to ensure the remains of Frost’s loyalists are purged from the Navy’s ranks, and has promoted loyal junior officers to fill these vacancies. However, many of von Varnhagen’s new cadre remain Lunarians — both due to much of the Alliance being cut off until 2465 and due to her status as a member of the moon’s naval aristocracy. Since 2465 she has become a major driver behind the restoration of Unity Station-Moroz naval ties, viewing the Empire as a natural counterweight to Elyra in the south.&lt;br /&gt;
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&#039;&#039;&#039;Lieutenant General Máximo Ruiz Navarro&#039;&#039;&#039;, [[San Colette#The Civil Guard|Colettish Civil Guard]], is the JMC’s current Chief Liaison for System Defense Forces (CSDF). Navarro is the most recent addition to the JMC, having joined it in December 2465, and represents the many SDFs of the Alliance, with his goal being to advocate for their interests and needs. Prior to assuming this position he was involved in the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], fighting on Lhokgon, New Peoria, and D’Anzin during 2465. Cut off from central command on San Colette proper during the final days of the battle for its system, he led an ad-hoc formation of Civil Guard units, SDF forces, militia, and mercenaries to fight against invading Solarian Restoration Front units. This force — called the Navarro Brigade by some — held out until regular Solarian forces arrived, and made its commander a hero of D’Anzin.&lt;br /&gt;
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&#039;&#039;&#039;General Mbwana Oyenusi&#039;&#039;&#039;, Quartermaster General of the Solarian Armed Forces (QMSAF), is a Solarian Army officer who previously served as its chief logistics officer, and now carries out the same duty for the entire SAF. An extremely talented, though doubtlessly overworked, man, Oyenusi has the unenviable task of ensuring the military logistics apparatus is ready to handle any and all situations thrown at it, ranging from military operations to training to disaster relief. While he does not have a combat command, Oyenusi is responsible for the operation of many supply routes run by military, merchant marine, and civilian-operated vessels. Already bald, Oyenusi jokes he would have lost all of his hair from stress if any remained. Prior to joining the SAF, Oyenusi worked as a logistics manager on [[Callisto]], where he helped manage a family-owned logistics firm alongside his father.&lt;br /&gt;
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==Logistics and Standardization==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Equipping millions of soldiers, sailors, and marines – let alone our reserve units in our member-states – is stressful enough to make women gray and men bald, prime minister. They chose me because I was already bald,”&amp;lt;/i&amp;gt; - General Mbwana Oyenusi, Quartermaster General of the SAF, to PM Strom, 29 June 2467.&amp;lt;/center&amp;gt;&lt;br /&gt;
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As the largest organized military in the modern [[Orion Spur]], simply maintaining the SAF requires an extensive logistics network which must be ready to expand quickly — and dramatically — in the event of a war, disaster, or crisis. This logistics system is under the leadership of the &#039;&#039;&#039;Solarian Armed Forces Ordnance Corps&#039;&#039;&#039; and &#039;&#039;&#039;Quartermaster General Mbwana Oyenusi&#039;&#039;&#039;. Both the Navy and Army operate a large fleet of support craft ranging from humble cargo shuttles to the Navy’s massive Atlas-class mobile fleet repair vessels, and numerous civilian businesses and vessels operate in contracts to support the SAF by producing or moving supplies to wherever they are needed. While megacorporations such as Orion Express have expressed interest in acquiring transportation contracts from the SAF, the [[Sol Alliance#Economics|Solarian Corporate Authority (SCA)]] has consistently refused any megacorporation contracts with regard to matters of national security, citing the existence of the [[Stellar Corporate Conglomerate]] as a major security risk due to its close ties with Biesel.&lt;br /&gt;
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Production of Solarian military equipment was, prior to 2462, the domain of [[Hephaestus Industries]] for shipbuilding and [[Zavodskoi Interstellar]] for almost everything else. With the advent of the SCA in 2463 this production has diversified into a dizzying array of small to medium-scale firms across the Alliance, though Hephaestus facilities on New Hai Phong and Zavodskoi ones on [[Luna]] remain producers, which have at times struggeld to meet the quotas previously reached by megacorporate logistics systems. Despite this diversification in supply sources the SAF has retained a key aspect of its logistical success: its policy of standardization in caliber and uniforms, which has greatly simplified the process of supplying the typical Solarian infantryman. They — with some exceptions — use 5.56 Solarian rounds and a standard set of camouflage-conforming fatigues whether they are a marine in orbit or a system defense force reservist in a muddy foxhole.&lt;br /&gt;
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Also standardized is the Alliance’s rank system, which it inherited from the Earther governments which preceded it. Alliance military enlisted have ranks which correspond to the enlisted scale, ranging from OR-1 to OR-9, and officers having a similar scale, ranging from OF-1 to OF-10. Both have space for specialist ranks such as the senior enlisted advisors of Joint Military Command officers, and the scale system is used by every organized military and System Defense Force throughout the Alliance. With each branch — Army, Navy, and Marines — having different rank names and the Alliance’s dozens of SDFs having their own variations, this system is vital to preventing confusion during joint operations such as the Martian Campaign or the ending phase of the civil war.&lt;br /&gt;
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While durable and able to supply the Alliance’s military forces with whatever they need — with units requiring everything from ration-filled crates to artillery shells to naval-grade fuels to toilet paper — the immense amount of investment required to provision the SAF has made it difficult to introduce new weapons and technologies at a large scale. While Biesel, Galatea, and Elyra have moved away from a ballistics-first military and seen their logistics need lessen due to ammunition being rechargeable — though in [[Republic of Elyra|Elyra’s case]], many of their energy-based weapons retain conventional ammunition systems — the Alliance has not due to the prohibitive cost of setting up production capacity to replace the millions of standard-issue M469 assault rifles already in service. Energy weapons remain experimental or limited-issue in Solarian service, and pre-2462 attempts to introduce them were stymied by inefficiency and corruption.&lt;br /&gt;
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Unique among major powers, the Alliance provides a license to produce some military equipment to entities approved by the [[Sol Alliance#Government|Solarian Senate]]. These include approved mercenary units such as the [[Private Military Contracting Group#Eridani Private Military Contractors|Eridanian Golden Fist]], the [[Eridani Federation Military|Eridanian military]], and the [[Dominian Imperial Military]]. The [[Empire of Dominia]] has purchased licenses for several Solarian weapon systems, including incendiary grenades, and produces them locally, while the [[Eridani Federation|Eridani Federation’s]] unique status in the Alliance allows it to both produce local equipment to outfit its private military contractors and to fill gaps with Solarian equipment where needed. Much of the heavy equipment used by [[Private Military Contracting Group#Ringspire|Ringspire]] on [[Adhomai]] was made through this program, with license-produced Solarian Army vehicles performing well in the PMC’s butchery.&lt;br /&gt;
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===Non-Humans in the Solarian Armed Forces===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“As far as I’m concerned? The Ban didn’t go far enough! We should carpet bomb their whole [censored] [[Adhomai|planet]], really give them a [censored] taste of what they did to us [https://forums.aurorastation.org/topic/2816-sol-alliance-news-network/?do=findComment&amp;amp;comment=141866| here]! Send the Navy in and have them clean it up! Get those [censored] [[Unathi|lizards]] too!”&amp;lt;/i&amp;gt; — Anonymous [[New Hai Phong|New Hai Phonger]] speaking to the Solarian Alliance News Network in the aftermath of bombings carried out by the [[Tajaran Emigration#Tajara Revolutionary Army|Tajara Revolutionary Army]]. Unaired due to foul language.&amp;lt;/center&amp;gt;&lt;br /&gt;
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No branch of the Solarian Armed Forces aside from rare System Defense Forces has, at any time, recruited an alien species into its ranks. The reasons for this are rooted in both simple practicality and the entrenched xenophobia common in much of the Solarian Alliance, which contributes to a belief that aliens are simply not to be trusted. Practically speaking the three SAF branches are massive organizations which would only marginally benefit from alien recruits and would have to incur an expensive cost as different species demand wildly different equipment, such as fitted voidsuits and armor, and different accommodations.&lt;br /&gt;
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On the less practical side the Solarian culture of alien distrust has been applied to each species and also argued. To the typical SAF official even the most trustworthy alien is less reliable than the worst human recruit . The SAF is not, and will never be, a force for alien tolerance in the Alliance. From an outright less xenophobic perspective, the Solarian Armed Forces&#039; traditions place a great deal of ideological and cultural importance on the idea of the military as the protector of Solarian humanity. To allow aliens into its ranks has long been considered a betrayal of that ideal, and that compromising this deeply-held tenet would be an unacceptable transgression against the Alliance itself, its human citizens, and the fundamental values of the Alliance&#039;s military.&lt;br /&gt;
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[[Sol Alliance#IPC in the Sol Alliance Military|Positronics]], on the contrary, are highly valued in the SAF. Having had a long history of using [[San Colette#Drone Warfare|drones]], the adoption of positronic intelligence was viewed as the next step in a long line of military robotics. For the longest time, however, IPC and other synthetics have been relegated to support and logistics roles due to mistrust and concerns over their ability to survive in combat scenarios. The collapse has led the SAF to begin looking at IPC in order to fill the gap in its manpower, with the Navy in particular eagerly adopting them in combat roles, placing the machines as both gunners and pilots, and employing traditional shipborne AI to assist and in some cases replace crewmembers. Although assuring the public that combat IPC are a temporary measure given the crisis, some observers note that funding towards further research of combat AI has increased since their adoption.&lt;br /&gt;
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==Dominia and the Solarian Armed Forces==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“By order of my Emperor, Boleslaw Keeser I, I address to you our Fleet and Empire’s highest felicitations and congratulations for your exemplary victory in the northern provinces. Long may [[Sol|Sol’s]] light shine across the [[Orion Spur|Spur]]!”&amp;lt;/i&amp;gt; - Grand Admiral Huiling Zhao of the [[Dominian Imperial Military#His Imperial Majesty’s Fleet|Imperial Fleet]] in an official letter to Secretary of Defense Courtois, July 2465.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Dominian Flag Horizontal.png|thumb|The flag of the Empire of Dominia, an authoritarian state in the Southern Spur aligned with the Solarian Alliance.]]&lt;br /&gt;
The relationship between the [[Empire of Dominia]] and the Solarian military stretches back to before the Empire’s founding, beginning shortly after the Empire’s predecessor states unintentionally contacted the Alliance during the [[Empire of Dominia#The War of Moroz|War of Moroz]]. Both the Solarian Army and Navy sent military observers to the Imperial Alliance’s forces who reported back to the Alliance about its successes, failures, and on the structure of the belligerent nations. Solarian military attachés were some of the first individuals from outside Dominia to write on the planet’s unique culture and history, and reported to Unity Station that the Empire had strategic potential for use as a counterbalance against Elyran influence in the southern region. The Republic, after all, had only seceded in 2302 — a recent memory for the officers on Moroz in the mid-2300s. Military liaisons wrote approvingly of a state which was, though still new, eager to learn and could become a large market for Solarian defense companies such as Zavodskoi Interstellar.&lt;br /&gt;
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With the Empire’s formation in 2385 the Alliance ramped up its aid efforts. With only a scraped-together excuse for what they called the Imperial Fleet, the Empire sent its best naval cadets and officers — generally belonging to houses Zhao or Kaneko — to Luna to study the Alliance’s naval tactics, and they were enrolled in the Solarian Naval Academy in Hangzhou alongside dozens of Solarian officers — mostly Lunarians. These officers, including then-Cadet Jitsuko Kaneko, soon to be a major figure in the nascent Imperial Fleet, excelled at their duties, and several Morozian cadets have been seconded to every academy class, with the exception of the 2460-65 period. Most of the earliest true Imperial Fleet warships were either made in Solarian facilities before being shipped to Mira Sancta or Zhurong for final work, or purchased wholesale from the Alliance’s reserve vessels. This tradition continues symbolically, with one gun of the Moroz-class dreadnought HIMFS Moroz and one gun of the Diyu-class dreadnought SAMV Gunnhildur each having been completed in the other nation’s foundries.&lt;br /&gt;
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The [[Dominian Imperial Military#The Imperial Army|Imperial Army]] likewise benefited from Solarian aid, both in training and in equipment. While they were experienced with planetary warfare the generals of the early Imperial Army were unfamiliar with warfare on an interstellar scale, and Solarian training during the late 24th and early 25th centuries likely helped turn the invasion of Sun Reach in 2422 into a lightning victory for the Empire. While Solarian Army surplus has long vanished into the scrapyards of Jinxiang and Zhurong — though some antiquated stock is used to equip the Home Guard, Sun Reach’s paramilitary scout force — some of the Imperial Army’s equipment remains closely related to — or licensed copies of — their Solarian counterparts.  The Empire and Alliance operate several joint training facilities for ground troops, with Solarian troops sometimes learning IED disposal from Dominian pioneers and their Dominian counterparts learning exosuit operation from Solarian vehicle crews.&lt;br /&gt;
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==The Solarian Navy==&lt;br /&gt;
[[File:Sol_Alliance_Navy.png|thumb|The symbol of the modern Solarian Navy.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Before the Interstellar War, the Solarian Navy was the largest and most perfect fighting force in the galaxy. That is, on the surface level. The admiralty of those years made the greatest mistake of pursuing strength in infinite numbers – a decision that would culminate in the Solarian Civil War.”&amp;lt;/i&amp;gt; – Excerpt from Lucien Courtois’ graduation thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The largest single branch of the SAF is the Solarian Alliance Navy (SAN). With millions of uniformed personnel scattered across dozens — if not hundreds — of planets, garrisons, starbases, fleets, and other facilities it may very well be the largest organized fighting force in the galaxy, and has the influence to match. The Navy has long held significant sway over Solarian politics due to both its size and its vital role in securing safe interstellar commerce and travel in the Alliance. This sway has long ensured the Navy is well-funded and it has long been on the cutting edge of Solarian defense spending. Its role in defending planets and shipping from piracy has historically given it a positive image in the eyes of many Solarians, many of with some notable exceptions such as Callisto -- long at odds with the Navy over the policing of trade and commerce flowing in through the moon’s spaceports. This positive view dimmed during the late 2450s and early 2460s, when the Navy became closely intertwined in the fascistic ATLAS-led government of Prime Minister Michael Frost.&lt;br /&gt;
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By 2462 the broad powers granted to the Navy to ensure the Alliance, then the largest human nation in the Orion Spur, remained safe and secure combined with limited oversight of the Navy to incubate a culture of graft, corruption, and rampant Caesarism in its ranks. As one traveled further from the Inner Ring these problems worsened: Solarian operational thinking prioritized more reliable officers for the defense of the Inner Ring while less reliable officers, and underperforming ones, were sent to the Outer Ring, wits its less strategic worlds. These admirals were given poor troops and little oversight by the Admiralty, allowing them to become their own masters and shape their assigned fleet to be loyal to their admiral over their Alliance.&lt;br /&gt;
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Between 2462 and 2465, defections, reforms, and attrition associated with the Solarian Civil War have taken the Navy from 200 fleets to 100. In 2465 a SISA discovery many officers were funneling supplies to radical warlords such as the Solarian Restoration Front caused a large purge of its upper ranks spearheaded by Secretary of Defense Lucien Courtois, allowing him to further already-existant reforms the Navy began in 2462. The Navy’s rapid defeat of warlords in the Northern Reaches have vindicated Courtois and the reformists, and brought the Navy back much of the prestige it lost in the Solarian Collapse of 2462.&lt;br /&gt;
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Now, in the late 2460s, the Solarian Navy has regained much of its earlier edge through a combination of reforms and ineffective units being disbanded. Most of its units have gained valuable combat experience in the final phase of the Solarian Civil War, which saw the largest interstellar engagements since the Interstellar War, and dated equipment has been replaced by domestically-produced or Einstein-manfactured upgrades able to compete with the Republic of Biesel&#039;s corporate equipment. In the Northern Reaches, it has reconstituted much of its defensive lines against the Coalition, while in the south old ties with the Dominian Imperial Fleet have been reestablished. Recent naval exercises such as OBSIDIAN CAGE 67 have shown the Solarian Navy at some of its highest readiness levels of the century, and it is likely Biesel&#039;s Republican Fleet watches the reinvigorated SAN with great nervousness: wondering when, not if, the old titan will strike it hard.&lt;br /&gt;
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===Solarian Navy Structure===&lt;br /&gt;
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The Solarian admiralty has long devoted a significant amount of its time to the logistics and operation of the increasingly-massive Navy, which peaked at 200 fleets — each, in theory, consisting of 100 ships — shortly before the Solarian Collapse of 2462. These fleets were, prior to the Collapse and Courtois’ reforms which followed it, organized into battlegroups of five fleets for greater cohesion in the event of war, with each fleet led by an Admiral and each battlegroup led by a Fleet Admiral. However, many “battlegroups” in the Outer and Middle Rings were spread across vast distances or contained disloyal elements which prevented them from functioning properly, with only a few — such as the [[Human Wildlands#The Southern Solarian Military District|Visegrad-based 1st Middle Ring Battlegroup]] (1MRB, sometimes referred to as a “Battlefleet” locally) — able to maintain both cohesion and loyalty as the Alliance spiraled towards the Collapse. Reforms by Courtois have reduced the total number of battlegroups by increasing the number of fleets per formation to ten, which has greatly assisted in command due to reducing the number of often-bickering Fleet Admirals by half.&lt;br /&gt;
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Navy fleets themselves are divided into three categories by the admiralty to represent their readiness in the event of an interstellar conflict. These categories are combat battlegroups, patrol battlegroups, and garrison battlegroups. Combat battlegroups are, as the name implies, fully-equipped and ready for combat at a moment’s notice. This classification generally only applied to Inner Ring battlegroups in the months before the Collapse. Standing slightly below combat battlegroups are patrol battlegroups: understrength, but otherwise combat-capable, formations fit for patrol duties but not for engaging full enemy formations. Below this swells the garrison battlegroup: an understrength formation so named as it is only trusted to hold a position and is not expected to perform complicated maneuvers. A fourth, though officially unrecognized, formation is the “ersatz” battlegroup. These formations are improvised and consist of whatever units were available at the time for the area’s Fleet Admiral. Last seen in the Interstellar War, ersatz battlegroups have returned in the Wildlands.&lt;br /&gt;
[[File:Navy graduation.png|A Lunarian officer of the Solarian Navy at her graduation ceremony.|thumb]]&lt;br /&gt;
Unlike the Army the personnel of the Navy are heavily divided by class and background thanks to the Luna-centric nature of its admiralty and officer class, and are even further divided based upon the Ring they are located in — an ironic echo of the Interstellar War. High-ranking officers are almost always Lunan by birth, and graduation photos from the Solarian Naval Academy are dominated by the tall, thin, and pale appearances of Lunans who have grown up in the moon’s characteristically lower gravity. These Lunan officers generally settle into command roles in the Inner, and sometimes Middle, Rings due to their perceived loyalty and familial connections — some families on [[Luna]] have served the Navy since its conception and hold significant influence over it. Officers of “lesser” importance, such as those in the Middle and Outer Rings, such as Fleet Admiral Klaudia Szalai, are often recruited and educated locally, and can be of wildly varying quality and loyalty.&lt;br /&gt;
[[File:Navy loading.png|350px|A Solarian Navy petty officer loading a Zavodskoi-produced &amp;quot;Longbow&amp;quot; naval gun. A common sight on smaller vessels which cannot easily fit larger coilguns.|thumb]]&lt;br /&gt;
Much of the Navy’s enlisted personnel is recruited locally out of convenience and its enlisted ranks are overwhelmingly dominated by those of poorer economic backgrounds, particularly when compared to its Lunan officers, such as Martians, Jintarians, and residents of the Outer and Middle Rings. The men and women which make up the vast majority of the Navy’s fighting force are, like their officers, often of debatable quality due to corruption, graft, and the megalomaniac tendencies of many officers. Prior to the Collapse most of the best enlisted— regardless of their origins — were eventually transferred out of the Outer and Middle Rings and into the Inner Rings due to the Admiralty placing a greater emphasis upon the Inner Ring.&lt;br /&gt;
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Fleet formation was, prior to the Collapse, marred by similar issues. Some fleets were recruited using the “Alliance-wide,” model where ships and personnel were recruited from across the Alliance and trained in the Sol System and its surroundings in order to ensure the best performance. These fleets were then deployed to strategic areas (generally in the Inner or Middle Rings) and placed under the command of a Solarian Naval Academy graduate to ensure the greatest possible quality. While expensive and often taking an extended period to train, these Alliance-wide fleets proved their mettle during the Collapse: no systems garrisoned by them were lost and none defected.&lt;br /&gt;
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But most Solarian fleets were not recruited using this method and were instead mobilized through the “system-wide,” method wherein a fleet’s personnel and officers were recruited and trained in the same system, and generally stationed nearby this system. In theory this was not a horrible idea: logically, military forces would fight harder for their homes than for another system. However, it did not result in the expected outcome: system-wide fleets were often shuffled from system to system and their shared origin made them more loyal to their admirals than the broader Alliance. Though many stayed loyal to the Alliance, and some managed fighting retreats to the Inner Ring, all defected — or otherwise lost — fleets during the Collapse were of the system-wide recruitment model.&lt;br /&gt;
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===Solarian Alliance Merchant Marine===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Often forgotten by historians and naval officers alike, the merchant mariner of the Alliance has been critical to victory or defeat in space throughout the Alliance’s history,”&amp;lt;/i&amp;gt; -  Excerpt from Lucien Courtois’ thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Consisting of Solarian civilian and government-owned merchant vessels above a certain tonnage, the Solarian Alliance Merchant Marine (generally known as the Merchant Marine) is a civilian organization under the Department of the Interior. Its role is to establish a universal set of laws, regulations, and training for Solarian civilian ship crew, and its members are known as merchant mariners. During wartime or other times of crisis the Merchant Marine can be assigned to the Solarian Navy as an auxiliary logistics force, though its members remain subject to civilian maritime law and do not hold military ranks (though their ship captains can be commissioned as deemed necessary).&lt;br /&gt;
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Most Solarian sailors have gone through either the Merchant Marine or one of its training programs, and its safety regulations — such as the presence of oxygen tanks and EVA equipment throughout a ship — have influenced interstellar shipping across the modern Spur. The civilian nature of the Merchant Marine has led to friction with the Navy during wartime, with naval officers coming into conflict with the often unionized crews of merchant ships over the amount of hours they intend their civilian counterparts to work.&lt;br /&gt;
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===Naval Landing Divisions===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“War is too serious a matter to entrust to military men,”&amp;lt;/i&amp;gt; - Georges Clemenceau, Prime Minister of France.&amp;lt;/center&amp;gt;&lt;br /&gt;
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A pre-2462 institution which has mostly been disbanded by the CNO and SecD, Naval Landing Divisions (NLDs) were an attempt by the Solarian Navy’s admiralty to address its lack of ground personnel beyond marines. NLDs were its attempt to address this problem, and – to some scholars of the Solarian military – represent the Navy’s most extreme attempt at achieving total operational independence from the rest of the military, and forming a separate military within the military itself. Generally smaller than a comparative Solarian Army division, they were made up of non-marine Navy personnel – though the Marine Corps often provided advisors and officers – and initially intended to serve as security personnel for planetside naval facilities where the EVA training of marines would not – in the views of Navy and Marine officers – be put to effective use. Mission creep led to these platoon- and company-sized units slowly expanding, acquiring heavier equipment (sometimes diverted from Army stocks and resupplies), and morphing into brigade-sized entities. Never officially approved by the Department of Defense, bureaucrat after bureaucrat opted to look the other way on these divisions until 2462. Many admirals skimped on training for their NLDs, instead viewing them as pet projects and a way to spite the Army. If such an underfunded, maligned branch could do ground warfare, surely the Navy could as well!&lt;br /&gt;
&lt;br /&gt;
During the early phase of the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]] these units were heavily utilized by many warlord and secessionist admirals, such as the forces of the Solarian Restoration Front, due to being more well-equipped than many System Defense Forces. Others, such as the 1st Battlegroup, had theirs disbanded out of security concerns. The SRF’s landing divisions – collectively known as the Hopper Group – performed worse than the fleet’s marines and the Lycorii National Armed Forces due to the Group’s poor training standards, and was assigned to rear-line duties where it became responsible for hunting insurgents and enemies of the Front’s “new Solarian state.” Its leader was among those tried and executed for war crimes following the civil war’s end. NLDs from the League of Independent Corporate-Free Systems – known as the Free Sailors’ Union –  engaged in looting and show trials of those accused of corporate sympathies, with its leader tried and imprisoned for thirty years due to looting and mistreatment of Solarian civilians.&lt;br /&gt;
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The use of NLDs by admirals to carve out their own statelets during the Solarian Civil War’s early phase – and the grotesque excesses committed by many – led to dogged attempts by the CNO and SecD to dissolve them and dramatically reduce their sizes, with much of their excess equipment going to the Army. Navy security detachments remain, though reduced to their pre-NLD sizes and often supplemented by marines. NLDs remain a symbol of the Navy’s Caesarism and the threat it once posed to the Solarian government it is meant to protect.&lt;br /&gt;
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===Notable Facilities===&lt;br /&gt;
&lt;br /&gt;
Located on [[Luna]] in Harmony City, the &#039;&#039;&#039;Solarian Admiralty&#039;&#039;&#039; serves as high command for the entire Solarian Navy. While it started its existence as a small building mostly responsible for managing armed platforms tasked with destroying asteroids and other potentially harmful celestial objects, the Admiralty has grown over the intervening decades into a massive complex which is a city District unto itself. Solarian Naval Central Command (SNCC) looks over the district at nearly a hundred stories tall and stands as one of, if not the, most important buildings in the modern Alliance. The Admiralty is rumored to have dozens, if not hundreds, of underground facilities scattered across the Admiralty containing everything from mundane paperwork to intelligence on the Stellar Corporate Conglomerate to blacksites for especially infamous prisoners. Though its reputation has been tarnished by the Collapse, the Admiralty remains an unshakable feature of Luna.&lt;br /&gt;
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Located on [[Luna]] in Hangzhou, the &#039;&#039;&#039;Solarian Navy Academy&#039;&#039;&#039; is the premier — and to Lunarians, the only — institute of naval military education in the Alliance. Established in 2115 continuously functional ever since this point the Academy, as it is often simply known, has long had a reputation of producing only the finest naval officers in the Alliance. But this reputation for excellence has made the Academy an extremely difficult institution to gain entry into — particularly if one is not from the Inner Ring. Certain Lunarian families, such as the ancient Varnhagen und Langenburg family, have long held sway over the Academy’s curriculum and membership in such a family — either by blood or covenant — is a near-certain way to gain access to its halls. Academy officers, in addition to their renowned quality, are generally more loyal to the Alliance than their non-Academy counterparts. Few Academy graduates defected during the Collapse and those that have, such as the Solarian Restoration Front’s Florentina von Keyserling, have been stricken from its graduation rolls.&lt;br /&gt;
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Created during the Interstellar War by the SAF as part of operation ULTRAMARINE TOMB, an effort to learn from its defeats during the war, the &#039;&#039;&#039;Korolgrad Solarian Naval Air Forces Interceptor Tactics Academy&#039;&#039;&#039;, otherwise known as &#039;&#039;&#039;TOPGUN&#039;&#039;&#039; (or by its earlier code name, “&#039;&#039;Lawn Darts&#039;&#039;”), is the Solarian Navy’s advanced fighter pilot training program. Despite attempts to establish it on Luna the SAF opted for Pluto, intending to use the nearby Oort Cloud as a proving ground. TOPGUN curriculum is kept at the highest quality through a rigorous internal review process, known as “party committee” by its staff, where mediocre ideas (and instructors) are chaffed out. The program was a major success during the Interstellar War and saw the SAN’s aviation wing end with a dramatic 14:1 kill ratio when the war ended. The Academy maintains a reputation for excellence in the 25th century. The lowest kill ratio of its graduates in Solarian service came during the Solarian Civil War, when classmates turned guns on one another in the Wildlands. TOPGUN saw its first foreign enrollment in 2466, when pilots from the Dominian Imperial Fleet’s air arm arrived for instruction. Its distinctive insignia is a Xanan vessel in stylized gun sights, with the most recent vessel being a Shrike-class corvette.&lt;br /&gt;
&lt;br /&gt;
In the orbit of Uranus lies the mundanely-named &#039;&#039;&#039;Solarian Naval Maintenance, Regeneration, and Repair Facility&#039;&#039;&#039; which is, thanks to its awful abbreviation of “&#039;&#039;&#039;SNMRRF&#039;&#039;&#039;” (occasionally phoneticized as “&#039;&#039;&#039;Smurf&#039;&#039;&#039;”), commonly referred to as “the Boneyard.” The Boneyard is a massive facility filled with outdated and mothballed hulls ranging in size from fighter aircraft to battleships which remain on the official Navy registry but are, in reality, either too outdated or too damaged to effectively operate alongside their counterparts. Boneyard vessels are, particularly since the Collapse, often cannibalized for parts or — in rare cases — “refloated” and pressed back into service. The pirate raid which brought Frost into power as Prime Minister targeted the Boneyard and stole multiple warships the former Admiral later returned with, eventually catapulting himself into popularity. Many have long theorized this “raid” and Frost’s success after was an inside job planned by Navy officers to place one of their own in power and have pointed to a multitude of “coincidences” as evidence. The fact that the raiders were never caught but were “engaged and destroyed,” the sensors monitoring Boneyard and its defenses being off at the same time, the raiders only hitting the Boneyard rather than any civilian targets or the nearby Navy sensor stations, the fact that the raiders were able to spoof a brand-new Solarian Navy ID code, and the fact that the leaker — a reformer — was one of the only deaths in the raid.&lt;br /&gt;
&lt;br /&gt;
===Notable Navy Forces===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1st Battlegroup, “The First”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most venerable and oldest of the Alliance’s battlegroups, the First has fought in every major interstellar conflict the Alliance has officially participated in. It is responsible for decisively destroying the Coalition’s naval forces in the Battle of Xanu and has long preserved the Xanan naval battle standard captured during the battle in the Admiralty. The first five fleets of the First are overwhelmingly Lunan. The next five, which were integrated into it following Courtois’ reforms, are five of the highest-quality Alliance-wide fleets in the Alliance. Officers of the First can easily be identified by their distinctive oak leaves, which are typically placed in the side of their caps. The First is currently commanded by Fleet Admiral Ingrid von Varnhagen und Langenburg, a Lunan graduate of the Solarian Naval Academy firmly in Courtois’ reformist faction. The Fleet Admiral of the First is issued a saber as their badge of office and is expected to wear it at all times while commanding, regardless of practicality. The sword itself, while unnamed, is a priceless heirloom which has been passed down from Fleet Admiral to Fleet Admiral since the founding of the First, and to lose it is simply inconceivable.&lt;br /&gt;
&lt;br /&gt;
The First was the Alliance’s vanguard force during the Solarian Intervention in San Colette, with its flagship — the SAMV &#039;&#039;Gunnhildr&#039;&#039; — the first Navy vessel in the [[San Colette|Nueva Patria System]]. After destroying the Solarian Restoration Front’s forces in the system and accepting San Colette back into the Alliance, the first went on to free much of the central Northern Reaches from Front occupation and was the first Navy battlegroup to reach the Coalition’s border. The First has since returned to its berth in the Sol System, but remains ready to deploy anywhere in the Alliance upon short notice using its advanced warp drives.&lt;br /&gt;
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&#039;&#039;&#039;[[Human Wildlands#The Southern Solarian Military District|1st Middle Ring Battlegroup]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Regarded as one of the highest-quality battlegroups prior to the Collapse, the 1MRB under Fleet Admiral Klaudia Szalai, despite never formally defecting from the Alliance, spent much of the Solarian Civil War cut off from the broader Alliance and struggling against difficult odds. The five fleets of the 1MRB were understrength prior to the Collapse and were worn down by fighting against pirates, defected Solarian Navy personnel, and — at times — the Tau Ceti Foreign Legion, which it has engaged during cross-border raids by the 1MRB and border disputes with the CRZ until 2464. The 1MRB was never defeated upon the field of battle and remained steadfast in its loyalty to Sol, though many of its personnel — almost all of which hail from Visegrad or its surrounding systems — became concerned at the Navy’s non-intervention in the Southern Reaches prior to 2465.&lt;br /&gt;
&lt;br /&gt;
Following the Solarian reunification the 1MRB has been folded back into the Navy’s roster of active-duty fleets alongside Myo Yunso’s nearby 6MRB, based in Sankt Frederick. The return of Visegrad to the Alliance has seen the 1MRB rearmed and restored to full strength, now equipped with modern Navy vessels and warp drives. It is now one of the major Navy forces in the Southern Reaches, and remains based in Visegrad.&lt;br /&gt;
[[File:Marines SRF.png|300px|thumb|Assembled marines of the 15th Marine Regiment, now serving as part of the Solarian Restoration Front.]]&lt;br /&gt;
&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|35th Fleet]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the most infamous Solarian fleets in the Navy’s history, the 35th was formed after the Interstellar War and stationed near Tau Ceti in order to keep the strategic system safe. Tau Ceti’s defection — which many 35th officers hailed from — was viewed by the Fleet as a betrayal, and its rapid embrace of aliens after the defection was viewed as a further compromise of Solarian values. This hatred has, over the years between Tau Ceti’s defection and the Collapse, twisted the 35th into what it was prior to its invasion of Tau Ceti: one of the most xenophobic, fanatical, and nationalistic Solarian fleets. The losses it suffered during the invasion and its seeming betrayal by the broader Alliance further radicalized the 35th, which returned to its berth in Lycoris and declared the Solarian Restoration Front in 2462, and rapidly set about purging aliens — who they blamed for the Collapse — from the area they controlled. Though the Navy has officially disavowed the 35th and declared its officers traitors to the Alliance many, particularly those formerly loyal to Frost, flocked to its banner.&lt;br /&gt;
&lt;br /&gt;
In 2465 the Front began the War in the Northern Wildlands through an invasion of the nearby Middle Ring Shield Pact. Though it initially found success the 35th Fleet and its fellow Front fleets were defeated by the Solarian Navy during its intervention and have been officially struck from the Navy’s fleet roster. Many of its flag officers were tried by the Solarian Department of Justice for crimes against humanity following the civil war’s end, and were sentenced to either death or life imprisonment.&lt;br /&gt;
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&#039;&#039;&#039;25th Fleet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the 25th, primarily consisting of Silversunners, was ordered into Biesel to stop rogue Admiral Michael Frost it could have never anticipated the consequences its orders would have for the Spur. Despite the apprehension its officers and enlisted felt when they were ordered into what was, at least officially, a rebellious Solarian system ruled by an illegitimate government, the 25th followed its orders. The 25th was badly mauled by the 33rd in one of the first engagements between Solarian Navy vessels since the Interstellar War, but it pushed the 33rd out of the system and returned Biesel to a modicum of normality. The population of Biesel was understandably cold towards them, but the Admiralty promised rewards for the deed. But no rewards appeared as, nearly as soon as he had been imprisoned, Frost was swept back into power and became Prime Minister. The new PM punished the 25th severely, and sent them to an ignominious duty: to serve as an auxiliary for one of the worst battlegroups in the Navy, the 10th Middle Ring Battlegroup. But the 25th was not broken by this and, thanks to its superior equipment and training, they fought their way back to their original berth of Silversun, arriving battered and bruised — yet unbowed — in summer 2463 to a hero’s welcome. Now the 25th has a new home: the prestigious 1st Battlegroup.&lt;br /&gt;
&lt;br /&gt;
The 25th Fleet was the first Solarian Navy force to engage the Solarian Restoration Front in 2465 and was present during the Navy’s intervention in the Nueva Patria System, where it served as the screening force for the dreadnought SAMV &#039;&#039;Gunnhildr&#039;&#039;. Perhaps no Solarian Navy force fought harder than the 25th did, and they were the first fleet to reach the Coalition’s border.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solarian Ship Classes===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carrier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carrier occupies a critical role in Solarian operational doctrine along with the battleships it supports. Carriers are often the largest and most important ships in a Solarian fleet, and typically serve as flagships. The largest of this class are hundreds of meters long and are often regarded as floating cities due to the size of their crews. Carrier classes are generally named after geographic features.&lt;br /&gt;
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&#039;&#039;&#039;Supercarrier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With only a handful ever built, the supercarriers of the Solarian Navy are very rarely seen outside of the Jewel Worlds. These gargantuan vessels are nearly a kilometer long and stand as some of the largest vessels ever constructed in the Orion Spur. A supercarrier is always the flagship of its fleet, and none have ever been lost in combat. Supercarriers have a near-mythical reputation in the Alliance due to their rarity and Navy-funded media, which often promotes them as the peak of Solarian military might. Some in the Navy grumble at this deification, instead viewing the tried-and-true dreadnoughts as the peak of the Navy. Ships of the only active supercarrier class used by the Navy, the &amp;lt;i&amp;gt;Thule&amp;lt;/i&amp;gt;-class, derive their names from mythological geographical features.&lt;br /&gt;
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&#039;&#039;&#039;Dreadnought&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most well-armed and heavily-armored of the Solarian Navy’s battleship classes are designated as dreadnoughts by the Admiralty. To many the dreadnoughts are the unbeatable pride of the Navy which helped it win victory after victory in the Interstellar War before cowardly politicians snatched it from them. To others they are a reminder of how backwards-facing the Navy can be at times, and how obsessed many of its officers have become with its former glories. Recently reformers have chipped away at much of the dreadnought’s mythical image, and the classification may very well be on its last legs due to recent naval reforms. Fitting their near-mythic reputation, ships of these classes are generally named after mythological figures.&lt;br /&gt;
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&#039;&#039;&#039;Battleship&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Solarian battleships are heavily-armed and heavily-armored testaments to the unchallenged naval supremacy of the Alliance. Battleships were commonly seen in all three Rings of the Alliance prior to the Collapse and now often serve as flagships of defected or rogue fleets. These ships-of-the-line are often in disrepair due to having been run ragged by their warlord masters and are, generally speaking, outdated compared to contemporary examples still loyal to the Alliance. Both battleships and fast battleships are typically named after cities.&lt;br /&gt;
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&#039;&#039;&#039;Fast Battleship&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A post-Interstellar War innovation, the fast battleship classes of the Solarian Navy are intended to fill gaps in patrol fleets where a full battleship is unnecessary but a cruiser is insufficient. Fast battleships trade armor and firepower for speed and operational range, making them ideal for patrols in the former Alliance Neutral Zone. During the Solarian Civil War many ships of this class ended up in the hands of warlords due to the class primarily serving in the Middle and Outer Rings. Here they have excelled at a role they were never meant for: raiding and terrorizing the civilian populations they were built to protect.&lt;br /&gt;
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&#039;&#039;&#039;Cruiser&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cruisers have long served as the backbone of the Solarian Navy. These vessels are typically divided into two classes: light and heavy. Like their larger counterparts, both categories of destroyers are generally named after cities with light cruisers favoring the cities of the Middle and Outer Rings. Many heavy cruisers are instead named after prominent Solarian figures, perhaps due to their captains wishing to imitate the larger and grander battleships of the Navy.&lt;br /&gt;
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&#039;&#039;&#039;Heavy Cruiser&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Heavy cruisers such as the Taipei-class represent the peak of Solarian cruiser design. These heavily-armed and heavily-armored vessels closely resemble the battleships they escort but are significantly less expensive due to their smaller size. Many prospective future admirals seek to command a heavy cruiser for both this reason and for the prestige commanding one brings.&lt;br /&gt;
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&#039;&#039;&#039;Light Cruiser&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While less prestigious than their heavier counterparts, light cruisers fill a valuable niche in the Solarian Navy. Light cruisers are fast vessels which can operate for long distances without resupplying, which easily allows them to serve as the lead vessels of patrols when fast battleships are not available. However, most officers who one day aspire to command a fleet avoid light cruisers for this very reason: while it may mean command of a squadron, it is a command which affords very little prestige and is often assigned to those who lack the money or connections to play the Navy’s influence game. With many commanded by officers of debatable ability or loyalty (and at times a lack of both) prior to 2462 it should come as no great surprise that this ship class often formed the backbone of warlord fleets in the Wildlands.&lt;br /&gt;
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&#039;&#039;&#039;Destroyer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Destroyers are well-armed but small vessels designed to assist the Alliance’s battlegroups and to protect the ships that truly matter: cruisers, battleships, and carriers. Prior to the Collapse destroyers were a common sight in the Middle and Outer Ring’s anti-piracy patrols, where they often commanded groups of smaller vessels. During the Solarian Civil War many destroyers fleets of warlords, where they served much the same purpose. Destroyer and destroyer escort class ships derive their names from stellar objects, though exceptions exist due to the sheer number of destroyers in the Solarian Navy.&lt;br /&gt;
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&#039;&#039;&#039;Escort Destroyer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only barely larger than a frigate, escort destroyers are intended to provide a modicum of protection to civilian and military convoys across the Alliance. Faster and fitted with better warp drives than many larger ships, a surprising amount of escort destroyers stationed in the Middle and Outer Ring opted to evacuate to the Inner Ring rather than remaining to assist warlords. Some naval scholars believe this is due to most destroyer escort captains and crews having been local recruits in their systems, and there are many stories from shortly after the Collapse of ships of this class limping into systems such as Sol filled with terrified refugees and exhausted sailors.&lt;br /&gt;
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&#039;&#039;&#039;Frigate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Smaller than both destroyer classes and yet larger than a corvette, Solarian Navy frigates were a common sight in all three Rings prior to the Collapse. Though originally intended to serve exclusively as escort vessels for larger ships, frigates have, particularly in recent years, been pressed into a variety of roles they were never meant for such as pirate-hunting operations. Up-gunned variations of common frigate designs were often the best ships available in the Outer Ring for anti-piracy patrols and system defense. These ships proved ill-equipped to fight off the forces of defected warlord fleets, and most were destroyed or themselves defected. A sad fate for the ships of a class of little importance to the Lunan-dominated Admiralty. Due to their sheer number, frigates follow no clear naming scheme.&lt;br /&gt;
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&#039;&#039;&#039;Corvette&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smallest rated combat vessels in the Solarian Navy, corvettes are often commanded by new officers or officers deemed failures by their superiors. Few officers wish to command a corvette for long, rightfully viewing them as career-killers in a Navy obsessed with larger ship classes. The Wildlands is covered in wrecks of this ship class as a result of constant squabbles between petty warlords over territory and the 2465 intervention of the SAF. With much of the support structure these warlord fleets relied on gone or unavailable, corvettes were often the first vessels scrapped for spare parts. Some desperate scavengers plunder these plundered wrecks, hoping to find even tiny scraps of useful materials. Like frigates, corvettes follow no consistent naming scheme.&lt;br /&gt;
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&#039;&#039;&#039;Support Craft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The unsung and unappreciated wheels which ensure the Solarian Navy continues to turn, support craft and their crews are typically looked down upon by “real” warships and their crews. The classes found under this category are stunningly diverse and include everything from massive Hephaestus-produced fuel tankers to small courier vessels designed to carry the small-scale cargo required to keep a fleet fed and happy. Durring the Solarian Civil War many warlords and rogue admirals had very limited access to these support vessels, making them a target of raids and assaults as the struggle to fuel defected ships intensified.&lt;br /&gt;
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&#039;&#039;&#039;Carrier-Launched Aircraft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Covering everything from multi-crew bombers to unmanned drones, carrier-based vessels are a cornerstone of the Navy which has long fought battleships for influence. Most of the time battleships have won this battle of influence, but some believe — particularly with recent reforms — that carriers and their craft will have their day in the limelight soon enough.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Solarian Marine Corps==&lt;br /&gt;
[[File:SAMC.png|thumb|The symbol of the Solarian Alliance Marine Corps.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Look like you know the joke right like you have to know it come ooooon. The whole joke of like ‘you don’t have to worry about asking if somebody’s a marine since they’ll tell you!‘”&amp;lt;/i&amp;gt; - Unknown Callistean bartender speaking to an Sol Alliance News Network reporter regarding the Navy’s presence on [[Callisto]] (2458).&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Marines training.png|250px|thumb|In order to become a full marine, a Corps recruit must first pass one of the most rigorous EVA training programs in the Spur. Many do not.]]&lt;br /&gt;
Though de facto an independent branch of the SAF, with its own member of the JMC, the Solarian Alliance Marine Corps (SAMC) is de jure an extension of the Navy. They travel in Navy ships, fight the Navy’s battles alongside it, and conduct ground operations they cannot do, though with their assistance. Prior to SecD Courtois&#039; reforms the SAMC had a reputation for avoiding planets, instead giving that duty to the chronically-underfunded Solarian Army or the SAN&#039;s many naval landing divisions. Since the reforms, it has taken a much more active role in taking and holding planetary ground. The SAMC&#039;s close ties to the Navy bring it funding, prestige, and eager recruits thanks to multiple lucrative deals with [[Venus|Cytherean]] media moguls that depict them in a positive light. Many Solarian children and teenagers see marines as heroes who are capable of doing anything they are asked to do as long as it benefits the Alliance.&lt;br /&gt;
&lt;br /&gt;
But the reality is often different from the glitzy, Cytherean image projected by popular culture. Many marines are recruited from economically disadvantaged backgrounds and are looked down upon by Navy officers for this reason, and Marine officers are expected to defer to the judgement of their Naval counterparts even if they are of the same rank. The Army looks down upon Marines for a different reason: it has long viewed them a “toy army” subordinate to the Navy, though this has begun to change with their more active role in ground operations following SecD Courtois&#039; reforms. Built-in classism present in the SAN has been harder to dispel, with the humble background of the typical Solarian marine still looked down upon by many officers.&lt;br /&gt;
&lt;br /&gt;
Yet the morale of the Marines remains high. The marines wholeheartedly view themselves as elite infantry of the SAF who do what others cannot or will not, even if they die trying. The SAMC brags they make the impossible possible, and intend to make good on their boasting.&lt;br /&gt;
&lt;br /&gt;
===Notable Marine Formations===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1st Marine Division, &amp;quot;The Old Breed&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 1st MARDIV has long been the elite 1st Battlegroup of the Solarian Navy&#039;s assigned marine division. Well-trained and well-equipped, the it served with distinction during the Interstellar War and the Solarian Civil War. While originally an Earther formation most of its enlisted marines and officers are now recruited from the Lunan working class, which has led to tensions with the 1st BG&#039;s mostly upper-class- and middle-class-originating officers. Most enlisted sailors come from similar working-class Lunan backgrounds, ensuring there is a great amount of camaraderie between marines and enlisted Navy personnel. The Solarian Army has long had a rivalry with the 1st MARDIV, seeing them as overfunded and underused, but the Joint Military Command&#039;s creation and the 1st MARDIV&#039;s actions during the civil war have patched up this relationship to a remarkable extent. The end of Naval Landing Divisions (NLDs) has also seen 1st MARDIV and Army toopers interacting far more, leading to better joint coordination. 1st MARDIV&#039;s symbol is a blue diamond depicting the Southern Cross with a red one, upon which is written &amp;quot;Guadalcanal,&amp;quot; connecting the division to its Earther roots.&lt;br /&gt;
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&#039;&#039;&#039;2d Marine Division, &amp;quot;The Black Berets&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 2nd Battlegroup’s assigned marine division, the 2d MARDIV is a more heavily mechanized formation than other SAMC divisions and has been regularly deployed in ground operations by the 2nd Battlegroup. The mostly Soviet-originating marines of the Black Berets – named for their distinctive head cover found in no other SAMC unit – have historically been looked down upon by the Navy for their political beliefs, with most being members of the Solarian Communist Party, but are known to be tough, determined fighters willing to take and hold ground even in the face of incredible resistance. The Black Berets initially rose to prominence during the Siege of Xanu, where they were engaged in heavy urban fighting among the ruins of Kshatragarh and the planet’s other cities. The division proved its urban combat prowess again in 2465, when it became the first SAMC unit to make landfall on Lycoris. The 2d MARDIV’s insignia is a golden anchor on a black, circular badge.&lt;br /&gt;
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&#039;&#039;&#039;23d Marine Regiment, 11th MARDIV (Middle Ring), &amp;quot;The Uhlans&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Having the distinction of being the oldest and most storied marine unit to originate from the rainy world of Visegrad, the 23d Marine Regiment has in recent times become known for its close association with the commander of the fleet to which it is assigned: Fleet Admiral Klaudia Szalai, to whom the 23d had served as the former warlord&#039;s go-to crack unit under her command, being the keystone basis of many of the Fleet Admiral&#039;s military operations. &lt;br /&gt;
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Aside from having the reputation of being one of the most capable reconnaissance units in the Alliance&#039;s military, the 23d is known for sharing an intense rivalry with its Solarian Army counterpart - the 221st Infantry Division - over which unit is superior. This rivalry is characterized by ferocious competition with one another during multi-unit wargames, especially during operations taking place upon Visegrad.&lt;br /&gt;
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&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|15th Marine Regiment]]&#039;&#039;&#039;&lt;br /&gt;
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This regiment, which defected to the Solarian Restoration Front in 2462, served as the Marine detachment for the 35th Fleet of the SAN. Even before their defection they plagued by rumors of corruption and Caesarism, and a documented history of abuse towards non-humans that saw their commanding officer reprimanded by the Admiralty in 2459. Further investigations into the 15th were stopped by ATLAS in 2460, then fully halted by PM Frost when he came to power. During the 35th’s incursion into Tau Ceti the 15th’s behavior became so open it could no longer be hidden, and flickery videos of its marines executing Legionnaires or non-human Biesellites were a common sight on the Biesel extranet during and immediately following the incursion.&lt;br /&gt;
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In the Solarian Civil War the 15th became infamous for its brutality against civilians and opposing forces. It was destroyed during the Battle of D’Anzin by the combined forces of the Colettish Civil Guard and 2nd Venusian Air Cavalry Division, where it fought fanatically even when faced with impossible odds. Few of its marines were taken prisoner by the SAF, but several officers of the 15th were tried and sentenced for crimes against humanity by the Solarian Department of Justice. Like the 33rd, it has been officially struck from the SAMC roster.&lt;br /&gt;
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&#039;&#039;&#039;33rd Marine Regiment&#039;&#039;&#039;&lt;br /&gt;
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Prior to his ascension as Prime Minister the 33rd served under the command of then-Admiral Michael Frost. They participated in his invasion of [[Biesel]] and, despite an internal inquiry by the Solarian Armed Forces, escaped all charges levied against them due to ATLAS interference in the investigation. The 33rd’s loyalty to Frost intrinsically tied their fate to his and saw their trustworthiness decline in the eyes of the broader SAF, then rise dramatically following his election as PM. Frost’s ascension to power saw him restore his loyal regiment to power and use them — at the protest of the Army — as  his personal guards only served to temporarily stop the 33rd&#039;s fall from grace. After Frost’s death they were pounced upon by reformist actors in the Navy and promptly disbanded, with many of its former officers shipped off to undisclosed prisons for crimes against humanity. Even before Frost’s body was cold the 33rd was formally struck from the Corps’ register. It will never return.&lt;br /&gt;
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===Notable Marine Equipment===&lt;br /&gt;
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I dropped my crayons sarnt&lt;br /&gt;
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The &#039;&#039;&#039;Type 4 Extra-Vehicular Armored Suit&#039;&#039;&#039;, known commonly as the “&#039;&#039;&#039;Gargoyle&#039;&#039;&#039;,” is the primary voidsuit of the SAMC. Produced by Zavodskoi Interstellar on behalf of the SAF prior to 2463, and now produced by government contractors, the Gargoyle is a reliable suit which protects its user well against bullets, shrapnel, explosions, and energy weapons and has served admirably since 2448. Abroad, the Gargoyle is a common symbol of Solarian imperialism due to its prominent role in both incursions into Biesel.&lt;br /&gt;
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The &#039;&#039;&#039;Type 9 Heavy Extra-Vehicular Armored Suit&#039;&#039;&#039;, commonly known as the “&#039;&#039;&#039;Vampire&#039;&#039;&#039;,” is the primary hardsuit of the SAMC. Like the lighter Type 4 it was produced by Zavodskoi Interstellar prior to 2463, and is now produced by various government contractors. It features various mounting arrays for hardsuit modules, ensuring it always has mission flexibility, and is commonly used by specialists. Due to its high levels of protection its users are commonly the first marines through a breach during EVA operations.&lt;br /&gt;
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The &#039;&#039;&#039;M49MC&#039;&#039;&#039; is a main battle tank used as the SAMC’s primary MBT alongside the M35A6MC. It is smaller than the earlier M35 in an effort to meet the weight requirements of a dropship, and sacrifices some of the larger tank’s survivability for maneuver capabilities. It saw action in both Solarian Incursions of Biesel and proved readily able to hold its own against TCAF armor and anti-tank weaponry when supported by marines. Despite its smaller size the M49MC mounts an advanced laser/missile defeat device (L/MDD) which employs two gimballed laser turrets controlled by a primitive AI. To shoot down or defect incoming attacks.&lt;br /&gt;
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The &#039;&#039;&#039;M43 All-Terrain Gun Platform (M43 ATGP)&#039;&#039;&#039; is a Solarian Marine Corps armored fighting vehicle designed to replace the aging M15A4MC (Marine Corps) while being lighter and more well-armed than the comparable vehicles of the Solarian Army. Equipped with a heavy gun but fairly light armor, it is intended to carry marines into contact and support them on the ground with its cannon. It can be deployed directly from a dropship’s bay and does not require a dedicated heavy lift vehicle, granting it operational flexibility over the M35A6MC main battle tank used by the SAMC.&lt;br /&gt;
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==The Solarian Army==&lt;br /&gt;
[[File:SolArmy.png|thumb|The symbol of the modern Solarian Army.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“I don’t give a rat’s ass what your Admiral says marine! Unless you can get the PM down here and order me to stand aside, I’m not gonna be letting you into the building! You’re gonna stand down, now! I said now goddammit!”&amp;lt;/i&amp;gt; - 1st Lieutenant Anthony “Andy” Bonaccio moments before the Revolt of the Officers devolved into a gunfight. Bonaccio would later go on to become the Alliance’s Secretary of the Army.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Army embassy.png|400px|thumb|Solarian Army soldiers stationed as guards outside of a Solarian government building.]]&lt;br /&gt;
The second-largest SAF branch is the historically neglected Solarian Army. Chronically underfunded until 2462, the Army existed in the shadow of the Navy and made do with hand-me-down equipment passed over or otherwise discarded by the Marines for decades after the Interstellar War. A culture of bitterness towards the Navy and the Marines, which the Army views as a subordinate branch of the Navy, has engendered a desire in the Army to do better than the Navy despite the challenges, but has likewise impacted joint-branch cooperation even after the creation of the JMC. As an institution it is significantly less corrupt and prone to Caesarism than the Navy is and, thanks to reforms undertaken after the Interstellar War, is viewed by the civilian government as an ally. Army troopers serve as guards for Solarian government institutions aside from Navy facilities, which utilize Marine guards, due to their loyalty to the government.&lt;br /&gt;
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Unlike the Navy the Solarian Army generally recruits entire divisions from individual planets and trains them in local facilities, with only a few divisions recruiting form multiple worlds. These force typically serve as the local garrison of a Solarian member state alongside a System Defense Force until they are needed. Then, they are shipped by the Navy to wherever they are needed. Army Central Command itself has long been headquartered on Unity Station and is located within walking distance of the Prime Minister’s office. Interestingly, Central Command has no fixed unit to guard it: to avoid favoritism, the division tasked with protecting it is rotated on a two-year basis. At the time of the Collapse the chosen unit was the 37th Martian Mechanized Division, more popularly known as the “Red Devils.” Due to the mysterious nature of Prime Minister Frost’s death and his seeming lack of care for Mars, rumors that the 37th killed him have swirled since before his body was cold. The division has since rotated back to Mars, where it served with distinction during the reunification campaign. While currently a volunteer-only force the Solarian Army is, in theory, able to petition the government to institute a draft in times of emergency. It can additionally federalize SDFs in the event of a national emergency, such as the Solarian Civil War (2462-65) or Interstellar War, thus bringing the nominally independent commands of local forces under Army Central Command. The Army&#039;s draft has not been used since the Interstellar War, and it is unlikely a request to reinstate the draft would pass the Senate unless another Interstellar War-like event began.&lt;br /&gt;
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While Army equipment and training, unlike their SDF counterparts, is standardized across the board certain member states have gained a reputation of supplying the Army with higher-quality units than others. Despite its poor reputation with many figures in the broader Alliance the Army generally views [[Mars]] as providing the best units due to many seeing it as one of their only ways to get off-world. [[Silversun]], with the [[Silversun#The Originals|Originals]] forming a similar group, is similarly prized as are units recruited from [[Venus#Jintarian Culture|Venusian Jintarians]]. Luna is viewed by most as providing some of the poorest-quality troops for the Army, with most of its best recruits going into the SAN or SAMC. Some Army officials have accused the Navy of deliberately sabotaging Army recruitment efforts on the moon, and recruiting patterns are unlikely to change in the near future. Pluto historically provided poor-quality troops to the Army as its ruling government reserved its best troops for its internal security forces. Reforms undertaken by SecD Courtois have reversed this trend, with many Plutonian recruits now joining Soviet-originating regiments such as the 1st Guards Proletariat. Pluto has seen a recruitment surge since 2462 as many of its younger residents have joined the Army in hopes of fighting against fascism in the Northern Reaches or capitalism in the Republic of Biesel, which many believe will be a target for the SAF very soon. Very few [[Luna|Lunarian]] units are trusted with anything other than garrison duty.&lt;br /&gt;
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Recently the Army-Navy struggle seems to be shifting towards a more even playing field due to Army successes, Navy failures, the JMC, and SecD Courtois&#039; efforts at reforms. During a period where the Navy was at its lowest before recent reforms the Army proved itself effective in a decisive campaign where it [[Mars#The Solarian Army’s Reunification Campaign|regained control over much of Mars]]. Army Central Command has viewed this as a massive victory and it has secured a great amount of positive press for the chronically underfunded force. The creation of the Joint Military Command further leveled the playing field, with both the Army and Army Air Force receiving a seat at the table.&lt;br /&gt;
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===The Solarian Army Air Force===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Gentlemen, I’ll be straight and level with you. We are going to pound these bastards until they give up, and we are going to save our Alliance,”&amp;lt;/i&amp;gt; - Lieutenant General Richard B. Dwyer, 4th Air Corps, to his assembled aircrews during the [[Xanu Prime#History|Siege of Xanu (2278 - 2284)]].&amp;lt;/center&amp;gt;&lt;br /&gt;
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The non-Navy aviation component of the Solarian Army, the Solarian Army Air Force (&#039;&#039;&#039;SAAF&#039;&#039;&#039;) is a component branch of the Army focused on aerospace operations. It was established shortly before the Interstellar War in an effort to make the Solarian Army’s air and ground components unique, and to reduce the amount of responsibility held by the Army’s ground troop leaders by creating a parallel structure for aerial operations. While it answers to the Chief of Staff for the Army, it is highly independent and has its own seat on the Joint Military Command. The SAAF has no spaceborne capacity and instead only manages in-atmosphere aerial assets, ranging from supersonic aircraft which engage and destroy enemy forces to cumbersome heavy-lift cargo helicopters charged with airlifting the Army’s heavy vehicles. It lacks any ground forces of its own beyond security personnel and military police, and instead relies on the Army itself to secure and hold terrain. SAAF units often show up later in a campaign once the Army, with Navy support, has secured or built a facility for their aircraft to operate from.&lt;br /&gt;
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Most aircraft operated by the SAAF are designed to operate in support of Army ground forces , and are built to be rugged in their designs due to the potential for operating out of poor air facilities in a conventional war or counterinsurgency campaign. These craft, due to lacking the equipment needed to fly through space, may be partially broken down in transit and reassembled on-site by SAAF personnel, requiring their designs be as simple as they are reliable. Like the regular Army, SAAF personnel are drawn from across the Alliance and are often clustered into units with a shared planetary origin, then attached to a matching ground unit from the same planet as their air component. &lt;br /&gt;
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The SAAF’s most iconic plane is the &#039;&#039;&#039;FB-25P “Foxfire”&#039;&#039;&#039; (officially the Fighter-Bomber Mk. 25, Planetary). With a pilot and weapons officer, it is commonly used to provide overwatch to Army units on maneuvers. Designed to fight peer rivals – such as the Coalition – but typically used to bomb insurgencies, the [[San Colette#The Civil Guard|Colettish Civil Guard]] used their wings of FB-25Ps to great effect during the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], where the plane was first used in the pitched battles it was originally designed for. The Foxfire, despite its use as a CAS aircraft, can fight reasonably well in a dogfight if prepared for the role. Like all SAAF aircraft it can only operate in-atmosphere and must be moved from planet to planet in a larger transport, typically while broken down into several parts for storage.&lt;br /&gt;
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===Notable Army Divisions===&lt;br /&gt;
[[File:Army Mars.png|400px|thumb|Soldiers of the 37th Martian Mechanized Division during the Martian Campaign of 2464.]]&lt;br /&gt;
&#039;&#039;&#039;1st Earther Infantry Division, “Big Red One”&#039;&#039;&#039;&lt;br /&gt;
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One of the oldest continuously-serving divisions in the Alliance, the 1st Infantry Division has fought in every major war the SAF has become involved in and its troopers brag the Bloody First has fought for the Alliance on almost every planet worth visiting in the human Spur. The Bloody First is the Army division which thwarted the Revolt of the Officers and the civilian government has not forgotten its loyalty. It has long been one of the first divisions the civilian government pulls guards from, and its troopers have guarded Solarian diplomats in every nation of the Spur. It is recruited from Earth and primarily draws its recruits from the United States, though it contains Earthers from across the globe in its ranks. The First is prominently involved in peacekeeping operations on Lycoris, with most of its strength deployed to the former capital of the SRF. The First&#039;s traditional patch is a large, red numerical one on a green shield.&lt;br /&gt;
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&#039;&#039;&#039;1st Guards Proletariat Mechanized Division, &amp;quot;Red Guards&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The Soviet counterpart of the 1st Infantry, the Guards Proletariat have likewise fought in every major Solarian conflict including the civil war (2462-65) and peacekeeping operations on Lycoris. It has a long history stretching back to the 20th century, where it was involved in the Second World War, Sino-Soviet War, and multiple late Cold War proxy conflicts. It is one of only a few divisions which recruits from multiple worlds, and draws from both Earth and Pluto. The Guards Proletariat are known for their impressive regimental flag which shows the locations of many of its most famous battles including (but not limited to) Königsberg, Shenyang, Kshatragarh, and Nueva Isabela. It is a common joke in the SAF the Guards Proletariat represent the largest voting bloc for the Solarian Communist Party on any planet they are deployed to due to their close ties to Pluto and the USSR. The Guards Proletariat&#039;s traditional patch is a red banner with &amp;quot;GUARDS&amp;quot; written on it, imposed over a golden laurel with a numerical one at the bottom, and a red star in the middle.&lt;br /&gt;
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&#039;&#039;&#039;2nd Venusian Air Cavalry Division, “Jintaria’s Claws”&#039;&#039;&#039;&lt;br /&gt;
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Formed slightly after the Interstellar War from primarily-Jintarian units recruited on Venus, the 2nd Venusian is an elite division intended to be deployed from dropships into the toughest battles. Centuries later it is still primarily made up of Jintarians, though some Cytherean crashouts are present, and values its connection to Venus. Traditionally Jintarian 2nd Venusian recruits, including Cythereans, give themselves a cheek scar to symbolically note their separation from appearance-obsessed Cythereans. The 2nd was not deployed to Mars due to concerns phoron in the air would choke the engines of its dropships and gunships, which left the elite division bitter and eager for action. It received this action in 2465, when it was deployed to D’Anzin and assisted Colettish Civil Guard forces in the defeat of the Solarian Restoration Front’s invasion. The 2nd Venusian is, aside from their scars, well-known for their distinctive “cavalry” hats. Its traditional patch is a screaming hawk perched on an aerostat.&lt;br /&gt;
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&#039;&#039;&#039;37th Martian Mechanized Division, “Red Devils”&#039;&#039;&#039;&lt;br /&gt;
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The oldest continuously-serving Martian division, the “Red Devils” were originally formed from an amalgamation of pro-Sol &amp;quot;Blue&amp;quot; SDF units during the [[Mars#The Martian World War|Martian World War]]. It served with distinction during the Martian World War and earned its nickname from the large amount of dust its units would kick up on the open plains of Mars. Following the War it was formally integrated into the Solarian Army as a division -- one of only a few SDF units in history to make the leap -- and has served with distinction since. It was the most-engaged division during the Mars Campaign of 2464, where the Red Devils drove hard across the Martian plains once again. Few members of the division perished in the Violet Dawn catastrophe thanks to its garrison being located in Kunlun, far in the Martian north. Despite this performance rumors that the 37th assassinated Prime Minister Frost have continued to swirl, and may haunt the division for decades to come. The traditional 37th patch is a red devil on a blue background, and is intended to show Martian unity with the Alliance.&lt;br /&gt;
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&#039;&#039;&#039;3rd Callistean Infantry Division, “Commonwealth Marines”&#039;&#039;&#039;&lt;br /&gt;
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Recruited primarily from the [[Callisto#Government|Port Authority of Callisto]], the Commonwealth Marines are the Army’s only unit which specializes into zero-gravity combat in spaceborne objects such as stations, ships, and EVA environments. The Commonwealth Marines and the Solarian Marines have an infamously poor relationship due to the 3rd Callistean’s use of the term marines in their name, and those of the division are known to get into off-duty brawls with Navy Marines in the Ringpole District. Callistean military police and CMPD officers generally let the Commonwealth Marines, who are quite popular on Callisto, go with barely a slap on the wrist. The division is easily recognized by their black berets with gold-and-red badges — a color choice deliberately designed to resemble the Callistean flag. The Marines&#039; traditional patch is a lion&#039;s head looking right with &amp;quot;BY DEEDS ALONE&amp;quot; written on a banner under it.&lt;br /&gt;
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&#039;&#039;&#039;4th Haiphongese Armored Division, “Habs on Wheels”&#039;&#039;&#039;&lt;br /&gt;
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Many [[New Hai Phong|Haiphongese]] divisions become hopelessly stuck in the quagmire of corruption which defines so much of life on the planet. Not the 4th, which has proven to be resistant to corruption since its founding in the mid-2300s. 4th tankers are primarily recruited from the crime-riddled Ton Gwai Pei, which many young Haiphongers are eager to escape. They are then trained in armored drills in the harsh deserts outside the megalopolises of New Hai Phong in the operation of the Army’s standard M35A6 tank modified for the environment of New Hai Phong. Generally of shorter builds to fit comfortably into their modified tanks, their gas masks — which they almost always wear while in their vehicles — are typically customized in the traditional Haiphongese style. Some are intended to call back to the hab the tanker came from, while others use the colors of gangs the tankers were previously affiliated with. The 4th was a major participant in the Mars Campaign, where its harsh-environment training and NHP-adapted tanks proved an unbeatable force on the Martian plains.  The Fourth&#039;s traditional path is a triangle divided into yellow, blue, and red sections with a tank track and cannons superimposed over the center and a &amp;quot;4&amp;quot; on top, and &amp;quot;HABS ON WHEELS&amp;quot; on the bottom.&lt;br /&gt;
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&#039;&#039;&#039;12th Silversunner Coastal Infantry Division, “Mistral”&#039;&#039;&#039;&lt;br /&gt;
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A relative oddity in the 2400s, the 12th is a unit specialized into waterborne operations due to its origins on [[Silversun]]. In addition to waterborne operations the 12th is trained to fight in harsh environments such as the jungles and rainforests of Silversun, and is often used by the local governor to track down and apprehend criminal elements — such as poachers — who believe the dense undergrowth can hide them from Solarian authorities. This duty has caused them to sometimes be referred to sarcastically as “the Army’s Park Rangers,” by other units, and this is a surefire way to become involved in a brawl if said to most 12th soldiers. Though most commonly known for the green camouflage “Silversunner” boonie caps they often wear on patrol, 12th officers prize their distinctive blue-and-silver kepis they are issued when commissioned -- a locally-permitted uniform modification -- though few wear them in the jungle due to fears of spoiling the cap’s fabric. The 12th&#039;s sleeve patch is a dawnflower on a blue shield.&lt;br /&gt;
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&#039;&#039;&#039;78th Infantry Division, (Colettish) &amp;quot;The Bloody 78th&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Prior to 2462, the 78th was the only regular Solarian Army division formed and active on [[San Colette]]. A typical example of a Solarian infantry division, it was unproven and untested when the civil war began. In the initial phases of the conflict it remained loyal to San Colette and secured government facilities against Navy incursion. It was frequently engaged alongside the [[San Colette#The Civil Guard|Civil Guard]], SDFs, militia units, and police departments during the War in the [[Human Wildlands|Northern Wildlands]], ultimately being split into two units: one on San Colette (1st Brigade), the other on D’Anzin (2nd Brigade). While victorious, the 78th was badly mauled by the conflict and is still in the process of regeneration and replacement, but has been given the nickname of “The Bloody 78th” for its tenacious defenses and its red-and-white unit patch.&lt;br /&gt;
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&#039;&#039;&#039;221st Infantry Division, &amp;quot;The Jäger Division&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Known as the Jäger Division on [[Visegrad]], the 221st is a Visegradi infantry unit of the Army specialized in unconventional warfare. Established by the [[Sol Alliance#Department of Defense|Department of Defense]] to combat any future unrest on Visegrad, the 221st is an airmobile unit with very limited armored assets — only having light vehicles and the occasional exosuit — composed of native Visegradi familiar with the planet’s countryside. Equipped with native-produced equipment — including a domestic rifle design intended to punch more easily through trees and underbrush — the Jäger Division is intended to operate without external support for long periods of time. Secessionist forces believed they had withdrawn in 2462, but were quickly surprised when the 221st began to mount attacks from the near-impenetrable Visegradi countryside. The Jägers were vital both in securing a foothold for Fleet Admiral Szalai’s counterattack and in retaking secessionist territory. The 221&#039;s patch is a szazlabu swinging between trees while holding a M469 rifle.&lt;br /&gt;
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===Notable Army Equipment===&lt;br /&gt;
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The &#039;&#039;&#039;Model 469 (M469) assault rifle&#039;&#039;&#039; is the standard-issue rifle of the Solarian Armed Forces, used by the Army, Marine Corps, Navy, and many System Defense Forces. The Army&#039;s variant is known as the &#039;&#039;&#039;M469A2&#039;&#039;&#039;. A durable, modular, cheap, and highly reliable weapon system, it has dozens of variants across the SAF and millions have been produced. It was originally designed for the Army before being adopted by other branches, and was produced exclusively by [[Zavodskoi Interstellar]] prior to the advent of the Solarian Corporate Authority in 2463 — now, it is produced by hundreds of different Solarian companies, and the SAF Ordnance Corps has acquired the gargantuan task of ensuring these hundreds of companies -- rather than just one -- meet SAF production standards. Despite post-2465 efforts to replace earlier rifles in use by SDFs with M469s, many SDFs and regular SAF reserve units still use the earlier M376 assault rifle.&lt;br /&gt;
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One of the most powerful tools available in Solarian Army operations is the &#039;&#039;&#039;M35A6 main battle tank&#039;&#039;&#039;. Though a thirty year old design at this point, the M35A6 has gone through six updates which have kept it on the level of other, competing tanks such as the [[Dominian Imperial Military#Imperial Army|Dominian Imperial Army’s]] JA-57/2 breakthrough tank. The A6 variant includes an improved targeting matrix and Energy/Laser Reactive Armor (ELRA) on critical surfaces, though it continues to consume a frightening amount of fuel while in operation. The relatively simple construction of the M35A6 has allowed a multitude of variants to be produced, including engineering minesweeping, Marine Corps (the M35A6MC), and bridge-laying variants. One of the most notable variants is the M35A6/NHP (New Hai Phong) used by the 4th Haiphongese Armored Division, a slightly smaller variation of the typical M35A6 which features a large atmospherics filtering system on its rear. The M35A6/NHP’s filters, originally designed to survive the environment of New Hai Phong, allowed it to excel on the Martian surface and on D&#039;Anzin.&lt;br /&gt;
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The &#039;&#039;&#039;M38A2 WAGS&#039;&#039;&#039; (&#039;&#039;&#039;W&#039;&#039;&#039;alking &#039;&#039;&#039;A&#039;&#039;&#039;ssault &#039;&#039;&#039;G&#039;&#039;&#039;un &#039;&#039;&#039;S&#039;&#039;&#039;ystem) is an unusual Solarian Army vehicle intended for use in harsh terrain environments. Packing the same armament as the M35 MBT, the WAGS is instead a large, exosuit-like system that travels on six legs originating from a central body featuring the turret and small crew compartment. Its limbs allow it a greater degree of mobility than a conventional ground vehicle at the cost of greater vulnerability to a mobility kill if its legs are disabled. While deemed ill-suited for the urban and suburban warfare that characterized much of the Army’s operations in the Northern Reaches, WAGS-equipped units saw action in the Martian Campaign and are commonly used as patrol vehicles in the Northern Reaches due to their greater mobility.&lt;br /&gt;
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The &#039;&#039;&#039;M15A4 infantry fighting vehicle&#039;&#039;&#039; (IFV) is an aging vehicle of the Solarian Army slowly being phased out of service, though budget issues have seen it remain in service in many divisions and rear-echelon formations. The M15A4 is stubby and box-like, with a remotely controlled autocannon. It can hold a squad of troops and deploy them in relative safety, then remain to support with its gun. Earlier M15 models known as the A3 can be seen in the hands of anti-riot police units across the Alliance and in Biesel, where the new nation had access to mothballed vehicles. [[Tau Ceti Armed Forces|Biesel models]] are referred to by the Army as the M15(B) and proved to be woefully inadequate at surviving IEDs on [[Mictlan]], leading to the creation of the A4 retrofit as a stopgap measure until the vehicles can be replaced. It is a common sight on Lycoris and [[Mars]], where it is used to carry squads of peacekeepers from place to place. Mechanized infantry are known to ride “boots out” on top of their A4, allowing for more visual observation of the vehicle’s surroundings and quicker dismounting — a potentially leg-shattering fall from atop an A4 is often better than being inside it if it hits a mine.&lt;br /&gt;
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Primarily associated with the 2nd Venusian, the &#039;&#039;&#039;AH-52 “Tarantula Wasp”&#039;&#039;&#039; multi-role helicopter is one of the Solarian Army Air Force’s most beloved designs. First used in 2452, the AH-52 is a modern design and was rapidly produced for the 2nd Venusian to replace its aging helicopter fleet. It is capable of carrying up to a squad of troops and supporting them with a vigorous array of weaponry while easier enduring hits thanks to judicious armor and an on-board shield generator. While not deployed during the Mars Campaign the AH-52 proved its worth during the Solarian Intervention in the Northern Reaches, where it was used to devastating effect by the 2nd Venusian. The AH-52 is currently being upgraded into the AH-52IP (standing for Improvement Package), which enhances its electronic countermeasures (ECM) and energistics ablative countermeasure system (EACS),&lt;br /&gt;
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The &#039;&#039;&#039;Basilisk Armored Exosuit&#039;&#039;&#039; is one of the most common Solarian Army “vehicles” in operation. Though dated in its design, as the Basilisk’s original frame dates to the late 2420s, it is capable of being surprisingly mobile thanks to its four-legged design and can be equipped with a vast array of weaponry and equipment, effectively allowing it to serve in any environment. Basilisks are also used by the Solarian Marine Corps and the Navy, and these variants are almost always more modern designs than their Army equivalents. Thanks to its flexibility and armament the Basilisk is easily capable of handling most ground-based threats short of heavy tanks on the battlefield and readily outclasses the improvised exosuits of the [[Tau Ceti Foreign Legion]], which it demonstrated itself as easily capable of destroying during the 35th Fleet’s incision.&lt;br /&gt;
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==System Defense Forces==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Nowhere is the state of our armed forces more obvious than in the miserable condition of many local forces. They are, seemingly as a rule, under-equipped, under-funded, and under-motivated. What I would give for every one of them to resemble [[San Colette]]!”&amp;lt;/i&amp;gt; - Fleet Admiral Ingrid von Varnhagen und Langenburg, commanding officer of the First Battlegroup, in an interview with the SANN recorded on 16 August 2462. &amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Militia Visegrad.png|400px|thumb|Many local military forces, such as those on [[Visegrad]] found themselves sorely tested by the Collapse. Many collapsed, unable to endure the pressure.]]&lt;br /&gt;
An institution that predates the Interstellar War, System Defense Forces (SDFs) are intended to serve as local military forces when the SAF&#039;s regulars are either unavailable or in need of additional forces to support its operations. Many SDFs defected during the Interstellar War, which greatly reduced their prestige in the eyes of the SAF and their importance in the eyes of Unity Station. Loyalist and Coalition SDFs sustained some of the highest rates of losses during the Interstellar War due to their poorer training and equipment, and many on both sides simply dissolved at the war’s end due to these losses.&lt;br /&gt;
&lt;br /&gt;
Solarian SDFs historically suffered from much of the same problems their Interstellar War counterparts did. Due to being funded primarily by the system they are stationed in, many have outdated equipment and poor training. This caused a lack of respect from the SAF&#039;s regular forces, which viewed them as underfunded, undertained, undermotivated, under-everything units likely to run at the first sign of combat. While there are some exceptions to this rule, such as the well-funded and, as a result, well-trained and well-equipped [[San Colette#The Civil Guard|Colettish Civil Guard]], most existing SDFs prior to 2462 were barely able to patrol and secure their immediate surroundings without SAF assistance, let alone fight off serious threats. Compounding these issues was a pre-2465 regulation which impacted all SDF vessels: due to the mass defections of many during the Interstellar War no SDF vessels were equipped with warp drives capable of warping without a warp gate’s assistance. Though originally intended as a safeguard against further SDF defections, this regulation greatly limited their capabilities, and has rendered them only able to patrol areas with ready access to warp lanes.&lt;br /&gt;
&lt;br /&gt;
During the Solarian Collapse these faults were laid bare for the entire Spur to see in dramatic fashion. Most SDFs stood no chance against [[Human Wildlands#The Southern Fleet Administration|emboldened pirates]] or [[Human Wildlands#The Solarian Restoration Front|rogue Navy forces]] as, for many of them, the largest ships they had access to were outdated and often poorly-maintained frigates, one of the smallest classes of combat-capable ships in the SAN. While some SDFs possessed larger vessels such as cruisers, only a handful possessed anything capable of challenging capital ships. Faced with destruction or defection, many SDFs opted to join local warlords or occupying forces, such as Biesel, for protection and, much like their Interstellar War counterparts, steady pay. Some, motivated by patriotism or a desire to ensure the safety of those they protected, fought to the bitter end or managed to retreat to the Inner Ring.&lt;br /&gt;
&lt;br /&gt;
The SDFs that survived the Collapse relatively intact, such as the Civil Guard and other forces of the Middle Ring Shield Pact or the Visegradi NDF, or successfully retreated to the Inner Ring are some of the most battle-hardened forces of the Alliance, and many vessels which retreated to the Inner Ring were retrofitted and integrated into the Navy itself. Though they could not stabilize the Wildlands on their own the SDFs of the Northern and Southern Reaches performed more effectively than almost anyone imagined, and have vindicated themselves in the eyes of the Solarian military. Those which have survived — and remained loyal to Sol — are rapidly being rearmed and modernized. For the first time in modern history, SDFs are being equipped with independent warp drives which will — in theory — give them a greater degree of autonomy and free up Navy assets from patrols.&lt;br /&gt;
&lt;br /&gt;
In the late 2460s the Alliance&#039;s remaining SDFs bear little resemblance to the paltry local forces of the pre-civil war Alliance. Though many still rely on hand-me-down equipment, more and more of their regular troops are equipped as well as their counterparts in the regular SAF. Their training and funding have likewise improved, and the SDFs now sit on the JMC alongside the Alliance&#039;s other branches. For the first time in their history, they have the respect they deserve, and the funding they have always desired. When the next war comes, and it may come soon, the Alliance&#039;s local forces will stand tall, proud, and ready for whatever comes at them.&lt;br /&gt;
&lt;br /&gt;
===Notable System Defense Forces===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Peorian State Guard&#039;&#039;&#039;, often known as the State Guard, is the standing military of the [[Solarian Reconstruction Mandates#New Peoria|Solarian Republic of New Peoria]]. Taking inspiration from its colonial origins — the United States — the State Guard is composed largely of reservists who hold full-time civilian jobs and is built around a small cadre of full-time officers and administrators. Its use of reservists makes the State Guard one of the Alliance’s largest per capita SDFs, but it is notably smaller than the nearby Colettish Civil Guard. It additionally suffered from equipment issues, with much of the area’s heavy weaponry prior to 2462 instead being routed to [[Konyang]] or [[San Colette]]. It was bloodied during the Solarian Civil War and could not stop the Solarian Restoration Front from temporarily seizing control over the planet in 2465. Several regiments of the State Guard escaped into the planet’s countryside and continued to fight against the SRF until their defeat by the Solarian Navy later that year. The 3rd Peorian Infantry Regiment, &amp;quot;All-Peorian Regiment,&amp;quot; escaped to San Colette and fought valiantly during the battle for the planet’s major cities, where it faced against the SRF-aligned Lycorii National Defense Force in the Battle of Nueva Isabel. Now, in a post-civil war world, it is being re-equipped with heavy weaponry by the [[Sol Alliance|Alliance]], and is set to become a tough nut to crack for any future invader.&lt;br /&gt;
&lt;br /&gt;
Also in the Northern Reaches is the now-disbanded &#039;&#039;&#039;Lycorii National Armed Forces&#039;&#039;&#039;, or LNAF. Prior to 2462 the LNAF was one of the best-equipped SDFs in the Alliance and was well-known for the distinctive red lycoris flower its members would wear in their helmet webbing or hat bands. With the start of the Solarian Civil War in 2462 the LNAF, already a right-learning organization due to [[Solarian Reconstruction Mandates#Lycoris|Lycoris]]’ politics, was absorbed into the Solarian Restoration Front and became an instrument of both genocide at home and destructive warfare in the support of fascism abroad, with multiple officers of the LNAF convicted of crimes against humanity in the postwar era. Much of its offensive strength was spent in the [[San Colette#The War in the Northern Reaches|Battle of San Colette]], and many remnants surrendered to the Solarian Army in 2465 with the fall of the SRF. The hardened core of the LNAF – the worst of its worst – fled into the countryside or hid in the cities of Lycoris and now fight against the Alliance as insurgents, striking terror into the very people they swore to protect. Post-civil war Lycoris has no SDF, instead relying on the Solarian military – primarily the Army – for protection, and Army patrols snaking their way through the forested countryside of the former industrial capital of the Northern Reaches have become a common sight.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Igman Defense Service (IDS)&#039;&#039;&#039; another Northern Reaches SDF. Responsible for protecting [[Solarian Reconstruction Mandates#Novo Igman|Novo Igman]], the IDS is a relatively small force built around a core of long-service professionals and is heavily mechanized. IDS troops had better equipment than most other SDFs prior to 2462, and resisted attacks during the civil war for longer than other forces. When the Solarian Restoration Front declared victory over it, the IDS went into the countryside and the cities, where it waged a successful guerrilla war against the SRF that ejected them from the planet. Some units were evacuated prior to the collapse of organized resistance and went on to fight in the Battle of San Colette, where the 22nd Armored Regiment, known as “Raróg Force,” fought alongside Colettish tanks, and the [[San Colette#The War in the Northern Reaches|Battle of D’Anzin]], where the 65th Infantry Regiment (Mechanized) fought alongside a motley collection of mercenaries, [[San Colette#The Civil Guard|Colettish forces]], and other SDF troops to hold the line. In the postwar era the IDS, thanks to the secure nature of Novo Igman,  has seen some of its units deployed to Lycoris to support regular Army troops, where the Igmani have proved themselves capable fighters against the Front’s insurgent forces.&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38865</id>
		<title>User:NewOriginalSchwann/Sandbox3</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38865"/>
		<updated>2026-03-29T17:46:05Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Human Lore}}&lt;br /&gt;
&#039;&#039;&#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Assunzione for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Assunzione, it will be treated as a character removal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like most planets in the Coalition, Assunzione has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. The following page is a guide to Assunzionii law, much like the [[Corporate Regulations]] page.&lt;br /&gt;
&lt;br /&gt;
Remember, Assunzione Law Enforcement is not related to the SCC and has little regard for your employment or status. The following laws are separate from the SCC SoP or Regulations, and will be enforced regardless of the situation.&lt;br /&gt;
==Prior Knowledge==&lt;br /&gt;
Assunzione has a much different culture and history than that of Tau Ceti or the SCC.&lt;br /&gt;
* Police can arrest crew for breaking the law or disturbing the peace regardless of job or status.&lt;br /&gt;
* Weapons and firearms are prohibited in Port Volturno.&lt;br /&gt;
*Drugs otherwise legal in Biesel are illegal on Assunzione.&lt;br /&gt;
Keep the above points in mind while exploring Assunzione, and try to respect the locals!&lt;br /&gt;
&lt;br /&gt;
==Assunzionii Law Enforcement==&lt;br /&gt;
Fill out later.&lt;br /&gt;
&lt;br /&gt;
==Criminal Procedures==&lt;br /&gt;
For every infraction except traffic infringements, non-Assuionzii nationals MUST be taken to the police station for processing, and a report MUST be filled out on the forums (a form is provided under the CCIA Forum topic for this purpose).&lt;br /&gt;
&lt;br /&gt;
The following is the procedure for if any of the Horizon&#039;s crew is arrested.&lt;br /&gt;
===Misdemeanours===&lt;br /&gt;
*The police detain a suspect. They have the option of releasing with a warning.&lt;br /&gt;
*The suspect is arrested and brought to the station for processing.&lt;br /&gt;
*Any contraband or stolen items are removed.&lt;br /&gt;
*The suspect is locked in a cell.&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*A Horizon crew member or Head of Staff must come to the station as a guarantor for the suspect who is then released to their care.&lt;br /&gt;
*The police can (and should) report the incident on the special forum thread.&lt;br /&gt;
*The incident and identity of the person is posted on the police’s social media account.&lt;br /&gt;
*CCIA are eligible to start an investigation.&lt;br /&gt;
===Felonies===&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*The suspect remains in the cell for the rest of the round.&lt;br /&gt;
*The police must report the incident on the special forum thread.&lt;br /&gt;
*CCIA automatically launch an investigation and present their findings to the Assunzionii (or Zeng-Hu_ authorities (appropriate CCIA IC messages). The person is eligible to serve jail time in Assunzione, suspending the character for a long period of time or permanently.&lt;br /&gt;
===Crimes===&lt;br /&gt;
The following is a table of various crimes on Assunzione, and what they are classified as.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot;; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Misdemeanour&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Fine&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Felony&lt;br /&gt;
|-&lt;br /&gt;
|Theft&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Grand Theft/Fraud&lt;br /&gt;
|-&lt;br /&gt;
|Disorderly Conduct&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Vehicle Theft&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Assault&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing&lt;br /&gt;
|Up to 1,000 Credits for government property, immediately removal from premises&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|-&lt;br /&gt;
|Resisting Arrest&lt;br /&gt;
|N/A&lt;br /&gt;
|Kidnapping&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Justice&lt;br /&gt;
|Up to 1,000 Credits&lt;br /&gt;
|Illegal Immigration&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Public Works&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Burglary&lt;br /&gt;
|-&lt;br /&gt;
|Insulting the Public Sentiment&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Armed Robbery/Banditry/Piracy&lt;br /&gt;
|-&lt;br /&gt;
|Littering&lt;br /&gt;
|Up to 150 Credits&lt;br /&gt;
|Poaching&lt;br /&gt;
|-&lt;br /&gt;
|Refusing a Lawful Order&lt;br /&gt;
|N/A&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Up to 500 Credits, imprisonment for monuments or buildings of public importance&lt;br /&gt;
|Discharging a Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Breaking Traffic Laws&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Murder&lt;br /&gt;
|-&lt;br /&gt;
|Possession of a Weapon&lt;br /&gt;
|Up to 3,000 Credits&lt;br /&gt;
|Distribution of Illegal Narcotics&lt;br /&gt;
|-&lt;br /&gt;
|Possession of Illegal Narcotics&lt;br /&gt;
|Fine up to 2,000, mmediate confiscation of narcotics&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{Navbox Human Lore}}&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38864</id>
		<title>User:NewOriginalSchwann/Sandbox3</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38864"/>
		<updated>2026-03-29T17:00:19Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Crimes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Human Lore}}&lt;br /&gt;
&#039;&#039;&#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Assunzione for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Assunzione, it will be treated as a character removal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like most planets in the Coalition, Assunzione has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. The following page is a guide to Assunzionii law, much like the [[Corporate Regulations]] page.&lt;br /&gt;
&lt;br /&gt;
Remember, Assunzione Law Enforcement is not related to the SCC and has little regard for your employment or status. The following laws are separate from the SCC SoP or Regulations, and will be enforced regardless of the situation.&lt;br /&gt;
==Prior Knowledge==&lt;br /&gt;
Assunzione has a much different culture and history than that of Tau Ceti or the SCC.&lt;br /&gt;
* Police can arrest crew for breaking the law or disturbing the peace regardless of job or status.&lt;br /&gt;
* Weapons and firearms are prohibited in Port Volturno.&lt;br /&gt;
*Drugs otherwise legal in Biesel are illegal on Assunzione.&lt;br /&gt;
Keep the above points in mind while exploring Assunzione, and try to respect the locals!&lt;br /&gt;
&lt;br /&gt;
==Criminal Procedures==&lt;br /&gt;
For every infraction except traffic infringements, non-Assuionzii nationals MUST be taken to the police station for processing, and a report MUST be filled out on the forums (a form is provided under the CCIA Forum topic for this purpose).&lt;br /&gt;
&lt;br /&gt;
The following is the procedure for if any of the Horizon&#039;s crew is arrested.&lt;br /&gt;
===Misdemeanours===&lt;br /&gt;
*The police detain a suspect. They have the option of releasing with a warning.&lt;br /&gt;
*The suspect is arrested and brought to the station for processing.&lt;br /&gt;
*Any contraband or stolen items are removed.&lt;br /&gt;
*The suspect is locked in a cell.&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*A Horizon crew member or Head of Staff must come to the station as a guarantor for the suspect who is then released to their care.&lt;br /&gt;
*The police can (and should) report the incident on the special forum thread.&lt;br /&gt;
*The incident and identity of the person is posted on the police’s social media account.&lt;br /&gt;
*CCIA are eligible to start an investigation.&lt;br /&gt;
===Felonies===&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*The suspect remains in the cell for the rest of the round.&lt;br /&gt;
*The police must report the incident on the special forum thread.&lt;br /&gt;
*CCIA automatically launch an investigation and present their findings to the Assunzionii (or Zeng-Hu_ authorities (appropriate CCIA IC messages). The person is eligible to serve jail time in Assunzione, suspending the character for a long period of time or permanently.&lt;br /&gt;
===Crimes===&lt;br /&gt;
The following is a table of various crimes on Assunzione, and what they are classified as.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot;; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Misdemeanour&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Fine&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Felony&lt;br /&gt;
|-&lt;br /&gt;
|Theft&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Grand Theft/Fraud&lt;br /&gt;
|-&lt;br /&gt;
|Disorderly Conduct&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Vehicle Theft&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
|Up to 500 Credits, can lead to imprisonment&lt;br /&gt;
|Assault&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing&lt;br /&gt;
|Up to 1,000 Credits for government property, immediately removal from premises&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|-&lt;br /&gt;
|Resisting Arrest&lt;br /&gt;
|N/A&lt;br /&gt;
|Kidnapping&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Justice&lt;br /&gt;
|Up to 1,000 Credits&lt;br /&gt;
|Illegal Immigration&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Public Works&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Burglary&lt;br /&gt;
|-&lt;br /&gt;
|Insulting the Public Sentiment&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Armed Robbery/Banditry/Piracy&lt;br /&gt;
|-&lt;br /&gt;
|Littering&lt;br /&gt;
|Up to 150 Credits&lt;br /&gt;
|Poaching&lt;br /&gt;
|-&lt;br /&gt;
|Refusing a Lawful Order&lt;br /&gt;
|N/A&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|Vandalism&lt;br /&gt;
|Up to 500 Credits, imprisonment for monuments or buildings of public importance&lt;br /&gt;
|Discharging a Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Breaking Traffic Laws&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Murder&lt;br /&gt;
|-&lt;br /&gt;
|Possession of a Weapon&lt;br /&gt;
|Up to 3,000 Credits&lt;br /&gt;
|Distribution of Illegal Narcotics&lt;br /&gt;
|-&lt;br /&gt;
|Possession of Illegal Narcotics&lt;br /&gt;
|Fine up to 2,000, mmediate confiscation of narcotics&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{Navbox Human Lore}}&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38863</id>
		<title>User:NewOriginalSchwann/Sandbox3</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38863"/>
		<updated>2026-03-29T16:56:45Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Crimes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Human Lore}}&lt;br /&gt;
&#039;&#039;&#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Assunzione for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Assunzione, it will be treated as a character removal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like most planets in the Coalition, Assunzione has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. The following page is a guide to Assunzionii law, much like the [[Corporate Regulations]] page.&lt;br /&gt;
&lt;br /&gt;
Remember, Assunzione Law Enforcement is not related to the SCC and has little regard for your employment or status. The following laws are separate from the SCC SoP or Regulations, and will be enforced regardless of the situation.&lt;br /&gt;
==Prior Knowledge==&lt;br /&gt;
Assunzione has a much different culture and history than that of Tau Ceti or the SCC.&lt;br /&gt;
* Police can arrest crew for breaking the law or disturbing the peace regardless of job or status.&lt;br /&gt;
* Weapons and firearms are prohibited in Port Volturno.&lt;br /&gt;
*Drugs otherwise legal in Biesel are illegal on Assunzione.&lt;br /&gt;
Keep the above points in mind while exploring Assunzione, and try to respect the locals!&lt;br /&gt;
&lt;br /&gt;
==Criminal Procedures==&lt;br /&gt;
For every infraction except traffic infringements, non-Assuionzii nationals MUST be taken to the police station for processing, and a report MUST be filled out on the forums (a form is provided under the CCIA Forum topic for this purpose).&lt;br /&gt;
&lt;br /&gt;
The following is the procedure for if any of the Horizon&#039;s crew is arrested.&lt;br /&gt;
===Misdemeanours===&lt;br /&gt;
*The police detain a suspect. They have the option of releasing with a warning.&lt;br /&gt;
*The suspect is arrested and brought to the station for processing.&lt;br /&gt;
*Any contraband or stolen items are removed.&lt;br /&gt;
*The suspect is locked in a cell.&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*A Horizon crew member or Head of Staff must come to the station as a guarantor for the suspect who is then released to their care.&lt;br /&gt;
*The police can (and should) report the incident on the special forum thread.&lt;br /&gt;
*The incident and identity of the person is posted on the police’s social media account.&lt;br /&gt;
*CCIA are eligible to start an investigation.&lt;br /&gt;
===Felonies===&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*The suspect remains in the cell for the rest of the round.&lt;br /&gt;
*The police must report the incident on the special forum thread.&lt;br /&gt;
*CCIA automatically launch an investigation and present their findings to the Assunzionii (or Zeng-Hu_ authorities (appropriate CCIA IC messages). The person is eligible to serve jail time in Assunzione, suspending the character for a long period of time or permanently.&lt;br /&gt;
===Crimes===&lt;br /&gt;
The following is a table of various crimes on Assunzione, and what they are classified as.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot;; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Misdemeanour&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Fine&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Felony&lt;br /&gt;
|-&lt;br /&gt;
|Theft&lt;br /&gt;
|N/A&lt;br /&gt;
|Grand Theft/Fraud&lt;br /&gt;
|-&lt;br /&gt;
|Disorderly Conduct&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Vehicle Theft&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
|N/A&lt;br /&gt;
|Assault&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing&lt;br /&gt;
|N/A&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|-&lt;br /&gt;
|Resisting Arrest&lt;br /&gt;
|N/A&lt;br /&gt;
|Kidnapping&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Justice&lt;br /&gt;
|N/A&lt;br /&gt;
|Illegal Immigration&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Public Works&lt;br /&gt;
|N/A&lt;br /&gt;
|Burglary&lt;br /&gt;
|-&lt;br /&gt;
|Insulting the Public Sentiment&lt;br /&gt;
|Up to 200 Credits&lt;br /&gt;
|Armed Robbery/Banditry/Piracy&lt;br /&gt;
|-&lt;br /&gt;
|Littering&lt;br /&gt;
|Up to 150 Credits&lt;br /&gt;
|Poaching&lt;br /&gt;
|-&lt;br /&gt;
|Refusing a Lawful Order&lt;br /&gt;
|N/A&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|Vandalism&lt;br /&gt;
|N/A&lt;br /&gt;
|Discharging a Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Breaking Traffic Laws&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Murder&lt;br /&gt;
|-&lt;br /&gt;
|Possession of a Weapon&lt;br /&gt;
|Up to 1,500 Credits&lt;br /&gt;
|Distribution of Illegal Narcotics&lt;br /&gt;
|-&lt;br /&gt;
|Possession of Illegal Narcotics&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{Navbox Human Lore}}&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38862</id>
		<title>User:NewOriginalSchwann/Sandbox3</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38862"/>
		<updated>2026-03-29T16:55:23Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Human Lore}}&lt;br /&gt;
&#039;&#039;&#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Assunzione for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Assunzione, it will be treated as a character removal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like most planets in the Coalition, Assunzione has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. The following page is a guide to Assunzionii law, much like the [[Corporate Regulations]] page.&lt;br /&gt;
&lt;br /&gt;
Remember, Assunzione Law Enforcement is not related to the SCC and has little regard for your employment or status. The following laws are separate from the SCC SoP or Regulations, and will be enforced regardless of the situation.&lt;br /&gt;
==Prior Knowledge==&lt;br /&gt;
Assunzione has a much different culture and history than that of Tau Ceti or the SCC.&lt;br /&gt;
* Police can arrest crew for breaking the law or disturbing the peace regardless of job or status.&lt;br /&gt;
* Weapons and firearms are prohibited in Port Volturno.&lt;br /&gt;
*Drugs otherwise legal in Biesel are illegal on Assunzione.&lt;br /&gt;
Keep the above points in mind while exploring Assunzione, and try to respect the locals!&lt;br /&gt;
&lt;br /&gt;
==Criminal Procedures==&lt;br /&gt;
For every infraction except traffic infringements, non-Assuionzii nationals MUST be taken to the police station for processing, and a report MUST be filled out on the forums (a form is provided under the CCIA Forum topic for this purpose).&lt;br /&gt;
&lt;br /&gt;
The following is the procedure for if any of the Horizon&#039;s crew is arrested.&lt;br /&gt;
===Misdemeanours===&lt;br /&gt;
*The police detain a suspect. They have the option of releasing with a warning.&lt;br /&gt;
*The suspect is arrested and brought to the station for processing.&lt;br /&gt;
*Any contraband or stolen items are removed.&lt;br /&gt;
*The suspect is locked in a cell.&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*A Horizon crew member or Head of Staff must come to the station as a guarantor for the suspect who is then released to their care.&lt;br /&gt;
*The police can (and should) report the incident on the special forum thread.&lt;br /&gt;
*The incident and identity of the person is posted on the police’s social media account.&lt;br /&gt;
*CCIA are eligible to start an investigation.&lt;br /&gt;
===Felonies===&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*The suspect remains in the cell for the rest of the round.&lt;br /&gt;
*The police must report the incident on the special forum thread.&lt;br /&gt;
*CCIA automatically launch an investigation and present their findings to the Assunzionii (or Zeng-Hu_ authorities (appropriate CCIA IC messages). The person is eligible to serve jail time in Assunzione, suspending the character for a long period of time or permanently.&lt;br /&gt;
===Crimes===&lt;br /&gt;
The following is a table of various crimes on Assunzione, and what they are classified as.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot;; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Misdemeanour&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Fine&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Felony&lt;br /&gt;
|-&lt;br /&gt;
|Theft&lt;br /&gt;
|N/A&lt;br /&gt;
|Grand Theft/Fraud&lt;br /&gt;
|-&lt;br /&gt;
|Disorderly Conduct&lt;br /&gt;
|Up to 2,000 Credits&lt;br /&gt;
|Vehicle Theft&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
|N/A&lt;br /&gt;
|Assault&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing&lt;br /&gt;
|N/A&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|-&lt;br /&gt;
|Resisting Arrest&lt;br /&gt;
|N/A&lt;br /&gt;
|Kidnapping&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Justice&lt;br /&gt;
|N/A&lt;br /&gt;
|Illegal Immigration (Runaway IPCs)&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Public Works&lt;br /&gt;
|N/A&lt;br /&gt;
|Burglary&lt;br /&gt;
|-&lt;br /&gt;
|Insulting the Public Sentiment&lt;br /&gt;
|Up to 2,000 Credits&lt;br /&gt;
|Armed Robbery/Banditry/Piracy&lt;br /&gt;
|-&lt;br /&gt;
|Littering&lt;br /&gt;
|Up to 1,000 Credits&lt;br /&gt;
|Poaching&lt;br /&gt;
|-&lt;br /&gt;
|Refusing a Lawful Order&lt;br /&gt;
|N/A&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|Vandalism&lt;br /&gt;
|N/A&lt;br /&gt;
|Discharging a Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Breaking Traffic Laws&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Murder&lt;br /&gt;
|-&lt;br /&gt;
|Possession of a Weapon&lt;br /&gt;
|Up to 10,000 Credits&lt;br /&gt;
|Distribution of Illegal Narcotics&lt;br /&gt;
|-&lt;br /&gt;
|Possession of Illegal Narcotics&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{Navbox Human Lore}}&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38861</id>
		<title>User:NewOriginalSchwann/Sandbox3</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38861"/>
		<updated>2026-03-29T16:49:00Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: Replaced content with &amp;quot;{{Navbox Human Lore}} &amp;#039;&amp;#039;&amp;#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Konyang for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Konyang, it will be treated as a character removal.&amp;#039;&amp;#039;&amp;#039;  Like most planets in the Coalition, Konyang has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. The following page is...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Human Lore}}&lt;br /&gt;
&#039;&#039;&#039;Note: The SCC WILL NOT bail out any employees arrested and tried on Konyang for serious crimes. If, after a CCIA investigation, a character gets sent for trial on Konyang, it will be treated as a character removal.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like most planets in the Coalition, Konyang has the authority to create and enforce its own set of laws. Unlike most other planets, though, the crew of the Horizon is intended to be present on the planet. The following page is a guide to Konyang law, much like the [[Corporate Regulations]] page.&lt;br /&gt;
&lt;br /&gt;
Remember, Konyang Law Enforcement is not related to the SCC and has little regard for your employment or status. The following laws are separate from the SCC SoP or Regulations, and will be enforced regardless of the situation.&lt;br /&gt;
==Prior Knowledge==&lt;br /&gt;
Konyang has a much different culture and history than that of Tau Ceti or the SCC. As such, public opinion on topics such as IPCs are vastly different. Below are some of the basics:&lt;br /&gt;
*Konyang doesn&#039;t recognize IPC ownership, as IPCs are considered living people. By extension of this, IPCs are treated equally under Konyang law and have all of the same rights as people.&lt;br /&gt;
*Konyang authorities will allow IPCs from the Horizon on a temporary SCC pass. IPCs that run away would force the SCC to revoke the pass, and they would be undocumented immigrants. If caught they will be deported to other Coalition member states (Xanu) where ownership is legal, and the SCC will get them back from there.&lt;br /&gt;
*The Konyanger Jeweler Cockatoo is the national animal of Konyang and hunting it is severely prohibited.&lt;br /&gt;
*Police can arrest crew for breaking the law or disturbing the peace regardless of job or status.&lt;br /&gt;
*Weapons and firearms are prohibited in Point Verdant. The crew is permitted to carry in the countryside.&lt;br /&gt;
*Drugs otherwise legal in Biesel are illegal on Konyang.&lt;br /&gt;
Keep the above points in mind while exploring Konyang, and try to respect the locals.&lt;br /&gt;
&lt;br /&gt;
==Criminal Procedures==&lt;br /&gt;
For every infraction except traffic infringements, non-Konyang nationals MUST be taken to the police station for processing, and a report MUST be filled out on the forums (a form is provided under the CCIA Forum topic for this purpose).&lt;br /&gt;
&lt;br /&gt;
The following is the procedure for if any of the Horizon&#039;s crew is arrested.&lt;br /&gt;
===Misdemeanours===&lt;br /&gt;
*The police detain a suspect. They have the option of releasing with a warning.&lt;br /&gt;
*The suspect is arrested and brought to the station for processing.&lt;br /&gt;
*Any contraband or stolen items are removed.&lt;br /&gt;
*The suspect is locked in a cell.&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*A Horizon crew member or Head of Staff must come to the station as a guarantor for the suspect who is then released to their care.&lt;br /&gt;
*The police can (and should) report the incident on the special forum thread.&lt;br /&gt;
*The incident and identity of the person is posted on the police’s social media account.&lt;br /&gt;
*CCIA are eligible to start an investigation.&lt;br /&gt;
===Felonies===&lt;br /&gt;
*The police must inform the Horizon of the incident and the identity of the arrested individual.&lt;br /&gt;
*The suspect remains in the cell for the rest of the round.&lt;br /&gt;
*The police must report the incident on the special forum thread.&lt;br /&gt;
*CCIA automatically launch an investigation and present their findings to the Konyang authorities (appropriate ccia ic messages). The person is eligible to serve jail time in Konyang, suspending the character for a long period of time or permanently.&lt;br /&gt;
===Crimes===&lt;br /&gt;
The following is a table of various crimes on Konyang, and what they are classified as.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;950px&amp;quot;; text-align:center;&amp;quot; border=1 cellspacing=0&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Misdemeanour&lt;br /&gt;
!style=&amp;quot;background-color:#ffee55; width:150px&amp;quot;|Fine&lt;br /&gt;
!style=&amp;quot;background-color:#ff8855; width:150px&amp;quot;|Felony&lt;br /&gt;
|-&lt;br /&gt;
|Theft&lt;br /&gt;
|N/A&lt;br /&gt;
|Grand Theft/Fraud&lt;br /&gt;
|-&lt;br /&gt;
|Disorderly Conduct&lt;br /&gt;
|Up to 2,000 Credits&lt;br /&gt;
|Vehicle Theft&lt;br /&gt;
|-&lt;br /&gt;
|Battery&lt;br /&gt;
|N/A&lt;br /&gt;
|Assault&lt;br /&gt;
|-&lt;br /&gt;
|Trespassing&lt;br /&gt;
|N/A&lt;br /&gt;
|Manslaughter&lt;br /&gt;
|-&lt;br /&gt;
|Resisting Arrest&lt;br /&gt;
|N/A&lt;br /&gt;
|Kidnapping&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Justice&lt;br /&gt;
|N/A&lt;br /&gt;
|Illegal Immigration (Runaway IPCs)&lt;br /&gt;
|-&lt;br /&gt;
|Obstruction of Public Works&lt;br /&gt;
|N/A&lt;br /&gt;
|Burglary&lt;br /&gt;
|-&lt;br /&gt;
|Insulting the Public Sentiment&lt;br /&gt;
|Up to 2,000 Credits&lt;br /&gt;
|Armed Robbery/Banditry/Piracy&lt;br /&gt;
|-&lt;br /&gt;
|Littering&lt;br /&gt;
|Up to 1,000 Credits&lt;br /&gt;
|Poaching&lt;br /&gt;
|-&lt;br /&gt;
|Refusing a Lawful Order&lt;br /&gt;
|N/A&lt;br /&gt;
|Destruction&lt;br /&gt;
|-&lt;br /&gt;
|Vandalism&lt;br /&gt;
|N/A&lt;br /&gt;
|Discharging a Weapon&lt;br /&gt;
|-&lt;br /&gt;
|Breaking Traffic Laws&lt;br /&gt;
|Up to 500 Credits&lt;br /&gt;
|Murder&lt;br /&gt;
|-&lt;br /&gt;
|Possession of a Weapon&lt;br /&gt;
|Up to 10,000 Credits&lt;br /&gt;
|Distribution of Illegal Narcotics&lt;br /&gt;
|-&lt;br /&gt;
|Possession of Illegal Narcotics&lt;br /&gt;
|N/A&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
{{Navbox Human Lore}}&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=38830</id>
		<title>User:NewOriginalSchwann/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=38830"/>
		<updated>2026-03-26T05:04:01Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* The Solarian Marine Corps */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Sol Navy.png|thumb|alt=Flag of the Navy of the Sol Alliance.|The ensign of the Solarian Navy, once flown from Earth to the Solarian Frontier.]]&lt;br /&gt;
Following the Collapse and the start of the Solarian Civil War, an effort was undertaken by reformists in the Solarian military, such as Minister of Defense Lucien Courtois, to reform the SAF and cut out much of the decay and rot which had taken root over the years. While their purges of the Navy’s ranks — and of many SAF staff — hampered a quicker response to the conflict, their efforts have been vindicated by the SAF’s success in bringing a decisive end to the Solarian Civil War in the summer of 2465. Today, the SAF has a new mission: defending the Reconstruction Mandates and protecting the borders of an ascendant Alliance.&lt;br /&gt;
&lt;br /&gt;
Some, however, believe the SAF will soon be used for more sinister purposes, and many in Biesel and the Coalition look upon it with alarm as the Alliance begins to exert itself in the Spur once again.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The Solarian military is dedicated to [[Mars#The Violet Dawn Explosion|destroying]] [[Xanu Prime|whatever]] it [[Human Wildlands|touches]], and will not hesitate to destroy [[Gadpathur|you]] if you show them weakness. Show them no mercy, for they showed your [[Gadpathur#The War|ancestors]] none!”&amp;lt;/i&amp;gt; - Excerpt from a [[Gadpathur|Gadpathurian]] anti-Solarian booklet intended to be distributed to children age 8-10.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Solarian Armed Forces have a history which stretches back to 17 July 2143, shortly after the founding of the Solarian Alliance. Its origin was not a happy one. Though it took almost a decade to hash out the terms of the Alliance, most parties (with the exception of Switzerland) on Earth agreed to join it by 2140. However, the idea of surrendering military autonomy to a supranational government was a point of concern for many members of the newly-formed supernational union, particular the two superpowers of the USA and USSR. Both were extremely hesitant to surrender their spacebound military capabilities to the Alliance, and, further compounding issues, both argued that they deserved to host the headquarters of the Alliance’s military command structure.&lt;br /&gt;
&lt;br /&gt;
It took three grueling years of back-and-forth negotiations between the Alliance and its members to resolve the issue of the SAF. Ultimately a compromise was reached regarding the Alliance’s military command which settled the pressing issue of who would host the admiralty of (and thus be able to exert significant influence in) what is now known as the Solarian Navy. The compromise placed the admiralty on a place where no Earth nation could, in theory, influence it: Harmony City, Luna. While the USA and USSR were not happy, they were both begrudgingly content to accept it, as while one wouldn’t be able to control it, their rivals couldn’t either. The position of the admiralty on Luna and the relative independence offered to it due to this would, in the decades and centuries to come, have truly dire consequences.&lt;br /&gt;
&lt;br /&gt;
In the century between the Alliance’s formation and the Interstellar War, the SAF was plagued by interservice rivalry between the Solarian Army and Solarian Navy which, while never turning to violence, defined much of the SAF’s trajectory before 2275. The Navy claimed it was of more importance due to securing Sol’s interstellar lanes of commerce and policing piracy, while the Army claimed it was of more importance due to protecting the colonies themselves and ensuring the Alliance was internally stable. The Army-Navy conflict prior to the Interstellar War has been viewed by some Solarian scholars as a microcosm of the future civil war: the Navy tended to be dominated by Inner Ring citizens, particularly those from Luna, and the Army tended to draw its personnel locally, leading to a large proportion from the Outer Ring and further afield colonies. &lt;br /&gt;
&lt;br /&gt;
This conflict, and the broader schism in the Alliance, would be brought to its bloody conclusion in 2275 with the start of the Interstellar War, the SAF’s largest and most costly conflict even two centuries later. It would tip the Army-Navy struggle decisively in the Navy’s favor as many Army units, recruited locally and unpaid for months due to the ongoing financial crisis, defected to the Coalition while few Navy units did the same, and those that did were often swept under the rug or otherwise disowned. While the Navy, and loyal units of the Army, fought fiercely — and in some cases, such as Gadpathur, committed horrific crimes in the name of Solarian unity — they were unable to defeat the Coalition due to its dogged defensive fighting. A peace treaty, the Treaty of Xansan, was ultimately signed in Geneva in 2287, bringing over a decade of warfare to a close and permanently shattering Solarian hegemony over humanity.&lt;br /&gt;
&lt;br /&gt;
To the Navy, which believed it could have won the Interstellar War, the Treaty of Xansan was seen as a betrayal of the venerable Navy by spineless politicians — a slap to the collective faces of Navy officers who had put their lives on the line defending the Alliance by cowardly politicians obsessed with their careers who had never spent a day in uniform. It incensed them, and they began to plot against it in secret. Decisive action was needed to ensure Sol remained intact, and who better to take it than the Navy, its most steadfast institution?&lt;br /&gt;
&lt;br /&gt;
While it ultimately failed in its goal of revoking the Treaty of Xansan, the Revolt of the Officers on 18 May 2289 forever ensured the Navy would have a voice in politics. The coup attempt’s goals were simple: overthrow the civilian government and declare the Treaty of Xansan null and void, then resume the Interstellar War and fight until the Alliance’s hegemony was once again established. The plan, however, began to fall apart almost immediately due to one factor the coup’s mastermind, Admiral Terrence Hopper, had not accounted for: that the Army guard stationed at the Alliance’s then-capital in New York City would not go along with their conspiracy, leading to an active gunfight outside the capitol building between Army guards and Navy marines. Ultimately the Army, with support from local member state forces and ordinary civilians, repulsed the attack and the coup was seemingly aborted. But it was not as simple as it seemed, however, as the admiralty, in the days after the coup, cut a backroom deal with the civilian government: the Revolt of the Officers would be swept under the metaphorical rug by being blamed on radical elements and the Navy would be given a political voice. In exchange, the Navy would continue to protect the Alliance from interstellar threats. Hopper himself, the Butcher of Gadpathur, would avoid justice once again and remain active in politics until his death on Luna in the 24th century, and ultimately shaped Solarian fascist thought up until the present day.&lt;br /&gt;
&lt;br /&gt;
Effectively, the Navy had used its position to extort the government. Emboldened by this, and how close they had come to controlling the government through violence, the Navy became more and more influential as the decades continued on. It also became more corrupt and less efficient, as political connections became more important than ability and Caesarism infected its ranks. Ultimately, the decision to place it on Luna, where it could not be controlled by a power on Earth, had made the Navy accountable primarily to itself rather than the civilian government based upon Earth and, post-2300, Unity Station. Its pet project, the Solarian Marine Corps, was hardly any better. For many Solarians the Navy has failed them time and time again as an institution, and nowhere is this more clear than in the Solarian Collapse of 2462. Rather than protecting the Alliance many Navy forces, more loyal to their Admirals than their nation, defected and have rampaged across the Middle and Outer Rings.&lt;br /&gt;
&lt;br /&gt;
The Army, meanwhile, did have civilian authorities to answer to due to being headquartered on Earth. Post-Interstellar War the Army was placed through multiple reforms which transformed it from a sluggish, inefficient institution which lost much of its strength to defections into a force capable of defending the Alliance’s planets and government from all enemies — whether they be foreign or domestic. Where the Navy failed the Army has succeeded, particularly upon Mars, where it — in mere weeks — brought the red planet back into nominal Solarian control.&lt;br /&gt;
&lt;br /&gt;
The painful reforms spearheaded by SecD Courtois during the civil war have been dramatically vindicated by the SAF’s performance during its 2465 intervention in the civil war, where it rapidly outmaneuvered and outperformed the Solarian Restoration Front and Coalition-backed League in a rapid campaign. Both warlord statelets collapsed under the SAF’s relentless offensive and the Alliance’s flag once again flew from above capital cities across the Northern Reaches, with the pro-Solarian Middle Ring Shield Pact having been peacefully reintegrated, and both League and SRF authorities totally collapsing. In the Southern Reaches, both local governments — already de facto part of the Alliance — were brought back into the ASSN officially. The Solarian Civil War ended in mid-2465 with a decisive victory for the government, though one tainted by the loss of many systems to the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
With the end of organized resistance by major secessionist forces the SAF has found itself engaged in mop-up and counterinsurgency operations across the Northern Reaches. In the Southern Reaches it busies itself in piracy suppression and — unofficially — “rat transportation” runs of military equipment to anti-Biesel insurgents still fighting for the Alliance in the Hinterlands. The Alliance’s armed forces stand with their nose bloodied but unbroken, and remain a capable military force — especially with a newly reestablished and growing military relationship with the nearby Empire of Dominia providing them with an effective counterweight to Elyran and Coalition influence in its south.&lt;br /&gt;
&lt;br /&gt;
==Operational Strategy==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The size of the imperialist Alliance makes it clumsy and slow to react. We must strike where it is weak, and chip at its foundations. Only through attrition will our victory come,”&amp;lt;/i&amp;gt; - Cadre Leader Naveen Shankar speaking to the crew of his vessel before a patrol, mid-2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Managing the Solarian Armed Forces, the largest organized fighting force in the modern Spur, at the operational level is a titanic undertaking which has seen liter after liter of ink spilled on the pages of military manuals, academic projects, and Solarian government documents. The Alliance has been, in its history, the single largest nation in the Spur, and required a great deal of thought to manage its territory. Its losses in the Interstellar War and its aftermath, including the Elyran Revolution, have shown it does not always succeed in its operational strategy. Furthermore, prior to SecD Courtois’ reforms in 2462-63 the Alliance had long lacked a centralized command and control system, with various military high commands such as the Solarian Navy Admiralty on Luna instead reporting to the Secretary of Defense independently of the other branches. This led to naval over-representation, inefficiency, and virulent interservice rivalries.&lt;br /&gt;
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In December 2462 SecD Courtois chose to address this problem by creating the &#039;&#039;&#039;Joint Military Command&#039;&#039;&#039;, or &#039;&#039;&#039;JMC&#039;&#039;&#039;. Consisting of eight members — one from each service plus a SDF representative, a chair and vice chair (both from different branches), and the military’s chief logistics officer — the JMC is designed to reduce inefficiency in the SAF by fostering cooperation. Its trial by fire, the [[Mars#The Solarian Reunification Campaign_(2462 - present)|Martian Campaign]], was a success, with Army forces fighting using previously unseen levels of naval support from orbit. The Alliance’s rapid victory in the civil war seems to have further vindicated the JMC and Courtois, with its branches having worked together at levels unseen since the Interstellar War, and having won decisively.&lt;br /&gt;
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The overall mission of the Alliance’s military is twofold. First, it must ensure the Alliance’s territorial integrity is maintained and protected against external aggression, such as Biesel’s annexations in 2462, and internal unrest, such as the Solarian Civil War of 2462-65. Second, and less publicly, is to ensure the Alliance’s lost territories can be recovered from those currently occupying it. Prior to 2462 this was centered around the Coalition of Colonies and Republic of Elyra. Since 2462 the Alliance’s strategic thinking has shifted to a potential reunification war against the Republic of Biesel, which is known in its media as the Republic of Tau Ceti. Politicians talk of war and generals plan military exercises, but none can seriously considering the prospect of causing another Interstellar War — right?&lt;br /&gt;
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===Solarian Military Commands===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Persistent Excellence, Persistent Readiness,”&amp;lt;/i&amp;gt; - Motto of Sol Alliance Northern Command.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian military operates in four combat commands — multi-branch organizations that answer to the JMC, though they predate it — responsible for operations in different parts of the Alliance: North, South, Central, and [[Sol|Sol System]]. Though all four commands have been historically dominated by the Navy, post-2462 reforms and an excellent performance in the civil war have seen the Army — and local SDFs, though to a lesser extent — exert more influence over the combat commands, particularly Northern Command. Due to being regional, the four commands all have slightly different responsibilities, though three of four have a point of overlap: [[Republic of Biesel|Biesel]], which has seen itself become a strategic priority for the Alliance since its rapid — and illegal, in Solarian eyes — annexation of great swaths of the Alliance.&lt;br /&gt;
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Northern Command (&#039;&#039;&#039;NORCOM&#039;&#039;&#039;) is based on [[San Colette]] and has responsibility for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Northern Reaches]], the Coalition border near Konyang, and the northern border of Biesel. It is commanded by General Patrick Edwards, a veteran Solarian Army officer who previously served in the Martian and Lycorii theaters. NORCOM’s daily responsibilities are mostly concerned with maintaining the ongoing low-intensity conflict against the remnants of both the Solarian Restoration Front and League of Independent Corporate-Free Systems in the Northern Reaches, with its Army troops stationed on Lycoris and involved in counterinsurgency operations, and many of its naval patrol squadrons policing warp lanes for League remnants. More importantly, it is expected to be the first to defend or attack in the event of a war against the Coalition, being home to the legendary 1st Battlegroup and its vaunted Fleet Admiral, Ingrid von Varnhagen und Landerberg. Also at Edwards’ disposal are the veteran SDFs of the Northern Reaches, sans Lycoris, that cut their teeth in the fighting of the civil war and have seen the quality of their equipment rise dramatically post-2465.&lt;br /&gt;
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Central Command (&#039;&#039;&#039;CENTCOM&#039;&#039;&#039;) is based on Silversun and has responsibility for the Inner Ring and the central border with [[Republic of Biesel|Biesel]]. It was, from 2462 to 2465, home to the orphaned northern and southern commands due to its location. While it shrunk significantly in 2462 — losing its Coalition border and much of its territory to Biesel — it has remained effective under the leadership of Admiral Bahri Özkan, commander of the 25th Fleet prior to assuming command of CENTCOM in 2464. Özkan’s forces face Biesel’s [[Tau Ceti Armed Forces#Zoleth Line|Zoleth Line]] — a multi-layered defensive formation — and are expected to pin down the [[Tau Ceti Armed Forces|Republic’s forces]] by threatening it with an offensive. At his disposal are veteran naval formations and Army troops, many of whom he has seen equipped with electronic warfare and incendiary weapons to counter Biesel’s synthetic and vaurca troops.&lt;br /&gt;
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Sol System Command (&#039;&#039;&#039;SOLCOM&#039;&#039;&#039;) is based on [[Callisto]] and is a unique command that only supervises one system, the Sol System, rather than a region of the Alliance. Considered to be a strategic reserve for any future wars, it is under the command of Admiral Yaoting Kong. Known as “King Kong” by his subordinates due to his large build and love of the Monkey King franchise, Admiral Kong’s combat command is centered around logistics and training rather than combat. He is also responsible for the Sol System’s security, and is the first admiral to work with civilian fleet organizations such as the [[Callisto#Government and Politics|Callistean Port Authority]] in a new anti-smuggling campaign.&lt;br /&gt;
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Southern Command &#039;&#039;&#039;(SOUCOM&#039;&#039;&#039;) is based on Visegrad and is responsible for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Southern Reaches]], the southern border of Biesel and the Hinterlands, the southern border of the Alliance, and coordination with the nearby Empire of Dominia. Managing these operations is Admiral Monika von Schintling, a senior flag officer of the Solarian Navy with experience in the civil war and in the Southern Reaches. Underneath her is the veteran 6th Battlegroup, formed of loyal Middle Ring Battlefleets, and officers seasoned by years of anti-piracy experience. Alongside these duties von Schintling’s command is responsible for the “rat transportation” network of transporting supplies to pro-Solarian insurgents in the Hinterlands and coordinating with the Dominian Imperial Military, which had rebounded in prominence to SOUCOM following the civil war’s end. Once responsible for carrying out a theoretical war against [[Republic of Elyra|Elyra]], SOUCOM is now expected to work with CENTCOM in the event of a war against [[Republic of Biesel|Biesel]] — punching through the south and striking at [[Tau Ceti]] while CENTCOM forces hold the Zoleth Line garrison in place and NORCOM strikes downwards.&lt;br /&gt;
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===Joint Military Command Personnel===&lt;br /&gt;
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The military officers chosen to be part of the Joint Military Command are experienced officers and expected to represent the best of their services — they are perhaps the most experienced military officers in the Spur — and report to the prime minister and Secretary of Defense. The below individuals are the first ever to hold positions in the JMC, with their terms having started in January 2463, and will last until December 2468: a five-year term designed to make them loyal to the government itself rather than whatever SecD appointed them.&lt;br /&gt;
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The Chair of the Joint Military Command (CJMC) is &#039;&#039;&#039;Admiral Giorgio Palazzi&#039;&#039;&#039;, a fifty-year veteran of the Navy and former dean of the Alliance’s primary naval academy. Palazzi is a rare example of a veteran [[Luna|Lunarian officer]] with doctrinally conservative views who remained loyal to Courtois rather than retiring in 2462-63. He is a serious-faced, flint-eyed man who organized the evacuation of Solarian assets from Biesel during its secession and helped coordinate much of the Alliance’s victory in the Northern Reaches in 2465. Palazzi is seen by some as a compromise between the Navy’s conservative and reformist factions, with Courtois and the Chief of Naval Operations firmly reformist but Palazzi representing the best — and perhaps the last — of the Navy’s pre-2462, anti-Coalition operational strategy. As CJMC Palazzi holds no military command — leaving that to other members of the JMC — and serves as both an overall coordinator of its members and is a liaison between the JMC and the civilian government.&lt;br /&gt;
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The Vice Chair of the JMC (VCJMC) is &#039;&#039;&#039;General Valerie Yang Liao&#039;&#039;&#039;, formerly commander of the [[Callisto|Callistean Marines]] and a 35 year veteran of the Army. Commonly known as VYL (pronounced “Vile,” to the general’s amusement), Liao cut her teeth fighting against pirates on Konyang and Port Antilla as a young officer before leading the Callistean Marines during the anti-Frost coup. She is more aligned with Courtois and was given the role of VCJMC after demands by the Army to avoid Navy dominance of the JMC. In her day to day work Liao serves as a ground-based counterpart to Palazzi, and was vital in ensuring the Alliance’s victory on Mars and throughout the Northern Reaches.&lt;br /&gt;
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&#039;&#039;&#039;General Richard B. Sloan&#039;&#039;&#039;, also known as “Mad Dog” to his marines, is the current Commandant of the Solarian Alliance Marine Corps (CSAMC), representing his marines on the JMC. He acquired his nickname when only a Lieutenant with the 1st Marine Division: after his visor was cracked during a boarding operation, he grabbed a nearby roll of tape in the ship, taped over it, and continued leading his unit. On the tape was, appropriately, a dog-themed pattern, and a nickname was born. After replacing the previous commandant — a Frost loyalist — Sloan embarked on a mission to reduce corruption in the ranks and mend fences with the Army and Army Air Force. Multiple units were nearly completely dissolved and reorganized, and he made the unpopular decision to take a funding cut and redirect it to the Army — an act that has done much to repair intraservice relations.  Sloan fought hard for his reforms and was vindicated by his marines’ performance in the Northern Reaches, where they served with distinction and cooperated effectively with the Army.&lt;br /&gt;
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&#039;&#039;&#039;General Chi Hoa Phan&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army (CSSA). Former commander of the [[New Hai Phong|4th Haiphongese Armored Division]], she has been a tireless advocate for the Army’s funding and development in the face of its successes on Mars and in the civil war. Phan — like other members of the JMC — holds no combat command as CSAS but is known to frequently tour the Army’s major mission areas, and has been active in the development of new and better vehicles for the Army. She also abandoned several expensive Frost-era programs to equip the Army with energy rifles instead of their M469A2s, citing it as an unnecessary waste of taxpayer funds and, “corporate welfare,” for [[Zavodskoi Interstellar]], which continues to hold onto chunks of the Solarian defense industry.&lt;br /&gt;
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&#039;&#039;&#039;General Raymond Spaatz&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army Air Force (CSAAF). Originally from [[Silversun]], he has served the SAAF for fifty years — starting as a cadet — and is the oldest member of the JMC. He is expected to retire after his term ends. A bomber pilot by training, Spaatz is widely viewed as one of the preeminent scholars on SAAF operations during the Interstellar War and is a published author on the subject. Building on the successes and failures of the historical SAAF, Spaatz helped to establish a new doctrine for the military’s air component centered around attacking enemy infrastructure targets and providing close support to ground troops. He is additionally responsible for increasing coordination between the SAAF, SDF air forces, and the Navy through his formation of Air-Land-Space Operation Commands on planetary theaters of operation.&lt;br /&gt;
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&#039;&#039;&#039;Admiral Franziska Sibylle von Varnhagen&#039;&#039;&#039; is the current Chief of Naval Operations (CNO). A member of one of the Alliance’s most prominent naval families, von Varnhagen is the aunt of the First Battlegroup’s commander, Fleet Admiral Ingrid von Varnhagen und Langenburg. She was one of the admirals who saw the [[Sol Alliance History#2460-61: Michael Frost Ascends to Power|anti-Frost coup attempt]] was successful by commanding naval forces around Earth to stand down during the crisis. Since 2462 she has worked with Courtois and Solarian law enforcement to ensure the remains of Frost’s loyalists are purged from the Navy’s ranks, and has promoted loyal junior officers to fill these vacancies. However, many of von Varnhagen’s new cadre remain Lunarians — both due to much of the Alliance being cut off until 2465 and due to her status as a member of the moon’s naval aristocracy. Since 2465 she has become a major driver behind the restoration of Unity Station-Moroz naval ties, viewing the Empire as a natural counterweight to Elyra in the south.&lt;br /&gt;
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&#039;&#039;&#039;Lieutenant General Máximo Ruiz Navarro&#039;&#039;&#039;, [[San Colette#The Civil Guard|Colettish Civil Guard]], is the JMC’s current Chief Liaison for System Defense Forces (CSDF). Navarro is the most recent addition to the JMC, having joined it in December 2465, and represents the many SDFs of the Alliance, with his goal being to advocate for their interests and needs. Prior to assuming this position he was involved in the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], fighting on Lhokgon, New Peoria, and D’Anzin during 2465. Cut off from central command on San Colette proper during the final days of the battle for its system, he led an ad-hoc formation of Civil Guard units, SDF forces, militia, and mercenaries to fight against invading Solarian Restoration Front units. This force — called the Navarro Brigade by some — held out until regular Solarian forces arrived, and made its commander a hero of D’Anzin.&lt;br /&gt;
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&#039;&#039;&#039;General Mbwana Oyenusi&#039;&#039;&#039;, Quartermaster General of the Solarian Armed Forces (QMSAF), is a Solarian Army officer who previously served as its chief logistics officer, and now carries out the same duty for the entire SAF. An extremely talented, though doubtlessly overworked, man, Oyenusi has the unenviable task of ensuring the military logistics apparatus is ready to handle any and all situations thrown at it, ranging from military operations to training to disaster relief. While he does not have a combat command, Oyenusi is responsible for the operation of many supply routes run by military, merchant marine, and civilian-operated vessels. Already bald, Oyenusi jokes he would have lost all of his hair from stress if any remained. Prior to joining the SAF, Oyenusi worked as a logistics manager on [[Callisto]], where he helped manage a family-owned logistics firm alongside his father.&lt;br /&gt;
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==Logistics and Standardization==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Equipping millions of soldiers, sailors, and marines – let alone our reserve units in our member-states – is stressful enough to make women gray and men bald, prime minister. They chose me because I was already bald,”&amp;lt;/i&amp;gt; - General Mbwana Oyenusi, Quartermaster General of the SAF, to PM Strom, 29 June 2467.&amp;lt;/center&amp;gt;&lt;br /&gt;
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As the largest organized military in the modern [[Orion Spur]], simply maintaining the SAF requires an extensive logistics network which must be ready to expand quickly — and dramatically — in the event of a war, disaster, or crisis. This logistics system is under the leadership of the &#039;&#039;&#039;Solarian Armed Forces Ordnance Corps&#039;&#039;&#039; and &#039;&#039;&#039;Quartermaster General Mbwana Oyenusi&#039;&#039;&#039;. Both the Navy and Army operate a large fleet of support craft ranging from humble cargo shuttles to the Navy’s massive Atlas-class mobile fleet repair vessels, and numerous civilian businesses and vessels operate in contracts to support the SAF by producing or moving supplies to wherever they are needed. While megacorporations such as Orion Express have expressed interest in acquiring transportation contracts from the SAF, the [[Sol Alliance#Economics|Solarian Corporate Authority (SCA)]] has consistently refused any megacorporation contracts with regard to matters of national security, citing the existence of the [[Stellar Corporate Conglomerate]] as a major security risk due to its close ties with Biesel.&lt;br /&gt;
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Production of Solarian military equipment was, prior to 2462, the domain of [[Hephaestus Industries]] for shipbuilding and [[Zavodskoi Interstellar]] for almost everything else. With the advent of the SCA in 2463 this production has diversified into a dizzying array of small to medium-scale firms across the Alliance, though Hephaestus facilities on New Hai Phong and Zavodskoi ones on [[Luna]] remain producers, which have at times struggeld to meet the quotas previously reached by megacorporate logistics systems. Despite this diversification in supply sources the SAF has retained a key aspect of its logistical success: its policy of standardization in caliber and uniforms, which has greatly simplified the process of supplying the typical Solarian infantryman. They — with some exceptions — use 5.56 Solarian rounds and a standard set of camouflage-conforming fatigues whether they are a marine in orbit or a system defense force reservist in a muddy foxhole.&lt;br /&gt;
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Also standardized is the Alliance’s rank system, which it inherited from the Earther governments which preceded it. Alliance military enlisted have ranks which correspond to the enlisted scale, ranging from OR-1 to OR-9, and officers having a similar scale, ranging from OF-1 to OF-10. Both have space for specialist ranks such as the senior enlisted advisors of Joint Military Command officers, and the scale system is used by every organized military and System Defense Force throughout the Alliance. With each branch — Army, Navy, and Marines — having different rank names and the Alliance’s dozens of SDFs having their own variations, this system is vital to preventing confusion during joint operations such as the Martian Campaign or the ending phase of the civil war.&lt;br /&gt;
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While durable and able to supply the Alliance’s military forces with whatever they need — with units requiring everything from ration-filled crates to artillery shells to naval-grade fuels to toilet paper — the immense amount of investment required to provision the SAF has made it difficult to introduce new weapons and technologies at a large scale. While Biesel, Galatea, and Elyra have moved away from a ballistics-first military and seen their logistics need lessen due to ammunition being rechargeable — though in [[Republic of Elyra|Elyra’s case]], many of their energy-based weapons retain conventional ammunition systems — the Alliance has not due to the prohibitive cost of setting up production capacity to replace the millions of standard-issue M469 assault rifles already in service. Energy weapons remain experimental or limited-issue in Solarian service, and pre-2462 attempts to introduce them were stymied by inefficiency and corruption.&lt;br /&gt;
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Unique among major powers, the Alliance provides a license to produce some military equipment to entities approved by the [[Sol Alliance#Government|Solarian Senate]]. These include approved mercenary units such as the [[Private Military Contracting Group#Eridani Private Military Contractors|Eridanian Golden Fist]], the [[Eridani Federation Military|Eridanian military]], and the [[Dominian Imperial Military]]. The [[Empire of Dominia]] has purchased licenses for several Solarian weapon systems, including incendiary grenades, and produces them locally, while the [[Eridani Federation|Eridani Federation’s]] unique status in the Alliance allows it to both produce local equipment to outfit its private military contractors and to fill gaps with Solarian equipment where needed. Much of the heavy equipment used by [[Private Military Contracting Group#Ringspire|Ringspire]] on [[Adhomai]] was made through this program, with license-produced Solarian Army vehicles performing well in the PMC’s butchery.&lt;br /&gt;
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===Non-Humans in the Solarian Armed Forces===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“As far as I’m concerned? The Ban didn’t go far enough! We should carpet bomb their whole [censored] [[Adhomai|planet]], really give them a [censored] taste of what they did to us [https://forums.aurorastation.org/topic/2816-sol-alliance-news-network/?do=findComment&amp;amp;comment=141866| here]! Send the Navy in and have them clean it up! Get those [censored] [[Unathi|lizards]] too!”&amp;lt;/i&amp;gt; — Anonymous [[New Hai Phong|New Hai Phonger]] speaking to the Solarian Alliance News Network in the aftermath of bombings carried out by the [[Tajaran Emigration#Tajara Revolutionary Army|Tajara Revolutionary Army]]. Unaired due to foul language.&amp;lt;/center&amp;gt;&lt;br /&gt;
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No branch of the Solarian Armed Forces aside from rare System Defense Forces has, at any time, recruited an alien species into its ranks. The reasons for this are rooted in both simple practicality and the entrenched xenophobia common in much of the Solarian Alliance, which contributes to a belief that aliens are simply not to be trusted. Practically speaking the three SAF branches are massive organizations which would only marginally benefit from alien recruits and would have to incur an expensive cost as different species demand wildly different equipment, such as fitted voidsuits and armor, and different accommodations.&lt;br /&gt;
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On the less practical side the Solarian culture of alien distrust has been applied to each species and also argued. To the typical SAF official even the most trustworthy alien is less reliable than the worst human recruit . The SAF is not, and will never be, a force for alien tolerance in the Alliance. From an outright less xenophobic perspective, the Solarian Armed Forces&#039; traditions place a great deal of ideological and cultural importance on the idea of the military as the protector of Solarian humanity. To allow aliens into its ranks has long been considered a betrayal of that ideal, and that compromising this deeply-held tenet would be an unacceptable transgression against the Alliance itself, its human citizens, and the fundamental values of the Alliance&#039;s military.&lt;br /&gt;
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[[Sol Alliance#IPC in the Sol Alliance Military|Positronics]], on the contrary, are highly valued in the SAF. Having had a long history of using [[San Colette#Drone Warfare|drones]], the adoption of positronic intelligence was viewed as the next step in a long line of military robotics. For the longest time, however, IPC and other synthetics have been relegated to support and logistics roles due to mistrust and concerns over their ability to survive in combat scenarios. The collapse has led the SAF to begin looking at IPC in order to fill the gap in its manpower, with the Navy in particular eagerly adopting them in combat roles, placing the machines as both gunners and pilots, and employing traditional shipborne AI to assist and in some cases replace crewmembers. Although assuring the public that combat IPC are a temporary measure given the crisis, some observers note that funding towards further research of combat AI has increased since their adoption.&lt;br /&gt;
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==Dominia and the Solarian Armed Forces==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“By order of my Emperor, Boleslaw Keeser I, I address to you our Fleet and Empire’s highest felicitations and congratulations for your exemplary victory in the northern provinces. Long may [[Sol|Sol’s]] light shine across the [[Orion Spur|Spur]]!”&amp;lt;/i&amp;gt; - Grand Admiral Huiling Zhao of the [[Dominian Imperial Military#His Imperial Majesty’s Fleet|Imperial Fleet]] in an official letter to Secretary of Defense Courtois, July 2465.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Dominian Flag Horizontal.png|thumb|The flag of the Empire of Dominia, an authoritarian state in the Southern Spur aligned with the Solarian Alliance.]]&lt;br /&gt;
The relationship between the [[Empire of Dominia]] and the Solarian military stretches back to before the Empire’s founding, beginning shortly after the Empire’s predecessor states unintentionally contacted the Alliance during the [[Empire of Dominia#The War of Moroz|War of Moroz]]. Both the Solarian Army and Navy sent military observers to the Imperial Alliance’s forces who reported back to the Alliance about its successes, failures, and on the structure of the belligerent nations. Solarian military attachés were some of the first individuals from outside Dominia to write on the planet’s unique culture and history, and reported to Unity Station that the Empire had strategic potential for use as a counterbalance against Elyran influence in the southern region. The Republic, after all, had only seceded in 2302 — a recent memory for the officers on Moroz in the mid-2300s. Military liaisons wrote approvingly of a state which was, though still new, eager to learn and could become a large market for Solarian defense companies such as Zavodskoi Interstellar.&lt;br /&gt;
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With the Empire’s formation in 2385 the Alliance ramped up its aid efforts. With only a scraped-together excuse for what they called the Imperial Fleet, the Empire sent its best naval cadets and officers — generally belonging to houses Zhao or Kaneko — to Luna to study the Alliance’s naval tactics, and they were enrolled in the Solarian Naval Academy in Hangzhou alongside dozens of Solarian officers — mostly Lunarians. These officers, including then-Cadet Jitsuko Kaneko, soon to be a major figure in the nascent Imperial Fleet, excelled at their duties, and several Morozian cadets have been seconded to every academy class, with the exception of the 2460-65 period. Most of the earliest true Imperial Fleet warships were either made in Solarian facilities before being shipped to Mira Sancta or Zhurong for final work, or purchased wholesale from the Alliance’s reserve vessels. This tradition continues symbolically, with one gun of the Moroz-class dreadnought HIMFS Moroz and one gun of the Diyu-class dreadnought SAMV Gunnhildur each having been completed in the other nation’s foundries.&lt;br /&gt;
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The [[Dominian Imperial Military#The Imperial Army|Imperial Army]] likewise benefited from Solarian aid, both in training and in equipment. While they were experienced with planetary warfare the generals of the early Imperial Army were unfamiliar with warfare on an interstellar scale, and Solarian training during the late 24th and early 25th centuries likely helped turn the invasion of Sun Reach in 2422 into a lightning victory for the Empire. While Solarian Army surplus has long vanished into the scrapyards of Jinxiang and Zhurong — though some antiquated stock is used to equip the Home Guard, Sun Reach’s paramilitary scout force — some of the Imperial Army’s equipment remains closely related to — or licensed copies of — their Solarian counterparts.  The Empire and Alliance operate several joint training facilities for ground troops, with Solarian troops sometimes learning IED disposal from Dominian pioneers and their Dominian counterparts learning exosuit operation from Solarian vehicle crews.&lt;br /&gt;
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==The Solarian Navy==&lt;br /&gt;
[[File:Sol_Alliance_Navy.png|thumb|The symbol of the modern Solarian Navy.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Before the Interstellar War, the Solarian Navy was the largest and most perfect fighting force in the galaxy. That is, on the surface level. The admiralty of those years made the greatest mistake of pursuing strength in infinite numbers – a decision that would culminate in the Solarian Civil War.”&amp;lt;/i&amp;gt; – Excerpt from Lucien Courtois’ graduation thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The largest single branch of the SAF is the Solarian Alliance Navy (SAN). With millions of uniformed personnel scattered across dozens — if not hundreds — of planets, garrisons, starbases, fleets, and other facilities it may very well be the largest organized fighting force in the galaxy, and has the influence to match. The Navy has long held significant sway over Solarian politics due to both its size and its vital role in securing safe interstellar commerce and travel in the Alliance. This sway has long ensured the Navy is well-funded and it has long been on the cutting edge of Solarian defense spending. Its role in defending planets and shipping from piracy has historically given it a positive image in the eyes of many Solarians, many of with some notable exceptions such as Callisto -- long at odds with the Navy over the policing of trade and commerce flowing in through the moon’s spaceports. This positive view dimmed during the late 2450s and early 2460s, when the Navy became closely intertwined in the fascistic ATLAS-led government of Prime Minister Michael Frost.&lt;br /&gt;
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By 2462 the broad powers granted to the Navy to ensure the Alliance, then the largest human nation in the Orion Spur, remained safe and secure combined with limited oversight of the Navy to incubate a culture of graft, corruption, and rampant Caesarism in its ranks. As one traveled further from the Inner Ring these problems worsened: Solarian operational thinking prioritized more reliable officers for the defense of the Inner Ring while less reliable officers, and underperforming ones, were sent to the Outer Ring, wits its less strategic worlds. These admirals were given poor troops and little oversight by the Admiralty, allowing them to become their own masters and shape their assigned fleet to be loyal to their admiral over their Alliance.&lt;br /&gt;
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Between 2462 and 2465, defections, reforms, and attrition associated with the Solarian Civil War have taken the Navy from 200 fleets to 100. In 2465 a SISA discovery many officers were funneling supplies to radical warlords such as the Solarian Restoration Front caused a large purge of its upper ranks spearheaded by Secretary of Defense Lucien Courtois, allowing him to further already-existant reforms the Navy began in 2462. The Navy’s rapid defeat of warlords in the Northern Reaches have vindicated Courtois and the reformists, and brought the Navy back much of the prestige it lost in the Solarian Collapse of 2462.&lt;br /&gt;
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Now, in the late 2460s, the Solarian Navy has regained much of its earlier edge through a combination of reforms and ineffective units being disbanded. Most of its units have gained valuable combat experience in the final phase of the Solarian Civil War, which saw the largest interstellar engagements since the Interstellar War, and dated equipment has been replaced by domestically-produced or Einstein-manfactured upgrades able to compete with the Republic of Biesel&#039;s corporate equipment. In the Northern Reaches, it has reconstituted much of its defensive lines against the Coalition, while in the south old ties with the Dominian Imperial Fleet have been reestablished. Recent naval exercises such as OBSIDIAN CAGE 67 have shown the Solarian Navy at some of its highest readiness levels of the century, and it is likely Biesel&#039;s Republican Fleet watches the reinvigorated SAN with great nervousness: wondering when, not if, the old titan will strike it hard.&lt;br /&gt;
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===Solarian Navy Structure===&lt;br /&gt;
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The Solarian admiralty has long devoted a significant amount of its time to the logistics and operation of the increasingly-massive Navy, which peaked at 200 fleets — each, in theory, consisting of 100 ships — shortly before the Solarian Collapse of 2462. These fleets were, prior to the Collapse and Courtois’ reforms which followed it, organized into battlegroups of five fleets for greater cohesion in the event of war, with each fleet led by an Admiral and each battlegroup led by a Fleet Admiral. However, many “battlegroups” in the Outer and Middle Rings were spread across vast distances or contained disloyal elements which prevented them from functioning properly, with only a few — such as the [[Human Wildlands#The Southern Solarian Military District|Visegrad-based 1st Middle Ring Battlegroup]] (1MRB, sometimes referred to as a “Battlefleet” locally) — able to maintain both cohesion and loyalty as the Alliance spiraled towards the Collapse. Reforms by Courtois have reduced the total number of battlegroups by increasing the number of fleets per formation to ten, which has greatly assisted in command due to reducing the number of often-bickering Fleet Admirals by half.&lt;br /&gt;
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Navy fleets themselves are divided into three categories by the admiralty to represent their readiness in the event of an interstellar conflict. These categories are combat battlegroups, patrol battlegroups, and garrison battlegroups. Combat battlegroups are, as the name implies, fully-equipped and ready for combat at a moment’s notice. This classification generally only applied to Inner Ring battlegroups in the months before the Collapse. Standing slightly below combat battlegroups are patrol battlegroups: understrength, but otherwise combat-capable, formations fit for patrol duties but not for engaging full enemy formations. Below this swells the garrison battlegroup: an understrength formation so named as it is only trusted to hold a position and is not expected to perform complicated maneuvers. A fourth, though officially unrecognized, formation is the “ersatz” battlegroup. These formations are improvised and consist of whatever units were available at the time for the area’s Fleet Admiral. Last seen in the Interstellar War, ersatz battlegroups have returned in the Wildlands.&lt;br /&gt;
[[File:Navy graduation.png|A Lunarian officer of the Solarian Navy at her graduation ceremony.|thumb]]&lt;br /&gt;
Unlike the Army the personnel of the Navy are heavily divided by class and background thanks to the Luna-centric nature of its admiralty and officer class, and are even further divided based upon the Ring they are located in — an ironic echo of the Interstellar War. High-ranking officers are almost always Lunan by birth, and graduation photos from the Solarian Naval Academy are dominated by the tall, thin, and pale appearances of Lunans who have grown up in the moon’s characteristically lower gravity. These Lunan officers generally settle into command roles in the Inner, and sometimes Middle, Rings due to their perceived loyalty and familial connections — some families on [[Luna]] have served the Navy since its conception and hold significant influence over it. Officers of “lesser” importance, such as those in the Middle and Outer Rings, such as Fleet Admiral Klaudia Szalai, are often recruited and educated locally, and can be of wildly varying quality and loyalty.&lt;br /&gt;
[[File:Navy loading.png|350px|A Solarian Navy petty officer loading a Zavodskoi-produced &amp;quot;Longbow&amp;quot; naval gun. A common sight on smaller vessels which cannot easily fit larger coilguns.|thumb]]&lt;br /&gt;
Much of the Navy’s enlisted personnel is recruited locally out of convenience and its enlisted ranks are overwhelmingly dominated by those of poorer economic backgrounds, particularly when compared to its Lunan officers, such as Martians, Jintarians, and residents of the Outer and Middle Rings. The men and women which make up the vast majority of the Navy’s fighting force are, like their officers, often of debatable quality due to corruption, graft, and the megalomaniac tendencies of many officers. Prior to the Collapse most of the best enlisted— regardless of their origins — were eventually transferred out of the Outer and Middle Rings and into the Inner Rings due to the Admiralty placing a greater emphasis upon the Inner Ring.&lt;br /&gt;
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Fleet formation was, prior to the Collapse, marred by similar issues. Some fleets were recruited using the “Alliance-wide,” model where ships and personnel were recruited from across the Alliance and trained in the Sol System and its surroundings in order to ensure the best performance. These fleets were then deployed to strategic areas (generally in the Inner or Middle Rings) and placed under the command of a Solarian Naval Academy graduate to ensure the greatest possible quality. While expensive and often taking an extended period to train, these Alliance-wide fleets proved their mettle during the Collapse: no systems garrisoned by them were lost and none defected.&lt;br /&gt;
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But most Solarian fleets were not recruited using this method and were instead mobilized through the “system-wide,” method wherein a fleet’s personnel and officers were recruited and trained in the same system, and generally stationed nearby this system. In theory this was not a horrible idea: logically, military forces would fight harder for their homes than for another system. However, it did not result in the expected outcome: system-wide fleets were often shuffled from system to system and their shared origin made them more loyal to their admirals than the broader Alliance. Though many stayed loyal to the Alliance, and some managed fighting retreats to the Inner Ring, all defected — or otherwise lost — fleets during the Collapse were of the system-wide recruitment model.&lt;br /&gt;
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===Solarian Alliance Merchant Marine===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Often forgotten by historians and naval officers alike, the merchant mariner of the Alliance has been critical to victory or defeat in space throughout the Alliance’s history,”&amp;lt;/i&amp;gt; -  Excerpt from Lucien Courtois’ thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Consisting of Solarian civilian and government-owned merchant vessels above a certain tonnage, the Solarian Alliance Merchant Marine (generally known as the Merchant Marine) is a civilian organization under the Department of the Interior. Its role is to establish a universal set of laws, regulations, and training for Solarian civilian ship crew, and its members are known as merchant mariners. During wartime or other times of crisis the Merchant Marine can be assigned to the Solarian Navy as an auxiliary logistics force, though its members remain subject to civilian maritime law and do not hold military ranks (though their ship captains can be commissioned as deemed necessary).&lt;br /&gt;
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Most Solarian sailors have gone through either the Merchant Marine or one of its training programs, and its safety regulations — such as the presence of oxygen tanks and EVA equipment throughout a ship — have influenced interstellar shipping across the modern Spur. The civilian nature of the Merchant Marine has led to friction with the Navy during wartime, with naval officers coming into conflict with the often unionized crews of merchant ships over the amount of hours they intend their civilian counterparts to work.&lt;br /&gt;
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===Naval Landing Divisions===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“War is too serious a matter to entrust to military men,”&amp;lt;/i&amp;gt; - Georges Clemenceau, Prime Minister of France.&amp;lt;/center&amp;gt;&lt;br /&gt;
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A pre-2462 institution which has mostly been disbanded by the CNO and SecD, Naval Landing Divisions (NLDs) were an attempt by the Solarian Navy’s admiralty to address its lack of ground personnel beyond marines. NLDs were its attempt to address this problem, and – to some scholars of the Solarian military – represent the Navy’s most extreme attempt at achieving total operational independence from the rest of the military, and forming a separate military within the military itself. Generally smaller than a comparative Solarian Army division, they were made up of non-marine Navy personnel – though the Marine Corps often provided advisors and officers – and initially intended to serve as security personnel for planetside naval facilities where the EVA training of marines would not – in the views of Navy and Marine officers – be put to effective use. Mission creep led to these platoon- and company-sized units slowly expanding, acquiring heavier equipment (sometimes diverted from Army stocks and resupplies), and morphing into brigade-sized entities. Never officially approved by the Department of Defense, bureaucrat after bureaucrat opted to look the other way on these divisions until 2462. Many admirals skimped on training for their NLDs, instead viewing them as pet projects and a way to spite the Army. If such an underfunded, maligned branch could do ground warfare, surely the Navy could as well!&lt;br /&gt;
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During the early phase of the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]] these units were heavily utilized by many warlord and secessionist admirals, such as the forces of the Solarian Restoration Front, due to being more well-equipped than many System Defense Forces. Others, such as the 1st Battlegroup, had theirs disbanded out of security concerns. The SRF’s landing divisions – collectively known as the Hopper Group – performed worse than the fleet’s marines and the Lycorii National Armed Forces due to the Group’s poor training standards, and was assigned to rear-line duties where it became responsible for hunting insurgents and enemies of the Front’s “new Solarian state.” Its leader was among those tried and executed for war crimes following the civil war’s end. NLDs from the League of Independent Corporate-Free Systems – known as the Free Sailors’ Union –  engaged in looting and show trials of those accused of corporate sympathies, with its leader tried and imprisoned for thirty years due to looting and mistreatment of Solarian civilians.&lt;br /&gt;
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The use of NLDs by admirals to carve out their own statelets during the Solarian Civil War’s early phase – and the grotesque excesses committed by many – led to dogged attempts by the CNO and SecD to dissolve them and dramatically reduce their sizes, with much of their excess equipment going to the Army. Navy security detachments remain, though reduced to their pre-NLD sizes and often supplemented by marines. NLDs remain a symbol of the Navy’s Caesarism and the threat it once posed to the Solarian government it is meant to protect.&lt;br /&gt;
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===Notable Facilities===&lt;br /&gt;
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Located on [[Luna]] in Harmony City, the &#039;&#039;&#039;Solarian Admiralty&#039;&#039;&#039; serves as high command for the entire Solarian Navy. While it started its existence as a small building mostly responsible for managing armed platforms tasked with destroying asteroids and other potentially harmful celestial objects, the Admiralty has grown over the intervening decades into a massive complex which is a city District unto itself. Solarian Naval Central Command (SNCC) looks over the district at nearly a hundred stories tall and stands as one of, if not the, most important buildings in the modern Alliance. The Admiralty is rumored to have dozens, if not hundreds, of underground facilities scattered across the Admiralty containing everything from mundane paperwork to intelligence on the Stellar Corporate Conglomerate to blacksites for especially infamous prisoners. Though its reputation has been tarnished by the Collapse, the Admiralty remains an unshakable feature of Luna.&lt;br /&gt;
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Located on [[Luna]] in Hangzhou, the &#039;&#039;&#039;Solarian Navy Academy&#039;&#039;&#039; is the premier — and to Lunarians, the only — institute of naval military education in the Alliance. Established in 2115 continuously functional ever since this point the Academy, as it is often simply known, has long had a reputation of producing only the finest naval officers in the Alliance. But this reputation for excellence has made the Academy an extremely difficult institution to gain entry into — particularly if one is not from the Inner Ring. Certain Lunarian families, such as the ancient Varnhagen und Langenburg family, have long held sway over the Academy’s curriculum and membership in such a family — either by blood or covenant — is a near-certain way to gain access to its halls. Academy officers, in addition to their renowned quality, are generally more loyal to the Alliance than their non-Academy counterparts. Few Academy graduates defected during the Collapse and those that have, such as the Solarian Restoration Front’s Florentina von Keyserling, have been stricken from its graduation rolls.&lt;br /&gt;
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Created during the Interstellar War by the SAF as part of operation ULTRAMARINE TOMB, an effort to learn from its defeats during the war, the &#039;&#039;&#039;Korolgrad Solarian Naval Air Forces Interceptor Tactics Academy&#039;&#039;&#039;, otherwise known as &#039;&#039;&#039;TOPGUN&#039;&#039;&#039; (or by its earlier code name, “&#039;&#039;Lawn Darts&#039;&#039;”), is the Solarian Navy’s advanced fighter pilot training program. Despite attempts to establish it on Luna the SAF opted for Pluto, intending to use the nearby Oort Cloud as a proving ground. TOPGUN curriculum is kept at the highest quality through a rigorous internal review process, known as “party committee” by its staff, where mediocre ideas (and instructors) are chaffed out. The program was a major success during the Interstellar War and saw the SAN’s aviation wing end with a dramatic 14:1 kill ratio when the war ended. The Academy maintains a reputation for excellence in the 25th century. The lowest kill ratio of its graduates in Solarian service came during the Solarian Civil War, when classmates turned guns on one another in the Wildlands. TOPGUN saw its first foreign enrollment in 2466, when pilots from the Dominian Imperial Fleet’s air arm arrived for instruction. Its distinctive insignia is a Xanan vessel in stylized gun sights, with the most recent vessel being a Shrike-class corvette.&lt;br /&gt;
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In the orbit of Uranus lies the mundanely-named &#039;&#039;&#039;Solarian Naval Maintenance, Regeneration, and Repair Facility&#039;&#039;&#039; which is, thanks to its awful abbreviation of “&#039;&#039;&#039;SNMRRF&#039;&#039;&#039;” (occasionally phoneticized as “&#039;&#039;&#039;Smurf&#039;&#039;&#039;”), commonly referred to as “the Boneyard.” The Boneyard is a massive facility filled with outdated and mothballed hulls ranging in size from fighter aircraft to battleships which remain on the official Navy registry but are, in reality, either too outdated or too damaged to effectively operate alongside their counterparts. Boneyard vessels are, particularly since the Collapse, often cannibalized for parts or — in rare cases — “refloated” and pressed back into service. The pirate raid which brought Frost into power as Prime Minister targeted the Boneyard and stole multiple warships the former Admiral later returned with, eventually catapulting himself into popularity. Many have long theorized this “raid” and Frost’s success after was an inside job planned by Navy officers to place one of their own in power and have pointed to a multitude of “coincidences” as evidence. The fact that the raiders were never caught but were “engaged and destroyed,” the sensors monitoring Boneyard and its defenses being off at the same time, the raiders only hitting the Boneyard rather than any civilian targets or the nearby Navy sensor stations, the fact that the raiders were able to spoof a brand-new Solarian Navy ID code, and the fact that the leaker — a reformer — was one of the only deaths in the raid.&lt;br /&gt;
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===Notable Navy Forces===&lt;br /&gt;
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&#039;&#039;&#039;1st Battlegroup, “The First”&#039;&#039;&#039;&lt;br /&gt;
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The most venerable and oldest of the Alliance’s battlegroups, the First has fought in every major interstellar conflict the Alliance has officially participated in. It is responsible for decisively destroying the Coalition’s naval forces in the Battle of Xanu and has long preserved the Xanan naval battle standard captured during the battle in the Admiralty. The first five fleets of the First are overwhelmingly Lunan. The next five, which were integrated into it following Courtois’ reforms, are five of the highest-quality Alliance-wide fleets in the Alliance. Officers of the First can easily be identified by their distinctive oak leaves, which are typically placed in the side of their caps. The First is currently commanded by Fleet Admiral Ingrid von Varnhagen und Langenburg, a Lunan graduate of the Solarian Naval Academy firmly in Courtois’ reformist faction. The Fleet Admiral of the First is issued a saber as their badge of office and is expected to wear it at all times while commanding, regardless of practicality. The sword itself, while unnamed, is a priceless heirloom which has been passed down from Fleet Admiral to Fleet Admiral since the founding of the First, and to lose it is simply inconceivable.&lt;br /&gt;
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The First was the Alliance’s vanguard force during the Solarian Intervention in San Colette, with its flagship — the SAMV &#039;&#039;Gunnhildr&#039;&#039; — the first Navy vessel in the [[San Colette|Nueva Patria System]]. After destroying the Solarian Restoration Front’s forces in the system and accepting San Colette back into the Alliance, the first went on to free much of the central Northern Reaches from Front occupation and was the first Navy battlegroup to reach the Coalition’s border. The First has since returned to its berth in the Sol System, but remains ready to deploy anywhere in the Alliance upon short notice using its advanced warp drives.&lt;br /&gt;
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&#039;&#039;&#039;[[Human Wildlands#The Southern Solarian Military District|1st Middle Ring Battlegroup]]&#039;&#039;&#039;&lt;br /&gt;
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Regarded as one of the highest-quality battlegroups prior to the Collapse, the 1MRB under Fleet Admiral Klaudia Szalai, despite never formally defecting from the Alliance, spent much of the Solarian Civil War cut off from the broader Alliance and struggling against difficult odds. The five fleets of the 1MRB were understrength prior to the Collapse and were worn down by fighting against pirates, defected Solarian Navy personnel, and — at times — the Tau Ceti Foreign Legion, which it has engaged during cross-border raids by the 1MRB and border disputes with the CRZ until 2464. The 1MRB was never defeated upon the field of battle and remained steadfast in its loyalty to Sol, though many of its personnel — almost all of which hail from Visegrad or its surrounding systems — became concerned at the Navy’s non-intervention in the Southern Reaches prior to 2465.&lt;br /&gt;
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Following the Solarian reunification the 1MRB has been folded back into the Navy’s roster of active-duty fleets alongside Myo Yunso’s nearby 6MRB, based in Sankt Frederick. The return of Visegrad to the Alliance has seen the 1MRB rearmed and restored to full strength, now equipped with modern Navy vessels and warp drives. It is now one of the major Navy forces in the Southern Reaches, and remains based in Visegrad.&lt;br /&gt;
[[File:Marines SRF.png|300px|thumb|Assembled marines of the 15th Marine Regiment, now serving as part of the Solarian Restoration Front.]]&lt;br /&gt;
&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|35th Fleet]]&#039;&#039;&#039;&lt;br /&gt;
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One of the most infamous Solarian fleets in the Navy’s history, the 35th was formed after the Interstellar War and stationed near Tau Ceti in order to keep the strategic system safe. Tau Ceti’s defection — which many 35th officers hailed from — was viewed by the Fleet as a betrayal, and its rapid embrace of aliens after the defection was viewed as a further compromise of Solarian values. This hatred has, over the years between Tau Ceti’s defection and the Collapse, twisted the 35th into what it was prior to its invasion of Tau Ceti: one of the most xenophobic, fanatical, and nationalistic Solarian fleets. The losses it suffered during the invasion and its seeming betrayal by the broader Alliance further radicalized the 35th, which returned to its berth in Lycoris and declared the Solarian Restoration Front in 2462, and rapidly set about purging aliens — who they blamed for the Collapse — from the area they controlled. Though the Navy has officially disavowed the 35th and declared its officers traitors to the Alliance many, particularly those formerly loyal to Frost, flocked to its banner.&lt;br /&gt;
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In 2465 the Front began the War in the Northern Wildlands through an invasion of the nearby Middle Ring Shield Pact. Though it initially found success the 35th Fleet and its fellow Front fleets were defeated by the Solarian Navy during its intervention and have been officially struck from the Navy’s fleet roster. Many of its flag officers were tried by the Solarian Department of Justice for crimes against humanity following the civil war’s end, and were sentenced to either death or life imprisonment.&lt;br /&gt;
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&#039;&#039;&#039;25th Fleet&#039;&#039;&#039;&lt;br /&gt;
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When the 25th, primarily consisting of Silversunners, was ordered into Biesel to stop rogue Admiral Michael Frost it could have never anticipated the consequences its orders would have for the Spur. Despite the apprehension its officers and enlisted felt when they were ordered into what was, at least officially, a rebellious Solarian system ruled by an illegitimate government, the 25th followed its orders. The 25th was badly mauled by the 33rd in one of the first engagements between Solarian Navy vessels since the Interstellar War, but it pushed the 33rd out of the system and returned Biesel to a modicum of normality. The population of Biesel was understandably cold towards them, but the Admiralty promised rewards for the deed. But no rewards appeared as, nearly as soon as he had been imprisoned, Frost was swept back into power and became Prime Minister. The new PM punished the 25th severely, and sent them to an ignominious duty: to serve as an auxiliary for one of the worst battlegroups in the Navy, the 10th Middle Ring Battlegroup. But the 25th was not broken by this and, thanks to its superior equipment and training, they fought their way back to their original berth of Silversun, arriving battered and bruised — yet unbowed — in summer 2463 to a hero’s welcome. Now the 25th has a new home: the prestigious 1st Battlegroup.&lt;br /&gt;
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The 25th Fleet was the first Solarian Navy force to engage the Solarian Restoration Front in 2465 and was present during the Navy’s intervention in the Nueva Patria System, where it served as the screening force for the dreadnought SAMV &#039;&#039;Gunnhildr&#039;&#039;. Perhaps no Solarian Navy force fought harder than the 25th did, and they were the first fleet to reach the Coalition’s border.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
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===Solarian Ship Classes===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Carrier&#039;&#039;&#039;&lt;br /&gt;
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The carrier occupies a critical role in Solarian operational doctrine along with the battleships it supports. Carriers are often the largest and most important ships in a Solarian fleet, and typically serve as flagships. The largest of this class are hundreds of meters long and are often regarded as floating cities due to the size of their crews. Carrier classes are generally named after geographic features.&lt;br /&gt;
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&#039;&#039;&#039;Supercarrier&#039;&#039;&#039;&lt;br /&gt;
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With only a handful ever built, the supercarriers of the Solarian Navy are very rarely seen outside of the Jewel Worlds. These gargantuan vessels are nearly a kilometer long and stand as some of the largest vessels ever constructed in the Orion Spur. A supercarrier is always the flagship of its fleet, and none have ever been lost in combat. Supercarriers have a near-mythical reputation in the Alliance due to their rarity and Navy-funded media, which often promotes them as the peak of Solarian military might. Some in the Navy grumble at this deification, instead viewing the tried-and-true dreadnoughts as the peak of the Navy. Ships of the only active supercarrier class used by the Navy, the &amp;lt;i&amp;gt;Thule&amp;lt;/i&amp;gt;-class, derive their names from mythological geographical features.&lt;br /&gt;
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&#039;&#039;&#039;Dreadnought&#039;&#039;&#039;&lt;br /&gt;
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The most well-armed and heavily-armored of the Solarian Navy’s battleship classes are designated as dreadnoughts by the Admiralty. To many the dreadnoughts are the unbeatable pride of the Navy which helped it win victory after victory in the Interstellar War before cowardly politicians snatched it from them. To others they are a reminder of how backwards-facing the Navy can be at times, and how obsessed many of its officers have become with its former glories. Recently reformers have chipped away at much of the dreadnought’s mythical image, and the classification may very well be on its last legs due to recent naval reforms. Fitting their near-mythic reputation, ships of these classes are generally named after mythological figures.&lt;br /&gt;
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&#039;&#039;&#039;Battleship&#039;&#039;&#039;&lt;br /&gt;
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Solarian battleships are heavily-armed and heavily-armored testaments to the unchallenged naval supremacy of the Alliance. Battleships were commonly seen in all three Rings of the Alliance prior to the Collapse and now often serve as flagships of defected or rogue fleets. These ships-of-the-line are often in disrepair due to having been run ragged by their warlord masters and are, generally speaking, outdated compared to contemporary examples still loyal to the Alliance. Both battleships and fast battleships are typically named after cities.&lt;br /&gt;
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&#039;&#039;&#039;Fast Battleship&#039;&#039;&#039;&lt;br /&gt;
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A post-Interstellar War innovation, the fast battleship classes of the Solarian Navy are intended to fill gaps in patrol fleets where a full battleship is unnecessary but a cruiser is insufficient. Fast battleships trade armor and firepower for speed and operational range, making them ideal for patrols in the former Alliance Neutral Zone. During the Solarian Civil War many ships of this class ended up in the hands of warlords due to the class primarily serving in the Middle and Outer Rings. Here they have excelled at a role they were never meant for: raiding and terrorizing the civilian populations they were built to protect.&lt;br /&gt;
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&#039;&#039;&#039;Cruiser&#039;&#039;&#039;&lt;br /&gt;
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Cruisers have long served as the backbone of the Solarian Navy. These vessels are typically divided into two classes: light and heavy. Like their larger counterparts, both categories of destroyers are generally named after cities with light cruisers favoring the cities of the Middle and Outer Rings. Many heavy cruisers are instead named after prominent Solarian figures, perhaps due to their captains wishing to imitate the larger and grander battleships of the Navy.&lt;br /&gt;
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&#039;&#039;&#039;Heavy Cruiser&#039;&#039;&#039;&lt;br /&gt;
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Heavy cruisers such as the Taipei-class represent the peak of Solarian cruiser design. These heavily-armed and heavily-armored vessels closely resemble the battleships they escort but are significantly less expensive due to their smaller size. Many prospective future admirals seek to command a heavy cruiser for both this reason and for the prestige commanding one brings.&lt;br /&gt;
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&#039;&#039;&#039;Light Cruiser&#039;&#039;&#039;&lt;br /&gt;
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While less prestigious than their heavier counterparts, light cruisers fill a valuable niche in the Solarian Navy. Light cruisers are fast vessels which can operate for long distances without resupplying, which easily allows them to serve as the lead vessels of patrols when fast battleships are not available. However, most officers who one day aspire to command a fleet avoid light cruisers for this very reason: while it may mean command of a squadron, it is a command which affords very little prestige and is often assigned to those who lack the money or connections to play the Navy’s influence game. With many commanded by officers of debatable ability or loyalty (and at times a lack of both) prior to 2462 it should come as no great surprise that this ship class often formed the backbone of warlord fleets in the Wildlands.&lt;br /&gt;
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&#039;&#039;&#039;Destroyer&#039;&#039;&#039;&lt;br /&gt;
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Destroyers are well-armed but small vessels designed to assist the Alliance’s battlegroups and to protect the ships that truly matter: cruisers, battleships, and carriers. Prior to the Collapse destroyers were a common sight in the Middle and Outer Ring’s anti-piracy patrols, where they often commanded groups of smaller vessels. During the Solarian Civil War many destroyers fleets of warlords, where they served much the same purpose. Destroyer and destroyer escort class ships derive their names from stellar objects, though exceptions exist due to the sheer number of destroyers in the Solarian Navy.&lt;br /&gt;
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&#039;&#039;&#039;Escort Destroyer&#039;&#039;&#039;&lt;br /&gt;
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Only barely larger than a frigate, escort destroyers are intended to provide a modicum of protection to civilian and military convoys across the Alliance. Faster and fitted with better warp drives than many larger ships, a surprising amount of escort destroyers stationed in the Middle and Outer Ring opted to evacuate to the Inner Ring rather than remaining to assist warlords. Some naval scholars believe this is due to most destroyer escort captains and crews having been local recruits in their systems, and there are many stories from shortly after the Collapse of ships of this class limping into systems such as Sol filled with terrified refugees and exhausted sailors.&lt;br /&gt;
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&#039;&#039;&#039;Frigate&#039;&#039;&#039;&lt;br /&gt;
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Smaller than both destroyer classes and yet larger than a corvette, Solarian Navy frigates were a common sight in all three Rings prior to the Collapse. Though originally intended to serve exclusively as escort vessels for larger ships, frigates have, particularly in recent years, been pressed into a variety of roles they were never meant for such as pirate-hunting operations. Up-gunned variations of common frigate designs were often the best ships available in the Outer Ring for anti-piracy patrols and system defense. These ships proved ill-equipped to fight off the forces of defected warlord fleets, and most were destroyed or themselves defected. A sad fate for the ships of a class of little importance to the Lunan-dominated Admiralty. Due to their sheer number, frigates follow no clear naming scheme.&lt;br /&gt;
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&#039;&#039;&#039;Corvette&#039;&#039;&#039;&lt;br /&gt;
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The smallest rated combat vessels in the Solarian Navy, corvettes are often commanded by new officers or officers deemed failures by their superiors. Few officers wish to command a corvette for long, rightfully viewing them as career-killers in a Navy obsessed with larger ship classes. The Wildlands is covered in wrecks of this ship class as a result of constant squabbles between petty warlords over territory and the 2465 intervention of the SAF. With much of the support structure these warlord fleets relied on gone or unavailable, corvettes were often the first vessels scrapped for spare parts. Some desperate scavengers plunder these plundered wrecks, hoping to find even tiny scraps of useful materials. Like frigates, corvettes follow no consistent naming scheme.&lt;br /&gt;
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&#039;&#039;&#039;Support Craft&#039;&#039;&#039;&lt;br /&gt;
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The unsung and unappreciated wheels which ensure the Solarian Navy continues to turn, support craft and their crews are typically looked down upon by “real” warships and their crews. The classes found under this category are stunningly diverse and include everything from massive Hephaestus-produced fuel tankers to small courier vessels designed to carry the small-scale cargo required to keep a fleet fed and happy. Durring the Solarian Civil War many warlords and rogue admirals had very limited access to these support vessels, making them a target of raids and assaults as the struggle to fuel defected ships intensified.&lt;br /&gt;
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&#039;&#039;&#039;Carrier-Launched Aircraft&#039;&#039;&#039;&lt;br /&gt;
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Covering everything from multi-crew bombers to unmanned drones, carrier-based vessels are a cornerstone of the Navy which has long fought battleships for influence. Most of the time battleships have won this battle of influence, but some believe — particularly with recent reforms — that carriers and their craft will have their day in the limelight soon enough.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Solarian Marine Corps==&lt;br /&gt;
[[File:SAMC.png|thumb|The symbol of the Solarian Alliance Marine Corps.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Look like you know the joke right like you have to know it come ooooon. The whole joke of like ‘you don’t have to worry about asking if somebody’s a marine since they’ll tell you!‘”&amp;lt;/i&amp;gt; - Unknown Callistean bartender speaking to an Sol Alliance News Network reporter regarding the Navy’s presence on [[Callisto]] (2458).&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Marines training.png|250px|thumb|In order to become a full marine, a Corps recruit must first pass one of the most rigorous EVA training programs in the Spur. Many do not.]]&lt;br /&gt;
Though de facto an independent branch of the SAF, with its own member of the JMC, the Solarian Alliance Marine Corps (SAMC) is de jure an extension of the Navy. They travel in Navy ships, fight the Navy’s battles alongside it, and conduct ground operations they cannot do, though with their assistance. Prior to SecD Courtois&#039; reforms the SAMC had a reputation for avoiding planets, instead giving that duty to the chronically-underfunded Solarian Army or the SAN&#039;s many naval landing divisions. Since the reforms, it has taken a much more active role in taking and holding planetary ground. The SAMC&#039;s close ties to the Navy bring it funding, prestige, and eager recruits thanks to multiple lucrative deals with [[Venus|Cytherean]] media moguls that depict them in a positive light. Many Solarian children and teenagers see marines as heroes who are capable of doing anything they are asked to do as long as it benefits the Alliance.&lt;br /&gt;
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But the reality is often different from the glitzy, Cytherean image projected by popular culture. Many marines are recruited from economically disadvantaged backgrounds and are looked down upon by Navy officers for this reason, and Marine officers are expected to defer to the judgement of their Naval counterparts even if they are of the same rank. The Army looks down upon Marines for a different reason: it has long viewed them a “toy army” subordinate to the Navy, though this has begun to change with their more active role in ground operations following SecD Courtois&#039; reforms. Built-in classism present in the SAN has been harder to dispel, with the humble background of the typical Solarian marine still looked down upon by many officers.&lt;br /&gt;
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Yet the morale of the Marines remains high. The marines wholeheartedly view themselves as elite infantry of the SAF who do what others cannot or will not, even if they die trying. The SAMC brags they make the impossible possible, and intend to make good on their boasting.&lt;br /&gt;
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===Notable Marine Formations===&lt;br /&gt;
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&#039;&#039;&#039;1st Marine Division, &amp;quot;The Old Breed&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The 1st MARDIV has long been the elite 1st Battlegroup of the Solarian Navy&#039;s assigned marine division. Well-trained and well-equipped, the it served with distinction during the Interstellar War and the Solarian Civil War. While originally an Earther formation most of its enlisted marines and officers are now recruited from the Lunan working class, which has led to tensions with the 1st BG&#039;s mostly upper-class- and middle-class-originating officers. Most enlisted sailors come from similar working-class Lunan backgrounds, ensuring there is a great amount of camaraderie between marines and enlisted Navy personnel. The Solarian Army has long had a rivalry with the 1st MARDIV, seeing them as overfunded and underused, but the Joint Military Command&#039;s creation and the 1st MARDIV&#039;s actions during the civil war have patched up this relationship to a remarkable extent. The end of Naval Landing Divisions (NLDs) has also seen 1st MARDIV and Army toopers interacting far more, leading to better joint coordination. 1st MARDIV&#039;s symbol is a blue diamond depicting the Southern Cross with a red one, upon which is written &amp;quot;Guadalcanal,&amp;quot; connecting the division to its Earther roots.&lt;br /&gt;
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&#039;&#039;&#039;2d Marine Division, &amp;quot;The Black Berets&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The 2nd Battlegroup’s assigned marine division, the 2d MARDIV is a more heavily mechanized formation than other SAMC divisions and has been regularly deployed in ground operations by the 2nd Battlegroup. The mostly Soviet-originating marines of the Black Berets – named for their distinctive head cover found in no other SAMC unit – have historically been looked down upon by the Navy for their political beliefs, with most being members of the Solarian Communist Party, but are known to be tough, determined fighters willing to take and hold ground even in the face of incredible resistance. The Black Berets initially rose to prominence during the Siege of Xanu, where they were engaged in heavy urban fighting among the ruins of Kshatragarh and the planet’s other cities. The division proved its urban combat prowess again in 2465, when it became the first SAMC unit to make landfall on Lycoris. The 2d MARDIV’s insignia is a golden anchor on a black, circular badge.&lt;br /&gt;
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&#039;&#039;&#039;23d Marine Regiment, 11th MARDIV (Middle Ring), &amp;quot;The Uhlans&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Having the distinction of being the oldest and most storied marine unit to originate from the rainy world of Visegrad, the 23d Marine Regiment has in recent times become known for its close association with the commander of the fleet to which it is assigned: Fleet Admiral Klaudia Szalai, to whom the 23d had served as the former warlord&#039;s go-to crack unit under her command, being the keystone basis of many of the Fleet Admiral&#039;s military operations. &lt;br /&gt;
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Aside from having the reputation of being one of the most capable reconnaissance units in the Alliance&#039;s military, the 23d is known for sharing an intense rivalry with its Solarian Army counterpart - the 221st Infantry Division - over which unit is superior. This rivalry is characterized by ferocious competition with one another during multi-unit wargames, especially during operations taking place upon Visegrad.&lt;br /&gt;
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&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|15th Marine Regiment]]&#039;&#039;&#039;&lt;br /&gt;
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This regiment, which defected to the Solarian Restoration Front in 2462, served as the Marine detachment for the 35th Fleet of the SAN. Even before their defection they plagued by rumors of corruption and Caesarism, and a documented history of abuse towards non-humans that saw their commanding officer reprimanded by the Admiralty in 2459. Further investigations into the 15th were stopped by ATLAS in 2460, then fully halted by PM Frost when he came to power. During the 35th’s incursion into Tau Ceti the 15th’s behavior became so open it could no longer be hidden, and flickery videos of its marines executing Legionnaires or non-human Biesellites were a common sight on the Biesel extranet during and immediately following the incursion.&lt;br /&gt;
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In the Solarian Civil War the 15th became infamous for its brutality against civilians and opposing forces. It was destroyed during the Battle of D’Anzin by the combined forces of the Colettish Civil Guard and 2nd Venusian Air Cavalry Division, where it fought fanatically even when faced with impossible odds. Few of its marines were taken prisoner by the SAF, but several officers of the 15th were tried and sentenced for crimes against humanity by the Solarian Department of Justice. Like the 33rd, it has been officially struck from the SAMC roster.&lt;br /&gt;
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&#039;&#039;&#039;33rd Marine Regiment&#039;&#039;&#039;&lt;br /&gt;
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Prior to his ascension as Prime Minister the 33rd served under the command of then-Admiral Michael Frost. They participated in his invasion of [[Biesel]] and, despite an internal inquiry by the Solarian Armed Forces, escaped all charges levied against them due to ATLAS interference in the investigation. The 33rd’s loyalty to Frost intrinsically tied their fate to his and saw their trustworthiness decline in the eyes of the broader SAF, then rise dramatically following his election as PM. Frost’s ascension to power saw him restore his loyal regiment to power and use them — at the protest of the Army — as  his personal guards only served to temporarily stop the 33rd&#039;s fall from grace. After Frost’s death they were pounced upon by reformist actors in the Navy and promptly disbanded, with many of its former officers shipped off to undisclosed prisons for crimes against humanity. Even before Frost’s body was cold the 33rd was formally struck from the Corps’ register. It will never return.&lt;br /&gt;
&lt;br /&gt;
===Notable Marine Equipment===&lt;br /&gt;
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I dropped my crayons sarnt&lt;br /&gt;
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The &#039;&#039;&#039;Type 4 Extra-Vehicular Armored Suit&#039;&#039;&#039;, known commonly as the “&#039;&#039;&#039;Gargoyle&#039;&#039;&#039;,” is the primary voidsuit of the SAMC. Produced by Zavodskoi Interstellar on behalf of the SAF prior to 2463, and now produced by government contractors, the Gargoyle is a reliable suit which protects its user well against bullets, shrapnel, explosions, and energy weapons and has served admirably since 2448. Abroad, the Gargoyle is a common symbol of Solarian imperialism due to its prominent role in both incursions into Biesel.&lt;br /&gt;
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The &#039;&#039;&#039;Type 9 Heavy Extra-Vehicular Armored Suit&#039;&#039;&#039;, commonly known as the “&#039;&#039;&#039;Vampire&#039;&#039;&#039;,” is the primary hardsuit of the SAMC. Like the lighter Type 4 it was produced by Zavodskoi Interstellar prior to 2463, and is now produced by various government contractors. It features various mounting arrays for hardsuit modules, ensuring it always has mission flexibility, and is commonly used by specialists. Due to its high levels of protection its users are commonly the first marines through a breach during EVA operations.&lt;br /&gt;
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The &#039;&#039;&#039;M49MC&#039;&#039;&#039; is a main battle tank used as the SAMC’s primary MBT alongside the M35A6MC. It is smaller than the earlier M35 in an effort to meet the weight requirements of a dropship, and sacrifices some of the larger tank’s survivability for maneuver capabilities. It saw action in both Solarian Incursions of Biesel and proved readily able to hold its own against TCAF armor and anti-tank weaponry when supported by marines. Despite its smaller size the M49MC mounts an advanced laser/missile defeat device (L/MDD) which employs two gimballed laser turrets controlled by a primitive AI. To shoot down or defect incoming attacks.&lt;br /&gt;
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The &#039;&#039;&#039;M43 All-Terrain Gun Platform (M43 ATGP)&#039;&#039;&#039; is a Solarian Marine Corps armored fighting vehicle designed to replace the aging M15A4MC (Marine Corps) while being lighter and more well-armed than the comparable vehicles of the Solarian Army. Equipped with a heavy gun but fairly light armor, it is intended to carry marines into contact and support them on the ground with its cannon. It can be deployed directly from a dropship’s bay and does not require a dedicated heavy lift vehicle, granting it operational flexibility over the M35A6MC main battle tank used by the SAMC.&lt;br /&gt;
&lt;br /&gt;
==The Solarian Army==&lt;br /&gt;
[[File:SolArmy.png|thumb|The symbol of the modern Solarian Army.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“I don’t give a rat’s ass what your Admiral says marine! Unless you can get the PM down here and order me to stand aside, I’m not gonna be letting you into the building! You’re gonna stand down, now! I said now goddammit!”&amp;lt;/i&amp;gt; - 1st Lieutenant Anthony “Andy” Bonaccio moments before the Revolt of the Officers devolved into a gunfight. Bonaccio would later go on to become the Alliance’s Secretary of the Army.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Army embassy.png|400px|thumb|Solarian Army soldiers stationed as guards outside of a Solarian government building.]]&lt;br /&gt;
The second-largest SAF branch is the historically neglected Solarian Army. Chronically underfunded until 2462, the Army existed in the shadow of the Navy and made do with hand-me-down equipment passed over or otherwise discarded by the Marines for decades after the Interstellar War. A culture of bitterness towards the Navy and the Marines, which the Army views as a subordinate branch of the Navy, has engendered a desire in the Army to do better than the Navy despite the challenges, but has likewise impacted joint-branch cooperation even after the creation of the JMC. As an institution it is significantly less corrupt and prone to Caesarism than the Navy is and, thanks to reforms undertaken after the Interstellar War, is viewed by the civilian government as an ally. Army troopers serve as guards for Solarian government institutions aside from Navy facilities, which utilize Marine guards, due to their loyalty to the government.&lt;br /&gt;
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Unlike the Navy the Solarian Army generally recruits entire divisions from individual planets and trains them in local facilities, with only a few divisions recruiting form multiple worlds. These force typically serve as the local garrison of a Solarian member state alongside a System Defense Force until they are needed. Then, they are shipped by the Navy to wherever they are needed. Army Central Command itself has long been headquartered on Unity Station and is located within walking distance of the Prime Minister’s office. Interestingly, Central Command has no fixed unit to guard it: to avoid favoritism, the division tasked with protecting it is rotated on a two-year basis. At the time of the Collapse the chosen unit was the 37th Martian Mechanized Division, more popularly known as the “Red Devils.” Due to the mysterious nature of Prime Minister Frost’s death and his seeming lack of care for Mars, rumors that the 37th killed him have swirled since before his body was cold. The division has since rotated back to Mars, where it served with distinction during the reunification campaign. While currently a volunteer-only force the Solarian Army is, in theory, able to petition the government to institute a draft in times of emergency. It can additionally federalize SDFs in the event of a national emergency, such as the Solarian Civil War (2462-65) or Interstellar War, thus bringing the nominally independent commands of local forces under Army Central Command. The Army&#039;s draft has not been used since the Interstellar War, and it is unlikely a request to reinstate the draft would pass the Senate unless another Interstellar War-like event began.&lt;br /&gt;
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While Army equipment and training, unlike their SDF counterparts, is standardized across the board certain member states have gained a reputation of supplying the Army with higher-quality units than others. Despite its poor reputation with many figures in the broader Alliance the Army generally views [[Mars]] as providing the best units due to many seeing it as one of their only ways to get off-world. [[Silversun]], with the [[Silversun#The Originals|Originals]] forming a similar group, is similarly prized as are units recruited from [[Venus#Jintarian Culture|Venusian Jintarians]]. Luna is viewed by most as providing some of the poorest-quality troops for the Army, with most of its best recruits going into the SAN or SAMC. Some Army officials have accused the Navy of deliberately sabotaging Army recruitment efforts on the moon, and recruiting patterns are unlikely to change in the near future. Pluto historically provided poor-quality troops to the Army as its ruling government reserved its best troops for its internal security forces. Reforms undertaken by SecD Courtois have reversed this trend, with many Plutonian recruits now joining Soviet-originating regiments such as the 1st Guards Proletariat. Pluto has seen a recruitment surge since 2462 as many of its younger residents have joined the Army in hopes of fighting against fascism in the Northern Reaches or capitalism in the Republic of Biesel, which many believe will be a target for the SAF very soon. Very few [[Luna|Lunarian]] units are trusted with anything other than garrison duty.&lt;br /&gt;
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Recently the Army-Navy struggle seems to be shifting towards a more even playing field due to Army successes, Navy failures, the JMC, and SecD Courtois&#039; efforts at reforms. During a period where the Navy was at its lowest before recent reforms the Army proved itself effective in a decisive campaign where it [[Mars#The Solarian Army’s Reunification Campaign|regained control over much of Mars]]. Army Central Command has viewed this as a massive victory and it has secured a great amount of positive press for the chronically underfunded force. The creation of the Joint Military Command further leveled the playing field, with both the Army and Army Air Force receiving a seat at the table.&lt;br /&gt;
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===The Solarian Army Air Force===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Gentlemen, I’ll be straight and level with you. We are going to pound these bastards until they give up, and we are going to save our Alliance,”&amp;lt;/i&amp;gt; - Lieutenant General Richard B. Dwyer, 4th Air Corps, to his assembled aircrews during the [[Xanu Prime#History|Siege of Xanu (2278 - 2284)]].&amp;lt;/center&amp;gt;&lt;br /&gt;
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The non-Navy aviation component of the Solarian Army, the Solarian Army Air Force (&#039;&#039;&#039;SAAF&#039;&#039;&#039;) is a component branch of the Army focused on aerospace operations. It was established shortly before the Interstellar War in an effort to make the Solarian Army’s air and ground components unique, and to reduce the amount of responsibility held by the Army’s ground troop leaders by creating a parallel structure for aerial operations. While it answers to the Chief of Staff for the Army, it is highly independent and has its own seat on the Joint Military Command. The SAAF has no spaceborne capacity and instead only manages in-atmosphere aerial assets, ranging from supersonic aircraft which engage and destroy enemy forces to cumbersome heavy-lift cargo helicopters charged with airlifting the Army’s heavy vehicles. It lacks any ground forces of its own beyond security personnel and military police, and instead relies on the Army itself to secure and hold terrain. SAAF units often show up later in a campaign once the Army, with Navy support, has secured or built a facility for their aircraft to operate from.&lt;br /&gt;
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Most aircraft operated by the SAAF are designed to operate in support of Army ground forces , and are built to be rugged in their designs due to the potential for operating out of poor air facilities in a conventional war or counterinsurgency campaign. These craft, due to lacking the equipment needed to fly through space, may be partially broken down in transit and reassembled on-site by SAAF personnel, requiring their designs be as simple as they are reliable. Like the regular Army, SAAF personnel are drawn from across the Alliance and are often clustered into units with a shared planetary origin, then attached to a matching ground unit from the same planet as their air component. &lt;br /&gt;
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The SAAF’s most iconic plane is the &#039;&#039;&#039;FB-25P “Foxfire”&#039;&#039;&#039; (officially the Fighter-Bomber Mk. 25, Planetary). With a pilot and weapons officer, it is commonly used to provide overwatch to Army units on maneuvers. Designed to fight peer rivals – such as the Coalition – but typically used to bomb insurgencies, the [[San Colette#The Civil Guard|Colettish Civil Guard]] used their wings of FB-25Ps to great effect during the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], where the plane was first used in the pitched battles it was originally designed for. The Foxfire, despite its use as a CAS aircraft, can fight reasonably well in a dogfight if prepared for the role. Like all SAAF aircraft it can only operate in-atmosphere and must be moved from planet to planet in a larger transport, typically while broken down into several parts for storage.&lt;br /&gt;
&lt;br /&gt;
===Notable Army Divisions===&lt;br /&gt;
[[File:Army Mars.png|400px|thumb|Soldiers of the 37th Martian Mechanized Division during the Martian Campaign of 2464.]]&lt;br /&gt;
&#039;&#039;&#039;1st Earther Infantry Division, “Big Red One”&#039;&#039;&#039;&lt;br /&gt;
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One of the oldest continuously-serving divisions in the Alliance, the 1st Infantry Division has fought in every major war the SAF has become involved in and its troopers brag the Bloody First has fought for the Alliance on almost every planet worth visiting in the human Spur. The Bloody First is the Army division which thwarted the Revolt of the Officers and the civilian government has not forgotten its loyalty. It has long been one of the first divisions the civilian government pulls guards from, and its troopers have guarded Solarian diplomats in every nation of the Spur. It is recruited from Earth and primarily draws its recruits from the United States, though it contains Earthers from across the globe in its ranks. The First is prominently involved in peacekeeping operations on Lycoris, with most of its strength deployed to the former capital of the SRF. The First&#039;s traditional patch is a large, red numerical one on a green shield.&lt;br /&gt;
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&#039;&#039;&#039;1st Guards Proletariat Mechanized Division, &amp;quot;Red Guards&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The Soviet counterpart of the 1st Infantry, the Guards Proletariat have likewise fought in every major Solarian conflict including the civil war (2462-65) and peacekeeping operations on Lycoris. It has a long history stretching back to the 20th century, where it was involved in the Second World War, Sino-Soviet War, and multiple late Cold War proxy conflicts. It is one of only a few divisions which recruits from multiple worlds, and draws from both Earth and Pluto. The Guards Proletariat are known for their impressive regimental flag which shows the locations of many of its most famous battles including (but not limited to) Königsberg, Shenyang, Kshatragarh, and Nueva Isabela. It is a common joke in the SAF the Guards Proletariat represent the largest voting bloc for the Solarian Communist Party on any planet they are deployed to due to their close ties to Pluto and the USSR. The Guards Proletariat&#039;s traditional patch is a red banner with &amp;quot;GUARDS&amp;quot; written on it, imposed over a golden laurel with a numerical one at the bottom, and a red star in the middle.&lt;br /&gt;
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&#039;&#039;&#039;2nd Venusian Air Cavalry Division, “Jintaria’s Claws”&#039;&#039;&#039;&lt;br /&gt;
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Formed slightly after the Interstellar War from primarily-Jintarian units recruited on Venus, the 2nd Venusian is an elite division intended to be deployed from dropships into the toughest battles. Centuries later it is still primarily made up of Jintarians, though some Cytherean crashouts are present, and values its connection to Venus. Traditionally Jintarian 2nd Venusian recruits, including Cythereans, give themselves a cheek scar to symbolically note their separation from appearance-obsessed Cythereans. The 2nd was not deployed to Mars due to concerns phoron in the air would choke the engines of its dropships and gunships, which left the elite division bitter and eager for action. It received this action in 2465, when it was deployed to D’Anzin and assisted Colettish Civil Guard forces in the defeat of the Solarian Restoration Front’s invasion. The 2nd Venusian is, aside from their scars, well-known for their distinctive “cavalry” hats. Its traditional patch is a screaming hawk perched on an aerostat.&lt;br /&gt;
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&#039;&#039;&#039;37th Martian Mechanized Division, “Red Devils”&#039;&#039;&#039;&lt;br /&gt;
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The oldest continuously-serving Martian division, the “Red Devils” were originally formed from an amalgamation of pro-Sol &amp;quot;Blue&amp;quot; SDF units during the [[Mars#The Martian World War|Martian World War]]. It served with distinction during the Martian World War and earned its nickname from the large amount of dust its units would kick up on the open plains of Mars. Following the War it was formally integrated into the Solarian Army as a division -- one of only a few SDF units in history to make the leap -- and has served with distinction since. It was the most-engaged division during the Mars Campaign of 2464, where the Red Devils drove hard across the Martian plains once again. Few members of the division perished in the Violet Dawn catastrophe thanks to its garrison being located in Kunlun, far in the Martian north. Despite this performance rumors that the 37th assassinated Prime Minister Frost have continued to swirl, and may haunt the division for decades to come. The traditional 37th patch is a red devil on a blue background, and is intended to show Martian unity with the Alliance.&lt;br /&gt;
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&#039;&#039;&#039;3rd Callistean Infantry Division, “Commonwealth Marines”&#039;&#039;&#039;&lt;br /&gt;
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Recruited primarily from the [[Callisto#Government|Port Authority of Callisto]], the Commonwealth Marines are the Army’s only unit which specializes into zero-gravity combat in spaceborne objects such as stations, ships, and EVA environments. The Commonwealth Marines and the Solarian Marines have an infamously poor relationship due to the 3rd Callistean’s use of the term marines in their name, and those of the division are known to get into off-duty brawls with Navy Marines in the Ringpole District. Callistean military police and CMPD officers generally let the Commonwealth Marines, who are quite popular on Callisto, go with barely a slap on the wrist. The division is easily recognized by their black berets with gold-and-red badges — a color choice deliberately designed to resemble the Callistean flag. The Marines&#039; traditional patch is a lion&#039;s head looking right with &amp;quot;BY DEEDS ALONE&amp;quot; written on a banner under it.&lt;br /&gt;
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&#039;&#039;&#039;4th Haiphongese Armored Division, “Habs on Wheels”&#039;&#039;&#039;&lt;br /&gt;
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Many [[New Hai Phong|Haiphongese]] divisions become hopelessly stuck in the quagmire of corruption which defines so much of life on the planet. Not the 4th, which has proven to be resistant to corruption since its founding in the mid-2300s. 4th tankers are primarily recruited from the crime-riddled Ton Gwai Pei, which many young Haiphongers are eager to escape. They are then trained in armored drills in the harsh deserts outside the megalopolises of New Hai Phong in the operation of the Army’s standard M35A6 tank modified for the environment of New Hai Phong. Generally of shorter builds to fit comfortably into their modified tanks, their gas masks — which they almost always wear while in their vehicles — are typically customized in the traditional Haiphongese style. Some are intended to call back to the hab the tanker came from, while others use the colors of gangs the tankers were previously affiliated with. The 4th was a major participant in the Mars Campaign, where its harsh-environment training and NHP-adapted tanks proved an unbeatable force on the Martian plains.  The Fourth&#039;s traditional path is a triangle divided into yellow, blue, and red sections with a tank track and cannons superimposed over the center and a &amp;quot;4&amp;quot; on top, and &amp;quot;HABS ON WHEELS&amp;quot; on the bottom.&lt;br /&gt;
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&#039;&#039;&#039;12th Silversunner Coastal Infantry Division, “Mistral”&#039;&#039;&#039;&lt;br /&gt;
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A relative oddity in the 2400s, the 12th is a unit specialized into waterborne operations due to its origins on [[Silversun]]. In addition to waterborne operations the 12th is trained to fight in harsh environments such as the jungles and rainforests of Silversun, and is often used by the local governor to track down and apprehend criminal elements — such as poachers — who believe the dense undergrowth can hide them from Solarian authorities. This duty has caused them to sometimes be referred to sarcastically as “the Army’s Park Rangers,” by other units, and this is a surefire way to become involved in a brawl if said to most 12th soldiers. Though most commonly known for the green camouflage “Silversunner” boonie caps they often wear on patrol, 12th officers prize their distinctive blue-and-silver kepis they are issued when commissioned -- a locally-permitted uniform modification -- though few wear them in the jungle due to fears of spoiling the cap’s fabric. The 12th&#039;s sleeve patch is a dawnflower on a blue shield.&lt;br /&gt;
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&#039;&#039;&#039;78th Infantry Division, (Colettish) &amp;quot;The Bloody 78th&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Prior to 2462, the 78th was the only regular Solarian Army division formed and active on [[San Colette]]. A typical example of a Solarian infantry division, it was unproven and untested when the civil war began. In the initial phases of the conflict it remained loyal to San Colette and secured government facilities against Navy incursion. It was frequently engaged alongside the [[San Colette#The Civil Guard|Civil Guard]], SDFs, militia units, and police departments during the War in the [[Human Wildlands|Northern Wildlands]], ultimately being split into two units: one on San Colette (1st Brigade), the other on D’Anzin (2nd Brigade). While victorious, the 78th was badly mauled by the conflict and is still in the process of regeneration and replacement, but has been given the nickname of “The Bloody 78th” for its tenacious defenses and its red-and-white unit patch.&lt;br /&gt;
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&#039;&#039;&#039;221st Infantry Division, &amp;quot;The Jäger Division&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Known as the Jäger Division on [[Visegrad]], the 221st is a Visegradi infantry unit of the Army specialized in unconventional warfare. Established by the [[Sol Alliance#Department of Defense|Department of Defense]] to combat any future unrest on Visegrad, the 221st is an airmobile unit with very limited armored assets — only having light vehicles and the occasional exosuit — composed of native Visegradi familiar with the planet’s countryside. Equipped with native-produced equipment — including a domestic rifle design intended to punch more easily through trees and underbrush — the Jäger Division is intended to operate without external support for long periods of time. Secessionist forces believed they had withdrawn in 2462, but were quickly surprised when the 221st began to mount attacks from the near-impenetrable Visegradi countryside. The Jägers were vital both in securing a foothold for Fleet Admiral Szalai’s counterattack and in retaking secessionist territory. The 221&#039;s patch is a szazlabu swinging between trees while holding a M469 rifle.&lt;br /&gt;
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===Notable Army Equipment===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Model 469 (M469) assault rifle&#039;&#039;&#039; is the standard-issue rifle of the Solarian Armed Forces, used by the Army, Marine Corps, Navy, and many System Defense Forces. The Army&#039;s variant is known as the &#039;&#039;&#039;M469A2&#039;&#039;&#039;. A durable, modular, cheap, and highly reliable weapon system, it has dozens of variants across the SAF and millions have been produced. It was originally designed for the Army before being adopted by other branches, and was produced exclusively by [[Zavodskoi Interstellar]] prior to the advent of the Solarian Corporate Authority in 2463 — now, it is produced by hundreds of different Solarian companies, and the SAF Ordnance Corps has acquired the gargantuan task of ensuring these hundreds of companies -- rather than just one -- meet SAF production standards. Despite post-2465 efforts to replace earlier rifles in use by SDFs with M469s, many SDFs and regular SAF reserve units still use the earlier M376 assault rifle.&lt;br /&gt;
&lt;br /&gt;
One of the most powerful tools available in Solarian Army operations is the &#039;&#039;&#039;M35A6 main battle tank&#039;&#039;&#039;. Though a thirty year old design at this point, the M35A6 has gone through six updates which have kept it on the level of other, competing tanks such as the [[Dominian Imperial Military#Imperial Army|Dominian Imperial Army’s]] JA-57/2 breakthrough tank. The A6 variant includes an improved targeting matrix and Energy/Laser Reactive Armor (ELRA) on critical surfaces, though it continues to consume a frightening amount of fuel while in operation. The relatively simple construction of the M35A6 has allowed a multitude of variants to be produced, including engineering minesweeping, Marine Corps (the M35A6MC), and bridge-laying variants. One of the most notable variants is the M35A6/NHP (New Hai Phong) used by the 4th Haiphongese Armored Division, a slightly smaller variation of the typical M35A6 which features a large atmospherics filtering system on its rear. The M35A6/NHP’s filters, originally designed to survive the environment of New Hai Phong, allowed it to excel on the Martian surface and on D&#039;Anzin.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;M38A2 WAGS&#039;&#039;&#039; (&#039;&#039;&#039;W&#039;&#039;&#039;alking &#039;&#039;&#039;A&#039;&#039;&#039;ssault &#039;&#039;&#039;G&#039;&#039;&#039;un &#039;&#039;&#039;S&#039;&#039;&#039;ystem) is an unusual Solarian Army vehicle intended for use in harsh terrain environments. Packing the same armament as the M35 MBT, the WAGS is instead a large, exosuit-like system that travels on six legs originating from a central body featuring the turret and small crew compartment. Its limbs allow it a greater degree of mobility than a conventional ground vehicle at the cost of greater vulnerability to a mobility kill if its legs are disabled. While deemed ill-suited for the urban and suburban warfare that characterized much of the Army’s operations in the Northern Reaches, WAGS-equipped units saw action in the Martian Campaign and are commonly used as patrol vehicles in the Northern Reaches due to their greater mobility.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;M15A4 infantry fighting vehicle&#039;&#039;&#039; (IFV) is an aging vehicle of the Solarian Army slowly being phased out of service, though budget issues have seen it remain in service in many divisions and rear-echelon formations. The M15A4 is stubby and box-like, with a remotely controlled autocannon. It can hold a squad of troops and deploy them in relative safety, then remain to support with its gun. Earlier M15 models known as the A3 can be seen in the hands of anti-riot police units across the Alliance and in Biesel, where the new nation had access to mothballed vehicles. [[Tau Ceti Armed Forces|Biesel models]] are referred to by the Army as the M15(B) and proved to be woefully inadequate at surviving IEDs on [[Mictlan]], leading to the creation of the A4 retrofit as a stopgap measure until the vehicles can be replaced. It is a common sight on Lycoris and [[Mars]], where it is used to carry squads of peacekeepers from place to place. Mechanized infantry are known to ride “boots out” on top of their A4, allowing for more visual observation of the vehicle’s surroundings and quicker dismounting — a potentially leg-shattering fall from atop an A4 is often better than being inside it if it hits a mine.&lt;br /&gt;
&lt;br /&gt;
Primarily associated with the 2nd Venusian, the &#039;&#039;&#039;AH-52 “Tarantula Wasp”&#039;&#039;&#039; multi-role helicopter is one of the Solarian Army Air Force’s most beloved designs. First used in 2452, the AH-52 is a modern design and was rapidly produced for the 2nd Venusian to replace its aging helicopter fleet. It is capable of carrying up to a squad of troops and supporting them with a vigorous array of weaponry while easier enduring hits thanks to judicious armor and an on-board shield generator. While not deployed during the Mars Campaign the AH-52 proved its worth during the Solarian Intervention in the Northern Reaches, where it was used to devastating effect by the 2nd Venusian. The AH-52 is currently being upgraded into the AH-52IP (standing for Improvement Package), which enhances its electronic countermeasures (ECM) and energistics ablative countermeasure system (EACS),&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Basilisk Armored Exosuit&#039;&#039;&#039; is one of the most common Solarian Army “vehicles” in operation. Though dated in its design, as the Basilisk’s original frame dates to the late 2420s, it is capable of being surprisingly mobile thanks to its four-legged design and can be equipped with a vast array of weaponry and equipment, effectively allowing it to serve in any environment. Basilisks are also used by the Solarian Marine Corps and the Navy, and these variants are almost always more modern designs than their Army equivalents. Thanks to its flexibility and armament the Basilisk is easily capable of handling most ground-based threats short of heavy tanks on the battlefield and readily outclasses the improvised exosuits of the [[Tau Ceti Foreign Legion]], which it demonstrated itself as easily capable of destroying during the 35th Fleet’s incision.&lt;br /&gt;
&lt;br /&gt;
==System Defense Forces==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Nowhere is the state of our armed forces more obvious than in the miserable condition of many local forces. They are, seemingly as a rule, under-equipped, under-funded, and under-motivated. What I would give for every one of them to resemble [[San Colette]]!”&amp;lt;/i&amp;gt; - Fleet Admiral Ingrid von Varnhagen und Langenburg, commanding officer of the First Battlegroup, in an interview with the SANN recorded on 16 August 2462. &amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Militia Visegrad.png|400px|thumb|Many local military forces, such as those on [[Visegrad]] found themselves sorely tested by the Collapse. Many collapsed, unable to endure the pressure.]]&lt;br /&gt;
An institution that predates the Interstellar War, System Defense Forces (SDFs) are intended to serve as local military forces when the SAF&#039;s regulars are either unavailable or in need of additional forces to support its operations. Many SDFs defected during the Interstellar War, which greatly reduced their prestige in the eyes of the SAF and their importance in the eyes of Unity Station. Loyalist and Coalition SDFs sustained some of the highest rates of losses during the Interstellar War due to their poorer training and equipment, and many on both sides simply dissolved at the war’s end due to these losses.&lt;br /&gt;
&lt;br /&gt;
Solarian SDFs historically suffered from much of the same problems their Interstellar War counterparts did. Due to being funded primarily by the system they are stationed in, many have outdated equipment and poor training. This caused a lack of respect from the SAF&#039;s regular forces, which viewed them as underfunded, undertained, undermotivated, under-everything units likely to run at the first sign of combat. While there are some exceptions to this rule, such as the well-funded and, as a result, well-trained and well-equipped [[San Colette#The Civil Guard|Colettish Civil Guard]], most existing SDFs prior to 2462 were barely able to patrol and secure their immediate surroundings without SAF assistance, let alone fight off serious threats. Compounding these issues was a pre-2465 regulation which impacted all SDF vessels: due to the mass defections of many during the Interstellar War no SDF vessels were equipped with warp drives capable of warping without a warp gate’s assistance. Though originally intended as a safeguard against further SDF defections, this regulation greatly limited their capabilities, and has rendered them only able to patrol areas with ready access to warp lanes.&lt;br /&gt;
&lt;br /&gt;
During the Solarian Collapse these faults were laid bare for the entire Spur to see in dramatic fashion. Most SDFs stood no chance against [[Human Wildlands#The Southern Fleet Administration|emboldened pirates]] or [[Human Wildlands#The Solarian Restoration Front|rogue Navy forces]] as, for many of them, the largest ships they had access to were outdated and often poorly-maintained frigates, one of the smallest classes of combat-capable ships in the SAN. While some SDFs possessed larger vessels such as cruisers, only a handful possessed anything capable of challenging capital ships. Faced with destruction or defection, many SDFs opted to join local warlords or occupying forces, such as Biesel, for protection and, much like their Interstellar War counterparts, steady pay. Some, motivated by patriotism or a desire to ensure the safety of those they protected, fought to the bitter end or managed to retreat to the Inner Ring.&lt;br /&gt;
&lt;br /&gt;
The SDFs that survived the Collapse relatively intact, such as the Civil Guard and other forces of the Middle Ring Shield Pact or the Visegradi NDF, or successfully retreated to the Inner Ring are some of the most battle-hardened forces of the Alliance, and many vessels which retreated to the Inner Ring were retrofitted and integrated into the Navy itself. Though they could not stabilize the Wildlands on their own the SDFs of the Northern and Southern Reaches performed more effectively than almost anyone imagined, and have vindicated themselves in the eyes of the Solarian military. Those which have survived — and remained loyal to Sol — are rapidly being rearmed and modernized. For the first time in modern history, SDFs are being equipped with independent warp drives which will — in theory — give them a greater degree of autonomy and free up Navy assets from patrols.&lt;br /&gt;
&lt;br /&gt;
In the late 2460s the Alliance&#039;s remaining SDFs bear little resemblance to the paltry local forces of the pre-civil war Alliance. Though many still rely on hand-me-down equipment, more and more of their regular troops are equipped as well as their counterparts in the regular SAF. Their training and funding have likewise improved, and the SDFs now sit on the JMC alongside the Alliance&#039;s other branches. For the first time in their history, they have the respect they deserve, and the funding they have always desired. When the next war comes, and it may come soon, the Alliance&#039;s local forces will stand tall, proud, and ready for whatever comes at them.&lt;br /&gt;
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===Notable System Defense Forces===&lt;br /&gt;
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The &#039;&#039;&#039;Peorian State Guard&#039;&#039;&#039;, often known as the State Guard, is the standing military of the [[Solarian Reconstruction Mandates#New Peoria|Solarian Republic of New Peoria]]. Taking inspiration from its colonial origins — the United States — the State Guard is composed largely of reservists who hold full-time civilian jobs and is built around a small cadre of full-time officers and administrators. Its use of reservists makes the State Guard one of the Alliance’s largest per capita SDFs, but it is notably smaller than the nearby Colettish Civil Guard. It additionally suffered from equipment issues, with much of the area’s heavy weaponry prior to 2462 instead being routed to [[Konyang]] or [[San Colette]]. It was bloodied during the Solarian Civil War and could not stop the Solarian Restoration Front from temporarily seizing control over the planet in 2465. Several regiments of the State Guard escaped into the planet’s countryside and continued to fight against the SRF until their defeat by the Solarian Navy later that year. The 3rd Peorian Infantry Regiment, &amp;quot;All-Peorian Regiment,&amp;quot; escaped to San Colette and fought valiantly during the battle for the planet’s major cities, where it faced against the SRF-aligned Lycorii National Defense Force in the Battle of Nueva Isabel. Now, in a post-civil war world, it is being re-equipped with heavy weaponry by the [[Sol Alliance|Alliance]], and is set to become a tough nut to crack for any future invader.&lt;br /&gt;
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Also in the Northern Reaches is the now-disbanded &#039;&#039;&#039;Lycorii National Armed Forces&#039;&#039;&#039;, or LNAF. Prior to 2462 the LNAF was one of the best-equipped SDFs in the Alliance and was well-known for the distinctive red lycoris flower its members would wear in their helmet webbing or hat bands. With the start of the Solarian Civil War in 2462 the LNAF, already a right-learning organization due to [[Solarian Reconstruction Mandates#Lycoris|Lycoris]]’ politics, was absorbed into the Solarian Restoration Front and became an instrument of both genocide at home and destructive warfare in the support of fascism abroad, with multiple officers of the LNAF convicted of crimes against humanity in the postwar era. Much of its offensive strength was spent in the [[San Colette#The War in the Northern Reaches|Battle of San Colette]], and many remnants surrendered to the Solarian Army in 2465 with the fall of the SRF. The hardened core of the LNAF – the worst of its worst – fled into the countryside or hid in the cities of Lycoris and now fight against the Alliance as insurgents, striking terror into the very people they swore to protect. Post-civil war Lycoris has no SDF, instead relying on the Solarian military – primarily the Army – for protection, and Army patrols snaking their way through the forested countryside of the former industrial capital of the Northern Reaches have become a common sight.&lt;br /&gt;
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The &#039;&#039;&#039;Igman Defense Service (IDS)&#039;&#039;&#039; another Northern Reaches SDF. Responsible for protecting [[Solarian Reconstruction Mandates#Novo Igman|Novo Igman]], the IDS is a relatively small force built around a core of long-service professionals and is heavily mechanized. IDS troops had better equipment than most other SDFs prior to 2462, and resisted attacks during the civil war for longer than other forces. When the Solarian Restoration Front declared victory over it, the IDS went into the countryside and the cities, where it waged a successful guerrilla war against the SRF that ejected them from the planet. Some units were evacuated prior to the collapse of organized resistance and went on to fight in the Battle of San Colette, where the 22nd Armored Regiment, known as “Raróg Force,” fought alongside Colettish tanks, and the [[San Colette#The War in the Northern Reaches|Battle of D’Anzin]], where the 65th Infantry Regiment (Mechanized) fought alongside a motley collection of mercenaries, [[San Colette#The Civil Guard|Colettish forces]], and other SDF troops to hold the line. In the postwar era the IDS, thanks to the secure nature of Novo Igman,  has seen some of its units deployed to Lycoris to support regular Army troops, where the Igmani have proved themselves capable fighters against the Front’s insurgent forces.&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
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[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Sol Navy.png|thumb|alt=Flag of the Navy of the Sol Alliance.|The ensign of the Solarian Navy, once flown from Earth to the Solarian Frontier.]]&lt;br /&gt;
Following the Collapse and the start of the Solarian Civil War, an effort was undertaken by reformists in the Solarian military, such as Minister of Defense Lucien Courtois, to reform the SAF and cut out much of the decay and rot which had taken root over the years. While their purges of the Navy’s ranks — and of many SAF staff — hampered a quicker response to the conflict, their efforts have been vindicated by the SAF’s success in bringing a decisive end to the Solarian Civil War in the summer of 2465. Today, the SAF has a new mission: defending the Reconstruction Mandates and protecting the borders of an ascendant Alliance.&lt;br /&gt;
&lt;br /&gt;
Some, however, believe the SAF will soon be used for more sinister purposes, and many in Biesel and the Coalition look upon it with alarm as the Alliance begins to exert itself in the Spur once again.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The Solarian military is dedicated to [[Mars#The Violet Dawn Explosion|destroying]] [[Xanu Prime|whatever]] it [[Human Wildlands|touches]], and will not hesitate to destroy [[Gadpathur|you]] if you show them weakness. Show them no mercy, for they showed your [[Gadpathur#The War|ancestors]] none!”&amp;lt;/i&amp;gt; - Excerpt from a [[Gadpathur|Gadpathurian]] anti-Solarian booklet intended to be distributed to children age 8-10.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Solarian Armed Forces have a history which stretches back to 17 July 2143, shortly after the founding of the Solarian Alliance. Its origin was not a happy one. Though it took almost a decade to hash out the terms of the Alliance, most parties (with the exception of Switzerland) on Earth agreed to join it by 2140. However, the idea of surrendering military autonomy to a supranational government was a point of concern for many members of the newly-formed supernational union, particular the two superpowers of the USA and USSR. Both were extremely hesitant to surrender their spacebound military capabilities to the Alliance, and, further compounding issues, both argued that they deserved to host the headquarters of the Alliance’s military command structure.&lt;br /&gt;
&lt;br /&gt;
It took three grueling years of back-and-forth negotiations between the Alliance and its members to resolve the issue of the SAF. Ultimately a compromise was reached regarding the Alliance’s military command which settled the pressing issue of who would host the admiralty of (and thus be able to exert significant influence in) what is now known as the Solarian Navy. The compromise placed the admiralty on a place where no Earth nation could, in theory, influence it: Harmony City, Luna. While the USA and USSR were not happy, they were both begrudgingly content to accept it, as while one wouldn’t be able to control it, their rivals couldn’t either. The position of the admiralty on Luna and the relative independence offered to it due to this would, in the decades and centuries to come, have truly dire consequences.&lt;br /&gt;
&lt;br /&gt;
In the century between the Alliance’s formation and the Interstellar War, the SAF was plagued by interservice rivalry between the Solarian Army and Solarian Navy which, while never turning to violence, defined much of the SAF’s trajectory before 2275. The Navy claimed it was of more importance due to securing Sol’s interstellar lanes of commerce and policing piracy, while the Army claimed it was of more importance due to protecting the colonies themselves and ensuring the Alliance was internally stable. The Army-Navy conflict prior to the Interstellar War has been viewed by some Solarian scholars as a microcosm of the future civil war: the Navy tended to be dominated by Inner Ring citizens, particularly those from Luna, and the Army tended to draw its personnel locally, leading to a large proportion from the Outer Ring and further afield colonies. &lt;br /&gt;
&lt;br /&gt;
This conflict, and the broader schism in the Alliance, would be brought to its bloody conclusion in 2275 with the start of the Interstellar War, the SAF’s largest and most costly conflict even two centuries later. It would tip the Army-Navy struggle decisively in the Navy’s favor as many Army units, recruited locally and unpaid for months due to the ongoing financial crisis, defected to the Coalition while few Navy units did the same, and those that did were often swept under the rug or otherwise disowned. While the Navy, and loyal units of the Army, fought fiercely — and in some cases, such as Gadpathur, committed horrific crimes in the name of Solarian unity — they were unable to defeat the Coalition due to its dogged defensive fighting. A peace treaty, the Treaty of Xansan, was ultimately signed in Geneva in 2287, bringing over a decade of warfare to a close and permanently shattering Solarian hegemony over humanity.&lt;br /&gt;
&lt;br /&gt;
To the Navy, which believed it could have won the Interstellar War, the Treaty of Xansan was seen as a betrayal of the venerable Navy by spineless politicians — a slap to the collective faces of Navy officers who had put their lives on the line defending the Alliance by cowardly politicians obsessed with their careers who had never spent a day in uniform. It incensed them, and they began to plot against it in secret. Decisive action was needed to ensure Sol remained intact, and who better to take it than the Navy, its most steadfast institution?&lt;br /&gt;
&lt;br /&gt;
While it ultimately failed in its goal of revoking the Treaty of Xansan, the Revolt of the Officers on 18 May 2289 forever ensured the Navy would have a voice in politics. The coup attempt’s goals were simple: overthrow the civilian government and declare the Treaty of Xansan null and void, then resume the Interstellar War and fight until the Alliance’s hegemony was once again established. The plan, however, began to fall apart almost immediately due to one factor the coup’s mastermind, Admiral Terrence Hopper, had not accounted for: that the Army guard stationed at the Alliance’s then-capital in New York City would not go along with their conspiracy, leading to an active gunfight outside the capitol building between Army guards and Navy marines. Ultimately the Army, with support from local member state forces and ordinary civilians, repulsed the attack and the coup was seemingly aborted. But it was not as simple as it seemed, however, as the admiralty, in the days after the coup, cut a backroom deal with the civilian government: the Revolt of the Officers would be swept under the metaphorical rug by being blamed on radical elements and the Navy would be given a political voice. In exchange, the Navy would continue to protect the Alliance from interstellar threats. Hopper himself, the Butcher of Gadpathur, would avoid justice once again and remain active in politics until his death on Luna in the 24th century, and ultimately shaped Solarian fascist thought up until the present day.&lt;br /&gt;
&lt;br /&gt;
Effectively, the Navy had used its position to extort the government. Emboldened by this, and how close they had come to controlling the government through violence, the Navy became more and more influential as the decades continued on. It also became more corrupt and less efficient, as political connections became more important than ability and Caesarism infected its ranks. Ultimately, the decision to place it on Luna, where it could not be controlled by a power on Earth, had made the Navy accountable primarily to itself rather than the civilian government based upon Earth and, post-2300, Unity Station. Its pet project, the Solarian Marine Corps, was hardly any better. For many Solarians the Navy has failed them time and time again as an institution, and nowhere is this more clear than in the Solarian Collapse of 2462. Rather than protecting the Alliance many Navy forces, more loyal to their Admirals than their nation, defected and have rampaged across the Middle and Outer Rings.&lt;br /&gt;
&lt;br /&gt;
The Army, meanwhile, did have civilian authorities to answer to due to being headquartered on Earth. Post-Interstellar War the Army was placed through multiple reforms which transformed it from a sluggish, inefficient institution which lost much of its strength to defections into a force capable of defending the Alliance’s planets and government from all enemies — whether they be foreign or domestic. Where the Navy failed the Army has succeeded, particularly upon Mars, where it — in mere weeks — brought the red planet back into nominal Solarian control.&lt;br /&gt;
&lt;br /&gt;
The painful reforms spearheaded by SecD Courtois during the civil war have been dramatically vindicated by the SAF’s performance during its 2465 intervention in the civil war, where it rapidly outmaneuvered and outperformed the Solarian Restoration Front and Coalition-backed League in a rapid campaign. Both warlord statelets collapsed under the SAF’s relentless offensive and the Alliance’s flag once again flew from above capital cities across the Northern Reaches, with the pro-Solarian Middle Ring Shield Pact having been peacefully reintegrated, and both League and SRF authorities totally collapsing. In the Southern Reaches, both local governments — already de facto part of the Alliance — were brought back into the ASSN officially. The Solarian Civil War ended in mid-2465 with a decisive victory for the government, though one tainted by the loss of many systems to the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
With the end of organized resistance by major secessionist forces the SAF has found itself engaged in mop-up and counterinsurgency operations across the Northern Reaches. In the Southern Reaches it busies itself in piracy suppression and — unofficially — “rat transportation” runs of military equipment to anti-Biesel insurgents still fighting for the Alliance in the Hinterlands. The Alliance’s armed forces stand with their nose bloodied but unbroken, and remain a capable military force — especially with a newly reestablished and growing military relationship with the nearby Empire of Dominia providing them with an effective counterweight to Elyran and Coalition influence in its south.&lt;br /&gt;
&lt;br /&gt;
==Operational Strategy==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The size of the imperialist Alliance makes it clumsy and slow to react. We must strike where it is weak, and chip at its foundations. Only through attrition will our victory come,”&amp;lt;/i&amp;gt; - Cadre Leader Naveen Shankar speaking to the crew of his vessel before a patrol, mid-2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Managing the Solarian Armed Forces, the largest organized fighting force in the modern Spur, at the operational level is a titanic undertaking which has seen liter after liter of ink spilled on the pages of military manuals, academic projects, and Solarian government documents. The Alliance has been, in its history, the single largest nation in the Spur, and required a great deal of thought to manage its territory. Its losses in the Interstellar War and its aftermath, including the Elyran Revolution, have shown it does not always succeed in its operational strategy. Furthermore, prior to SecD Courtois’ reforms in 2462-63 the Alliance had long lacked a centralized command and control system, with various military high commands such as the Solarian Navy Admiralty on Luna instead reporting to the Secretary of Defense independently of the other branches. This led to naval over-representation, inefficiency, and virulent interservice rivalries.&lt;br /&gt;
&lt;br /&gt;
In December 2462 SecD Courtois chose to address this problem by creating the &#039;&#039;&#039;Joint Military Command&#039;&#039;&#039;, or &#039;&#039;&#039;JMC&#039;&#039;&#039;. Consisting of eight members — one from each service plus a SDF representative, a chair and vice chair (both from different branches), and the military’s chief logistics officer — the JMC is designed to reduce inefficiency in the SAF by fostering cooperation. Its trial by fire, the [[Mars#The Solarian Reunification Campaign_(2462 - present)|Martian Campaign]], was a success, with Army forces fighting using previously unseen levels of naval support from orbit. The Alliance’s rapid victory in the civil war seems to have further vindicated the JMC and Courtois, with its branches having worked together at levels unseen since the Interstellar War, and having won decisively.&lt;br /&gt;
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The overall mission of the Alliance’s military is twofold. First, it must ensure the Alliance’s territorial integrity is maintained and protected against external aggression, such as Biesel’s annexations in 2462, and internal unrest, such as the Solarian Civil War of 2462-65. Second, and less publicly, is to ensure the Alliance’s lost territories can be recovered from those currently occupying it. Prior to 2462 this was centered around the Coalition of Colonies and Republic of Elyra. Since 2462 the Alliance’s strategic thinking has shifted to a potential reunification war against the Republic of Biesel, which is known in its media as the Republic of Tau Ceti. Politicians talk of war and generals plan military exercises, but none can seriously considering the prospect of causing another Interstellar War — right?&lt;br /&gt;
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===Solarian Military Commands===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Persistent Excellence, Persistent Readiness,”&amp;lt;/i&amp;gt; - Motto of Sol Alliance Northern Command.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian military operates in four combat commands — multi-branch organizations that answer to the JMC, though they predate it — responsible for operations in different parts of the Alliance: North, South, Central, and [[Sol|Sol System]]. Though all four commands have been historically dominated by the Navy, post-2462 reforms and an excellent performance in the civil war have seen the Army — and local SDFs, though to a lesser extent — exert more influence over the combat commands, particularly Northern Command. Due to being regional, the four commands all have slightly different responsibilities, though three of four have a point of overlap: [[Republic of Biesel|Biesel]], which has seen itself become a strategic priority for the Alliance since its rapid — and illegal, in Solarian eyes — annexation of great swaths of the Alliance.&lt;br /&gt;
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Northern Command (&#039;&#039;&#039;NORCOM&#039;&#039;&#039;) is based on [[San Colette]] and has responsibility for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Northern Reaches]], the Coalition border near Konyang, and the northern border of Biesel. It is commanded by General Patrick Edwards, a veteran Solarian Army officer who previously served in the Martian and Lycorii theaters. NORCOM’s daily responsibilities are mostly concerned with maintaining the ongoing low-intensity conflict against the remnants of both the Solarian Restoration Front and League of Independent Corporate-Free Systems in the Northern Reaches, with its Army troops stationed on Lycoris and involved in counterinsurgency operations, and many of its naval patrol squadrons policing warp lanes for League remnants. More importantly, it is expected to be the first to defend or attack in the event of a war against the Coalition, being home to the legendary 1st Battlegroup and its vaunted Fleet Admiral, Ingrid von Varnhagen und Landerberg. Also at Edwards’ disposal are the veteran SDFs of the Northern Reaches, sans Lycoris, that cut their teeth in the fighting of the civil war and have seen the quality of their equipment rise dramatically post-2465.&lt;br /&gt;
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Central Command (&#039;&#039;&#039;CENTCOM&#039;&#039;&#039;) is based on Silversun and has responsibility for the Inner Ring and the central border with [[Republic of Biesel|Biesel]]. It was, from 2462 to 2465, home to the orphaned northern and southern commands due to its location. While it shrunk significantly in 2462 — losing its Coalition border and much of its territory to Biesel — it has remained effective under the leadership of Admiral Bahri Özkan, commander of the 25th Fleet prior to assuming command of CENTCOM in 2464. Özkan’s forces face Biesel’s [[Tau Ceti Armed Forces#Zoleth Line|Zoleth Line]] — a multi-layered defensive formation — and are expected to pin down the [[Tau Ceti Armed Forces|Republic’s forces]] by threatening it with an offensive. At his disposal are veteran naval formations and Army troops, many of whom he has seen equipped with electronic warfare and incendiary weapons to counter Biesel’s synthetic and vaurca troops.&lt;br /&gt;
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Sol System Command (&#039;&#039;&#039;SOLCOM&#039;&#039;&#039;) is based on [[Callisto]] and is a unique command that only supervises one system, the Sol System, rather than a region of the Alliance. Considered to be a strategic reserve for any future wars, it is under the command of Admiral Yaoting Kong. Known as “King Kong” by his subordinates due to his large build and love of the Monkey King franchise, Admiral Kong’s combat command is centered around logistics and training rather than combat. He is also responsible for the Sol System’s security, and is the first admiral to work with civilian fleet organizations such as the [[Callisto#Government and Politics|Callistean Port Authority]] in a new anti-smuggling campaign.&lt;br /&gt;
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Southern Command &#039;&#039;&#039;(SOUCOM&#039;&#039;&#039;) is based on Visegrad and is responsible for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Southern Reaches]], the southern border of Biesel and the Hinterlands, the southern border of the Alliance, and coordination with the nearby Empire of Dominia. Managing these operations is Admiral Monika von Schintling, a senior flag officer of the Solarian Navy with experience in the civil war and in the Southern Reaches. Underneath her is the veteran 6th Battlegroup, formed of loyal Middle Ring Battlefleets, and officers seasoned by years of anti-piracy experience. Alongside these duties von Schintling’s command is responsible for the “rat transportation” network of transporting supplies to pro-Solarian insurgents in the Hinterlands and coordinating with the Dominian Imperial Military, which had rebounded in prominence to SOUCOM following the civil war’s end. Once responsible for carrying out a theoretical war against [[Republic of Elyra|Elyra]], SOUCOM is now expected to work with CENTCOM in the event of a war against [[Republic of Biesel|Biesel]] — punching through the south and striking at [[Tau Ceti]] while CENTCOM forces hold the Zoleth Line garrison in place and NORCOM strikes downwards.&lt;br /&gt;
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===Joint Military Command Personnel===&lt;br /&gt;
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The military officers chosen to be part of the Joint Military Command are experienced officers and expected to represent the best of their services — they are perhaps the most experienced military officers in the Spur — and report to the prime minister and Secretary of Defense. The below individuals are the first ever to hold positions in the JMC, with their terms having started in January 2463, and will last until December 2468: a five-year term designed to make them loyal to the government itself rather than whatever SecD appointed them.&lt;br /&gt;
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The Chair of the Joint Military Command (CJMC) is &#039;&#039;&#039;Admiral Giorgio Palazzi&#039;&#039;&#039;, a fifty-year veteran of the Navy and former dean of the Alliance’s primary naval academy. Palazzi is a rare example of a veteran [[Luna|Lunarian officer]] with doctrinally conservative views who remained loyal to Courtois rather than retiring in 2462-63. He is a serious-faced, flint-eyed man who organized the evacuation of Solarian assets from Biesel during its secession and helped coordinate much of the Alliance’s victory in the Northern Reaches in 2465. Palazzi is seen by some as a compromise between the Navy’s conservative and reformist factions, with Courtois and the Chief of Naval Operations firmly reformist but Palazzi representing the best — and perhaps the last — of the Navy’s pre-2462, anti-Coalition operational strategy. As CJMC Palazzi holds no military command — leaving that to other members of the JMC — and serves as both an overall coordinator of its members and is a liaison between the JMC and the civilian government.&lt;br /&gt;
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The Vice Chair of the JMC (VCJMC) is &#039;&#039;&#039;General Valerie Yang Liao&#039;&#039;&#039;, formerly commander of the [[Callisto|Callistean Marines]] and a 35 year veteran of the Army. Commonly known as VYL (pronounced “Vile,” to the general’s amusement), Liao cut her teeth fighting against pirates on Konyang and Port Antilla as a young officer before leading the Callistean Marines during the anti-Frost coup. She is more aligned with Courtois and was given the role of VCJMC after demands by the Army to avoid Navy dominance of the JMC. In her day to day work Liao serves as a ground-based counterpart to Palazzi, and was vital in ensuring the Alliance’s victory on Mars and throughout the Northern Reaches.&lt;br /&gt;
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&#039;&#039;&#039;General Richard B. Sloan&#039;&#039;&#039;, also known as “Mad Dog” to his marines, is the current Commandant of the Solarian Alliance Marine Corps (CSAMC), representing his marines on the JMC. He acquired his nickname when only a Lieutenant with the 1st Marine Division: after his visor was cracked during a boarding operation, he grabbed a nearby roll of tape in the ship, taped over it, and continued leading his unit. On the tape was, appropriately, a dog-themed pattern, and a nickname was born. After replacing the previous commandant — a Frost loyalist — Sloan embarked on a mission to reduce corruption in the ranks and mend fences with the Army and Army Air Force. Multiple units were nearly completely dissolved and reorganized, and he made the unpopular decision to take a funding cut and redirect it to the Army — an act that has done much to repair intraservice relations.  Sloan fought hard for his reforms and was vindicated by his marines’ performance in the Northern Reaches, where they served with distinction and cooperated effectively with the Army.&lt;br /&gt;
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&#039;&#039;&#039;General Chi Hoa Phan&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army (CSSA). Former commander of the [[New Hai Phong|4th Haiphongese Armored Division]], she has been a tireless advocate for the Army’s funding and development in the face of its successes on Mars and in the civil war. Phan — like other members of the JMC — holds no combat command as CSAS but is known to frequently tour the Army’s major mission areas, and has been active in the development of new and better vehicles for the Army. She also abandoned several expensive Frost-era programs to equip the Army with energy rifles instead of their M469A2s, citing it as an unnecessary waste of taxpayer funds and, “corporate welfare,” for [[Zavodskoi Interstellar]], which continues to hold onto chunks of the Solarian defense industry.&lt;br /&gt;
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&#039;&#039;&#039;General Raymond Spaatz&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army Air Force (CSAAF). Originally from [[Silversun]], he has served the SAAF for fifty years — starting as a cadet — and is the oldest member of the JMC. He is expected to retire after his term ends. A bomber pilot by training, Spaatz is widely viewed as one of the preeminent scholars on SAAF operations during the Interstellar War and is a published author on the subject. Building on the successes and failures of the historical SAAF, Spaatz helped to establish a new doctrine for the military’s air component centered around attacking enemy infrastructure targets and providing close support to ground troops. He is additionally responsible for increasing coordination between the SAAF, SDF air forces, and the Navy through his formation of Air-Land-Space Operation Commands on planetary theaters of operation.&lt;br /&gt;
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&#039;&#039;&#039;Admiral Franziska Sibylle von Varnhagen&#039;&#039;&#039; is the current Chief of Naval Operations (CNO). A member of one of the Alliance’s most prominent naval families, von Varnhagen is the aunt of the First Battlegroup’s commander, Fleet Admiral Ingrid von Varnhagen und Langenburg. She was one of the admirals who saw the [[Sol Alliance History#2460-61: Michael Frost Ascends to Power|anti-Frost coup attempt]] was successful by commanding naval forces around Earth to stand down during the crisis. Since 2462 she has worked with Courtois and Solarian law enforcement to ensure the remains of Frost’s loyalists are purged from the Navy’s ranks, and has promoted loyal junior officers to fill these vacancies. However, many of von Varnhagen’s new cadre remain Lunarians — both due to much of the Alliance being cut off until 2465 and due to her status as a member of the moon’s naval aristocracy. Since 2465 she has become a major driver behind the restoration of Unity Station-Moroz naval ties, viewing the Empire as a natural counterweight to Elyra in the south.&lt;br /&gt;
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&#039;&#039;&#039;Lieutenant General Máximo Ruiz Navarro&#039;&#039;&#039;, [[San Colette#The Civil Guard|Colettish Civil Guard]], is the JMC’s current Chief Liaison for System Defense Forces (CSDF). Navarro is the most recent addition to the JMC, having joined it in December 2465, and represents the many SDFs of the Alliance, with his goal being to advocate for their interests and needs. Prior to assuming this position he was involved in the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], fighting on Lhokgon, New Peoria, and D’Anzin during 2465. Cut off from central command on San Colette proper during the final days of the battle for its system, he led an ad-hoc formation of Civil Guard units, SDF forces, militia, and mercenaries to fight against invading Solarian Restoration Front units. This force — called the Navarro Brigade by some — held out until regular Solarian forces arrived, and made its commander a hero of D’Anzin.&lt;br /&gt;
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&#039;&#039;&#039;General Mbwana Oyenusi&#039;&#039;&#039;, Quartermaster General of the Solarian Armed Forces (QMSAF), is a Solarian Army officer who previously served as its chief logistics officer, and now carries out the same duty for the entire SAF. An extremely talented, though doubtlessly overworked, man, Oyenusi has the unenviable task of ensuring the military logistics apparatus is ready to handle any and all situations thrown at it, ranging from military operations to training to disaster relief. While he does not have a combat command, Oyenusi is responsible for the operation of many supply routes run by military, merchant marine, and civilian-operated vessels. Already bald, Oyenusi jokes he would have lost all of his hair from stress if any remained. Prior to joining the SAF, Oyenusi worked as a logistics manager on [[Callisto]], where he helped manage a family-owned logistics firm alongside his father.&lt;br /&gt;
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==Logistics and Standardization==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Equipping millions of soldiers, sailors, and marines – let alone our reserve units in our member-states – is stressful enough to make women gray and men bald, prime minister. They chose me because I was already bald,”&amp;lt;/i&amp;gt; - General Mbwana Oyenusi, Quartermaster General of the SAF, to PM Strom, 29 June 2467.&amp;lt;/center&amp;gt;&lt;br /&gt;
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As the largest organized military in the modern [[Orion Spur]], simply maintaining the SAF requires an extensive logistics network which must be ready to expand quickly — and dramatically — in the event of a war, disaster, or crisis. This logistics system is under the leadership of the &#039;&#039;&#039;Solarian Armed Forces Ordnance Corps&#039;&#039;&#039; and &#039;&#039;&#039;Quartermaster General Mbwana Oyenusi&#039;&#039;&#039;. Both the Navy and Army operate a large fleet of support craft ranging from humble cargo shuttles to the Navy’s massive Atlas-class mobile fleet repair vessels, and numerous civilian businesses and vessels operate in contracts to support the SAF by producing or moving supplies to wherever they are needed. While megacorporations such as Orion Express have expressed interest in acquiring transportation contracts from the SAF, the [[Sol Alliance#Economics|Solarian Corporate Authority (SCA)]] has consistently refused any megacorporation contracts with regard to matters of national security, citing the existence of the [[Stellar Corporate Conglomerate]] as a major security risk due to its close ties with Biesel.&lt;br /&gt;
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Production of Solarian military equipment was, prior to 2462, the domain of [[Hephaestus Industries]] for shipbuilding and [[Zavodskoi Interstellar]] for almost everything else. With the advent of the SCA in 2463 this production has diversified into a dizzying array of small to medium-scale firms across the Alliance, though Hephaestus facilities on New Hai Phong and Zavodskoi ones on [[Luna]] remain producers, which have at times struggeld to meet the quotas previously reached by megacorporate logistics systems. Despite this diversification in supply sources the SAF has retained a key aspect of its logistical success: its policy of standardization in caliber and uniforms, which has greatly simplified the process of supplying the typical Solarian infantryman. They — with some exceptions — use 5.56 Solarian rounds and a standard set of camouflage-conforming fatigues whether they are a marine in orbit or a system defense force reservist in a muddy foxhole.&lt;br /&gt;
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Also standardized is the Alliance’s rank system, which it inherited from the Earther governments which preceded it. Alliance military enlisted have ranks which correspond to the enlisted scale, ranging from OR-1 to OR-9, and officers having a similar scale, ranging from OF-1 to OF-10. Both have space for specialist ranks such as the senior enlisted advisors of Joint Military Command officers, and the scale system is used by every organized military and System Defense Force throughout the Alliance. With each branch — Army, Navy, and Marines — having different rank names and the Alliance’s dozens of SDFs having their own variations, this system is vital to preventing confusion during joint operations such as the Martian Campaign or the ending phase of the civil war.&lt;br /&gt;
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While durable and able to supply the Alliance’s military forces with whatever they need — with units requiring everything from ration-filled crates to artillery shells to naval-grade fuels to toilet paper — the immense amount of investment required to provision the SAF has made it difficult to introduce new weapons and technologies at a large scale. While Biesel, Galatea, and Elyra have moved away from a ballistics-first military and seen their logistics need lessen due to ammunition being rechargeable — though in [[Republic of Elyra|Elyra’s case]], many of their energy-based weapons retain conventional ammunition systems — the Alliance has not due to the prohibitive cost of setting up production capacity to replace the millions of standard-issue M469 assault rifles already in service. Energy weapons remain experimental or limited-issue in Solarian service, and pre-2462 attempts to introduce them were stymied by inefficiency and corruption.&lt;br /&gt;
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Unique among major powers, the Alliance provides a license to produce some military equipment to entities approved by the [[Sol Alliance#Government|Solarian Senate]]. These include approved mercenary units such as the [[Private Military Contracting Group#Eridani Private Military Contractors|Eridanian Golden Fist]], the [[Eridani Federation Military|Eridanian military]], and the [[Dominian Imperial Military]]. The [[Empire of Dominia]] has purchased licenses for several Solarian weapon systems, including incendiary grenades, and produces them locally, while the [[Eridani Federation|Eridani Federation’s]] unique status in the Alliance allows it to both produce local equipment to outfit its private military contractors and to fill gaps with Solarian equipment where needed. Much of the heavy equipment used by [[Private Military Contracting Group#Ringspire|Ringspire]] on [[Adhomai]] was made through this program, with license-produced Solarian Army vehicles performing well in the PMC’s butchery.&lt;br /&gt;
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===Non-Humans in the Solarian Armed Forces===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“As far as I’m concerned? The Ban didn’t go far enough! We should carpet bomb their whole [censored] [[Adhomai|planet]], really give them a [censored] taste of what they did to us [https://forums.aurorastation.org/topic/2816-sol-alliance-news-network/?do=findComment&amp;amp;comment=141866| here]! Send the Navy in and have them clean it up! Get those [censored] [[Unathi|lizards]] too!”&amp;lt;/i&amp;gt; — Anonymous [[New Hai Phong|New Hai Phonger]] speaking to the Solarian Alliance News Network in the aftermath of bombings carried out by the [[Tajaran Emigration#Tajara Revolutionary Army|Tajara Revolutionary Army]]. Unaired due to foul language.&amp;lt;/center&amp;gt;&lt;br /&gt;
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No branch of the Solarian Armed Forces aside from rare System Defense Forces has, at any time, recruited an alien species into its ranks. The reasons for this are rooted in both simple practicality and the entrenched xenophobia common in much of the Solarian Alliance, which contributes to a belief that aliens are simply not to be trusted. Practically speaking the three SAF branches are massive organizations which would only marginally benefit from alien recruits and would have to incur an expensive cost as different species demand wildly different equipment, such as fitted voidsuits and armor, and different accommodations.&lt;br /&gt;
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On the less practical side the Solarian culture of alien distrust has been applied to each species and also argued. To the typical SAF official even the most trustworthy alien is less reliable than the worst human recruit . The SAF is not, and will never be, a force for alien tolerance in the Alliance. From an outright less xenophobic perspective, the Solarian Armed Forces&#039; traditions place a great deal of ideological and cultural importance on the idea of the military as the protector of Solarian humanity. To allow aliens into its ranks has long been considered a betrayal of that ideal, and that compromising this deeply-held tenet would be an unacceptable transgression against the Alliance itself, its human citizens, and the fundamental values of the Alliance&#039;s military.&lt;br /&gt;
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[[Sol Alliance#IPC in the Sol Alliance Military|Positronics]], on the contrary, are highly valued in the SAF. Having had a long history of using [[San Colette#Drone Warfare|drones]], the adoption of positronic intelligence was viewed as the next step in a long line of military robotics. For the longest time, however, IPC and other synthetics have been relegated to support and logistics roles due to mistrust and concerns over their ability to survive in combat scenarios. The collapse has led the SAF to begin looking at IPC in order to fill the gap in its manpower, with the Navy in particular eagerly adopting them in combat roles, placing the machines as both gunners and pilots, and employing traditional shipborne AI to assist and in some cases replace crewmembers. Although assuring the public that combat IPC are a temporary measure given the crisis, some observers note that funding towards further research of combat AI has increased since their adoption.&lt;br /&gt;
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==Dominia and the Solarian Armed Forces==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“By order of my Emperor, Boleslaw Keeser I, I address to you our Fleet and Empire’s highest felicitations and congratulations for your exemplary victory in the northern provinces. Long may [[Sol|Sol’s]] light shine across the [[Orion Spur|Spur]]!”&amp;lt;/i&amp;gt; - Grand Admiral Huiling Zhao of the [[Dominian Imperial Military#His Imperial Majesty’s Fleet|Imperial Fleet]] in an official letter to Secretary of Defense Courtois, July 2465.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Dominian Flag Horizontal.png|thumb|The flag of the Empire of Dominia, an authoritarian state in the Southern Spur aligned with the Solarian Alliance.]]&lt;br /&gt;
The relationship between the [[Empire of Dominia]] and the Solarian military stretches back to before the Empire’s founding, beginning shortly after the Empire’s predecessor states unintentionally contacted the Alliance during the [[Empire of Dominia#The War of Moroz|War of Moroz]]. Both the Solarian Army and Navy sent military observers to the Imperial Alliance’s forces who reported back to the Alliance about its successes, failures, and on the structure of the belligerent nations. Solarian military attachés were some of the first individuals from outside Dominia to write on the planet’s unique culture and history, and reported to Unity Station that the Empire had strategic potential for use as a counterbalance against Elyran influence in the southern region. The Republic, after all, had only seceded in 2302 — a recent memory for the officers on Moroz in the mid-2300s. Military liaisons wrote approvingly of a state which was, though still new, eager to learn and could become a large market for Solarian defense companies such as Zavodskoi Interstellar.&lt;br /&gt;
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With the Empire’s formation in 2385 the Alliance ramped up its aid efforts. With only a scraped-together excuse for what they called the Imperial Fleet, the Empire sent its best naval cadets and officers — generally belonging to houses Zhao or Kaneko — to Luna to study the Alliance’s naval tactics, and they were enrolled in the Solarian Naval Academy in Hangzhou alongside dozens of Solarian officers — mostly Lunarians. These officers, including then-Cadet Jitsuko Kaneko, soon to be a major figure in the nascent Imperial Fleet, excelled at their duties, and several Morozian cadets have been seconded to every academy class, with the exception of the 2460-65 period. Most of the earliest true Imperial Fleet warships were either made in Solarian facilities before being shipped to Mira Sancta or Zhurong for final work, or purchased wholesale from the Alliance’s reserve vessels. This tradition continues symbolically, with one gun of the Moroz-class dreadnought HIMFS Moroz and one gun of the Diyu-class dreadnought SAMV Gunnhildur each having been completed in the other nation’s foundries.&lt;br /&gt;
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The [[Dominian Imperial Military#The Imperial Army|Imperial Army]] likewise benefited from Solarian aid, both in training and in equipment. While they were experienced with planetary warfare the generals of the early Imperial Army were unfamiliar with warfare on an interstellar scale, and Solarian training during the late 24th and early 25th centuries likely helped turn the invasion of Sun Reach in 2422 into a lightning victory for the Empire. While Solarian Army surplus has long vanished into the scrapyards of Jinxiang and Zhurong — though some antiquated stock is used to equip the Home Guard, Sun Reach’s paramilitary scout force — some of the Imperial Army’s equipment remains closely related to — or licensed copies of — their Solarian counterparts.  The Empire and Alliance operate several joint training facilities for ground troops, with Solarian troops sometimes learning IED disposal from Dominian pioneers and their Dominian counterparts learning exosuit operation from Solarian vehicle crews.&lt;br /&gt;
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==The Solarian Navy==&lt;br /&gt;
[[File:Sol_Alliance_Navy.png|thumb|The symbol of the modern Solarian Navy.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Before the Interstellar War, the Solarian Navy was the largest and most perfect fighting force in the galaxy. That is, on the surface level. The admiralty of those years made the greatest mistake of pursuing strength in infinite numbers – a decision that would culminate in the Solarian Civil War.”&amp;lt;/i&amp;gt; – Excerpt from Lucien Courtois’ graduation thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The largest single branch of the SAF is the Solarian Alliance Navy (SAN). With millions of uniformed personnel scattered across dozens — if not hundreds — of planets, garrisons, starbases, fleets, and other facilities it may very well be the largest organized fighting force in the galaxy, and has the influence to match. The Navy has long held significant sway over Solarian politics due to both its size and its vital role in securing safe interstellar commerce and travel in the Alliance. This sway has long ensured the Navy is well-funded and it has long been on the cutting edge of Solarian defense spending. Its role in defending planets and shipping from piracy has historically given it a positive image in the eyes of many Solarians, many of with some notable exceptions such as Callisto -- long at odds with the Navy over the policing of trade and commerce flowing in through the moon’s spaceports. This positive view dimmed during the late 2450s and early 2460s, when the Navy became closely intertwined in the fascistic ATLAS-led government of Prime Minister Michael Frost.&lt;br /&gt;
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By 2462 the broad powers granted to the Navy to ensure the Alliance, then the largest human nation in the Orion Spur, remained safe and secure combined with limited oversight of the Navy to incubate a culture of graft, corruption, and rampant Caesarism in its ranks. As one traveled further from the Inner Ring these problems worsened: Solarian operational thinking prioritized more reliable officers for the defense of the Inner Ring while less reliable officers, and underperforming ones, were sent to the Outer Ring, wits its less strategic worlds. These admirals were given poor troops and little oversight by the Admiralty, allowing them to become their own masters and shape their assigned fleet to be loyal to their admiral over their Alliance.&lt;br /&gt;
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Between 2462 and 2465, defections, reforms, and attrition associated with the Solarian Civil War have taken the Navy from 200 fleets to 100. In 2465 a SISA discovery many officers were funneling supplies to radical warlords such as the Solarian Restoration Front caused a large purge of its upper ranks spearheaded by Secretary of Defense Lucien Courtois, allowing him to further already-existant reforms the Navy began in 2462. The Navy’s rapid defeat of warlords in the Northern Reaches have vindicated Courtois and the reformists, and brought the Navy back much of the prestige it lost in the Solarian Collapse of 2462.&lt;br /&gt;
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Now, in the late 2460s, the Solarian Navy has regained much of its earlier edge through a combination of reforms and ineffective units being disbanded. Most of its units have gained valuable combat experience in the final phase of the Solarian Civil War, which saw the largest interstellar engagements since the Interstellar War, and dated equipment has been replaced by domestically-produced or Einstein-manfactured upgrades able to compete with the Republic of Biesel&#039;s corporate equipment. In the Northern Reaches, it has reconstituted much of its defensive lines against the Coalition, while in the south old ties with the Dominian Imperial Fleet have been reestablished. Recent naval exercises such as OBSIDIAN CAGE 67 have shown the Solarian Navy at some of its highest readiness levels of the century, and it is likely Biesel&#039;s Republican Fleet watches the reinvigorated SAN with great nervousness: wondering when, not if, the old titan will strike it hard.&lt;br /&gt;
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===Solarian Navy Structure===&lt;br /&gt;
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The Solarian admiralty has long devoted a significant amount of its time to the logistics and operation of the increasingly-massive Navy, which peaked at 200 fleets — each, in theory, consisting of 100 ships — shortly before the Solarian Collapse of 2462. These fleets were, prior to the Collapse and Courtois’ reforms which followed it, organized into battlegroups of five fleets for greater cohesion in the event of war, with each fleet led by an Admiral and each battlegroup led by a Fleet Admiral. However, many “battlegroups” in the Outer and Middle Rings were spread across vast distances or contained disloyal elements which prevented them from functioning properly, with only a few — such as the [[Human Wildlands#The Southern Solarian Military District|Visegrad-based 1st Middle Ring Battlegroup]] (1MRB, sometimes referred to as a “Battlefleet” locally) — able to maintain both cohesion and loyalty as the Alliance spiraled towards the Collapse. Reforms by Courtois have reduced the total number of battlegroups by increasing the number of fleets per formation to ten, which has greatly assisted in command due to reducing the number of often-bickering Fleet Admirals by half.&lt;br /&gt;
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Navy fleets themselves are divided into three categories by the admiralty to represent their readiness in the event of an interstellar conflict. These categories are combat battlegroups, patrol battlegroups, and garrison battlegroups. Combat battlegroups are, as the name implies, fully-equipped and ready for combat at a moment’s notice. This classification generally only applied to Inner Ring battlegroups in the months before the Collapse. Standing slightly below combat battlegroups are patrol battlegroups: understrength, but otherwise combat-capable, formations fit for patrol duties but not for engaging full enemy formations. Below this swells the garrison battlegroup: an understrength formation so named as it is only trusted to hold a position and is not expected to perform complicated maneuvers. A fourth, though officially unrecognized, formation is the “ersatz” battlegroup. These formations are improvised and consist of whatever units were available at the time for the area’s Fleet Admiral. Last seen in the Interstellar War, ersatz battlegroups have returned in the Wildlands.&lt;br /&gt;
[[File:Navy graduation.png|A Lunarian officer of the Solarian Navy at her graduation ceremony.|thumb]]&lt;br /&gt;
Unlike the Army the personnel of the Navy are heavily divided by class and background thanks to the Luna-centric nature of its admiralty and officer class, and are even further divided based upon the Ring they are located in — an ironic echo of the Interstellar War. High-ranking officers are almost always Lunan by birth, and graduation photos from the Solarian Naval Academy are dominated by the tall, thin, and pale appearances of Lunans who have grown up in the moon’s characteristically lower gravity. These Lunan officers generally settle into command roles in the Inner, and sometimes Middle, Rings due to their perceived loyalty and familial connections — some families on [[Luna]] have served the Navy since its conception and hold significant influence over it. Officers of “lesser” importance, such as those in the Middle and Outer Rings, such as Fleet Admiral Klaudia Szalai, are often recruited and educated locally, and can be of wildly varying quality and loyalty.&lt;br /&gt;
[[File:Navy loading.png|350px|A Solarian Navy petty officer loading a Zavodskoi-produced &amp;quot;Longbow&amp;quot; naval gun. A common sight on smaller vessels which cannot easily fit larger coilguns.|thumb]]&lt;br /&gt;
Much of the Navy’s enlisted personnel is recruited locally out of convenience and its enlisted ranks are overwhelmingly dominated by those of poorer economic backgrounds, particularly when compared to its Lunan officers, such as Martians, Jintarians, and residents of the Outer and Middle Rings. The men and women which make up the vast majority of the Navy’s fighting force are, like their officers, often of debatable quality due to corruption, graft, and the megalomaniac tendencies of many officers. Prior to the Collapse most of the best enlisted— regardless of their origins — were eventually transferred out of the Outer and Middle Rings and into the Inner Rings due to the Admiralty placing a greater emphasis upon the Inner Ring.&lt;br /&gt;
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Fleet formation was, prior to the Collapse, marred by similar issues. Some fleets were recruited using the “Alliance-wide,” model where ships and personnel were recruited from across the Alliance and trained in the Sol System and its surroundings in order to ensure the best performance. These fleets were then deployed to strategic areas (generally in the Inner or Middle Rings) and placed under the command of a Solarian Naval Academy graduate to ensure the greatest possible quality. While expensive and often taking an extended period to train, these Alliance-wide fleets proved their mettle during the Collapse: no systems garrisoned by them were lost and none defected.&lt;br /&gt;
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But most Solarian fleets were not recruited using this method and were instead mobilized through the “system-wide,” method wherein a fleet’s personnel and officers were recruited and trained in the same system, and generally stationed nearby this system. In theory this was not a horrible idea: logically, military forces would fight harder for their homes than for another system. However, it did not result in the expected outcome: system-wide fleets were often shuffled from system to system and their shared origin made them more loyal to their admirals than the broader Alliance. Though many stayed loyal to the Alliance, and some managed fighting retreats to the Inner Ring, all defected — or otherwise lost — fleets during the Collapse were of the system-wide recruitment model.&lt;br /&gt;
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===Solarian Alliance Merchant Marine===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Often forgotten by historians and naval officers alike, the merchant mariner of the Alliance has been critical to victory or defeat in space throughout the Alliance’s history,”&amp;lt;/i&amp;gt; -  Excerpt from Lucien Courtois’ thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Consisting of Solarian civilian and government-owned merchant vessels above a certain tonnage, the Solarian Alliance Merchant Marine (generally known as the Merchant Marine) is a civilian organization under the Department of the Interior. Its role is to establish a universal set of laws, regulations, and training for Solarian civilian ship crew, and its members are known as merchant mariners. During wartime or other times of crisis the Merchant Marine can be assigned to the Solarian Navy as an auxiliary logistics force, though its members remain subject to civilian maritime law and do not hold military ranks (though their ship captains can be commissioned as deemed necessary).&lt;br /&gt;
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Most Solarian sailors have gone through either the Merchant Marine or one of its training programs, and its safety regulations — such as the presence of oxygen tanks and EVA equipment throughout a ship — have influenced interstellar shipping across the modern Spur. The civilian nature of the Merchant Marine has led to friction with the Navy during wartime, with naval officers coming into conflict with the often unionized crews of merchant ships over the amount of hours they intend their civilian counterparts to work.&lt;br /&gt;
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===Naval Landing Divisions===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“War is too serious a matter to entrust to military men,”&amp;lt;/i&amp;gt; - Georges Clemenceau, Prime Minister of France.&amp;lt;/center&amp;gt;&lt;br /&gt;
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A pre-2462 institution which has mostly been disbanded by the CNO and SecD, Naval Landing Divisions (NLDs) were an attempt by the Solarian Navy’s admiralty to address its lack of ground personnel beyond marines. NLDs were its attempt to address this problem, and – to some scholars of the Solarian military – represent the Navy’s most extreme attempt at achieving total operational independence from the rest of the military, and forming a separate military within the military itself. Generally smaller than a comparative Solarian Army division, they were made up of non-marine Navy personnel – though the Marine Corps often provided advisors and officers – and initially intended to serve as security personnel for planetside naval facilities where the EVA training of marines would not – in the views of Navy and Marine officers – be put to effective use. Mission creep led to these platoon- and company-sized units slowly expanding, acquiring heavier equipment (sometimes diverted from Army stocks and resupplies), and morphing into brigade-sized entities. Never officially approved by the Department of Defense, bureaucrat after bureaucrat opted to look the other way on these divisions until 2462. Many admirals skimped on training for their NLDs, instead viewing them as pet projects and a way to spite the Army. If such an underfunded, maligned branch could do ground warfare, surely the Navy could as well!&lt;br /&gt;
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During the early phase of the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]] these units were heavily utilized by many warlord and secessionist admirals, such as the forces of the Solarian Restoration Front, due to being more well-equipped than many System Defense Forces. Others, such as the 1st Battlegroup, had theirs disbanded out of security concerns. The SRF’s landing divisions – collectively known as the Hopper Group – performed worse than the fleet’s marines and the Lycorii National Armed Forces due to the Group’s poor training standards, and was assigned to rear-line duties where it became responsible for hunting insurgents and enemies of the Front’s “new Solarian state.” Its leader was among those tried and executed for war crimes following the civil war’s end. NLDs from the League of Independent Corporate-Free Systems – known as the Free Sailors’ Union –  engaged in looting and show trials of those accused of corporate sympathies, with its leader tried and imprisoned for thirty years due to looting and mistreatment of Solarian civilians.&lt;br /&gt;
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The use of NLDs by admirals to carve out their own statelets during the Solarian Civil War’s early phase – and the grotesque excesses committed by many – led to dogged attempts by the CNO and SecD to dissolve them and dramatically reduce their sizes, with much of their excess equipment going to the Army. Navy security detachments remain, though reduced to their pre-NLD sizes and often supplemented by marines. NLDs remain a symbol of the Navy’s Caesarism and the threat it once posed to the Solarian government it is meant to protect.&lt;br /&gt;
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===Notable Facilities===&lt;br /&gt;
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Located on [[Luna]] in Harmony City, the &#039;&#039;&#039;Solarian Admiralty&#039;&#039;&#039; serves as high command for the entire Solarian Navy. While it started its existence as a small building mostly responsible for managing armed platforms tasked with destroying asteroids and other potentially harmful celestial objects, the Admiralty has grown over the intervening decades into a massive complex which is a city District unto itself. Solarian Naval Central Command (SNCC) looks over the district at nearly a hundred stories tall and stands as one of, if not the, most important buildings in the modern Alliance. The Admiralty is rumored to have dozens, if not hundreds, of underground facilities scattered across the Admiralty containing everything from mundane paperwork to intelligence on the Stellar Corporate Conglomerate to blacksites for especially infamous prisoners. Though its reputation has been tarnished by the Collapse, the Admiralty remains an unshakable feature of Luna.&lt;br /&gt;
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Located on [[Luna]] in Hangzhou, the &#039;&#039;&#039;Solarian Navy Academy&#039;&#039;&#039; is the premier — and to Lunarians, the only — institute of naval military education in the Alliance. Established in 2115 continuously functional ever since this point the Academy, as it is often simply known, has long had a reputation of producing only the finest naval officers in the Alliance. But this reputation for excellence has made the Academy an extremely difficult institution to gain entry into — particularly if one is not from the Inner Ring. Certain Lunarian families, such as the ancient Varnhagen und Langenburg family, have long held sway over the Academy’s curriculum and membership in such a family — either by blood or covenant — is a near-certain way to gain access to its halls. Academy officers, in addition to their renowned quality, are generally more loyal to the Alliance than their non-Academy counterparts. Few Academy graduates defected during the Collapse and those that have, such as the Solarian Restoration Front’s Florentina von Keyserling, have been stricken from its graduation rolls.&lt;br /&gt;
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Created during the Interstellar War by the SAF as part of operation ULTRAMARINE TOMB, an effort to learn from its defeats during the war, the &#039;&#039;&#039;Korolgrad Solarian Naval Air Forces Interceptor Tactics Academy&#039;&#039;&#039;, otherwise known as &#039;&#039;&#039;TOPGUN&#039;&#039;&#039; (or by its earlier code name, “&#039;&#039;Lawn Darts&#039;&#039;”), is the Solarian Navy’s advanced fighter pilot training program. Despite attempts to establish it on Luna the SAF opted for Pluto, intending to use the nearby Oort Cloud as a proving ground. TOPGUN curriculum is kept at the highest quality through a rigorous internal review process, known as “party committee” by its staff, where mediocre ideas (and instructors) are chaffed out. The program was a major success during the Interstellar War and saw the SAN’s aviation wing end with a dramatic 14:1 kill ratio when the war ended. The Academy maintains a reputation for excellence in the 25th century. The lowest kill ratio of its graduates in Solarian service came during the Solarian Civil War, when classmates turned guns on one another in the Wildlands. TOPGUN saw its first foreign enrollment in 2466, when pilots from the Dominian Imperial Fleet’s air arm arrived for instruction. Its distinctive insignia is a Xanan vessel in stylized gun sights, with the most recent vessel being a Shrike-class corvette.&lt;br /&gt;
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In the orbit of Uranus lies the mundanely-named &#039;&#039;&#039;Solarian Naval Maintenance, Regeneration, and Repair Facility&#039;&#039;&#039; which is, thanks to its awful abbreviation of “&#039;&#039;&#039;SNMRRF&#039;&#039;&#039;” (occasionally phoneticized as “&#039;&#039;&#039;Smurf&#039;&#039;&#039;”), commonly referred to as “the Boneyard.” The Boneyard is a massive facility filled with outdated and mothballed hulls ranging in size from fighter aircraft to battleships which remain on the official Navy registry but are, in reality, either too outdated or too damaged to effectively operate alongside their counterparts. Boneyard vessels are, particularly since the Collapse, often cannibalized for parts or — in rare cases — “refloated” and pressed back into service. The pirate raid which brought Frost into power as Prime Minister targeted the Boneyard and stole multiple warships the former Admiral later returned with, eventually catapulting himself into popularity. Many have long theorized this “raid” and Frost’s success after was an inside job planned by Navy officers to place one of their own in power and have pointed to a multitude of “coincidences” as evidence. The fact that the raiders were never caught but were “engaged and destroyed,” the sensors monitoring Boneyard and its defenses being off at the same time, the raiders only hitting the Boneyard rather than any civilian targets or the nearby Navy sensor stations, the fact that the raiders were able to spoof a brand-new Solarian Navy ID code, and the fact that the leaker — a reformer — was one of the only deaths in the raid.&lt;br /&gt;
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===Notable Navy Forces===&lt;br /&gt;
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&#039;&#039;&#039;1st Battlegroup, “The First”&#039;&#039;&#039;&lt;br /&gt;
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The most venerable and oldest of the Alliance’s battlegroups, the First has fought in every major interstellar conflict the Alliance has officially participated in. It is responsible for decisively destroying the Coalition’s naval forces in the Battle of Xanu and has long preserved the Xanan naval battle standard captured during the battle in the Admiralty. The first five fleets of the First are overwhelmingly Lunan. The next five, which were integrated into it following Courtois’ reforms, are five of the highest-quality Alliance-wide fleets in the Alliance. Officers of the First can easily be identified by their distinctive oak leaves, which are typically placed in the side of their caps. The First is currently commanded by Fleet Admiral Ingrid von Varnhagen und Langenburg, a Lunan graduate of the Solarian Naval Academy firmly in Courtois’ reformist faction. The Fleet Admiral of the First is issued a saber as their badge of office and is expected to wear it at all times while commanding, regardless of practicality. The sword itself, while unnamed, is a priceless heirloom which has been passed down from Fleet Admiral to Fleet Admiral since the founding of the First, and to lose it is simply inconceivable.&lt;br /&gt;
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The First was the Alliance’s vanguard force during the Solarian Intervention in San Colette, with its flagship — the SAMV &#039;&#039;Gunnhildr&#039;&#039; — the first Navy vessel in the [[San Colette|Nueva Patria System]]. After destroying the Solarian Restoration Front’s forces in the system and accepting San Colette back into the Alliance, the first went on to free much of the central Northern Reaches from Front occupation and was the first Navy battlegroup to reach the Coalition’s border. The First has since returned to its berth in the Sol System, but remains ready to deploy anywhere in the Alliance upon short notice using its advanced warp drives.&lt;br /&gt;
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&#039;&#039;&#039;[[Human Wildlands#The Southern Solarian Military District|1st Middle Ring Battlegroup]]&#039;&#039;&#039;&lt;br /&gt;
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Regarded as one of the highest-quality battlegroups prior to the Collapse, the 1MRB under Fleet Admiral Klaudia Szalai, despite never formally defecting from the Alliance, spent much of the Solarian Civil War cut off from the broader Alliance and struggling against difficult odds. The five fleets of the 1MRB were understrength prior to the Collapse and were worn down by fighting against pirates, defected Solarian Navy personnel, and — at times — the Tau Ceti Foreign Legion, which it has engaged during cross-border raids by the 1MRB and border disputes with the CRZ until 2464. The 1MRB was never defeated upon the field of battle and remained steadfast in its loyalty to Sol, though many of its personnel — almost all of which hail from Visegrad or its surrounding systems — became concerned at the Navy’s non-intervention in the Southern Reaches prior to 2465.&lt;br /&gt;
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Following the Solarian reunification the 1MRB has been folded back into the Navy’s roster of active-duty fleets alongside Myo Yunso’s nearby 6MRB, based in Sankt Frederick. The return of Visegrad to the Alliance has seen the 1MRB rearmed and restored to full strength, now equipped with modern Navy vessels and warp drives. It is now one of the major Navy forces in the Southern Reaches, and remains based in Visegrad.&lt;br /&gt;
[[File:Marines SRF.png|300px|thumb|Assembled marines of the 15th Marine Regiment, now serving as part of the Solarian Restoration Front.]]&lt;br /&gt;
&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|35th Fleet]]&#039;&#039;&#039;&lt;br /&gt;
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One of the most infamous Solarian fleets in the Navy’s history, the 35th was formed after the Interstellar War and stationed near Tau Ceti in order to keep the strategic system safe. Tau Ceti’s defection — which many 35th officers hailed from — was viewed by the Fleet as a betrayal, and its rapid embrace of aliens after the defection was viewed as a further compromise of Solarian values. This hatred has, over the years between Tau Ceti’s defection and the Collapse, twisted the 35th into what it was prior to its invasion of Tau Ceti: one of the most xenophobic, fanatical, and nationalistic Solarian fleets. The losses it suffered during the invasion and its seeming betrayal by the broader Alliance further radicalized the 35th, which returned to its berth in Lycoris and declared the Solarian Restoration Front in 2462, and rapidly set about purging aliens — who they blamed for the Collapse — from the area they controlled. Though the Navy has officially disavowed the 35th and declared its officers traitors to the Alliance many, particularly those formerly loyal to Frost, flocked to its banner.&lt;br /&gt;
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In 2465 the Front began the War in the Northern Wildlands through an invasion of the nearby Middle Ring Shield Pact. Though it initially found success the 35th Fleet and its fellow Front fleets were defeated by the Solarian Navy during its intervention and have been officially struck from the Navy’s fleet roster. Many of its flag officers were tried by the Solarian Department of Justice for crimes against humanity following the civil war’s end, and were sentenced to either death or life imprisonment.&lt;br /&gt;
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&#039;&#039;&#039;25th Fleet&#039;&#039;&#039;&lt;br /&gt;
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When the 25th, primarily consisting of Silversunners, was ordered into Biesel to stop rogue Admiral Michael Frost it could have never anticipated the consequences its orders would have for the Spur. Despite the apprehension its officers and enlisted felt when they were ordered into what was, at least officially, a rebellious Solarian system ruled by an illegitimate government, the 25th followed its orders. The 25th was badly mauled by the 33rd in one of the first engagements between Solarian Navy vessels since the Interstellar War, but it pushed the 33rd out of the system and returned Biesel to a modicum of normality. The population of Biesel was understandably cold towards them, but the Admiralty promised rewards for the deed. But no rewards appeared as, nearly as soon as he had been imprisoned, Frost was swept back into power and became Prime Minister. The new PM punished the 25th severely, and sent them to an ignominious duty: to serve as an auxiliary for one of the worst battlegroups in the Navy, the 10th Middle Ring Battlegroup. But the 25th was not broken by this and, thanks to its superior equipment and training, they fought their way back to their original berth of Silversun, arriving battered and bruised — yet unbowed — in summer 2463 to a hero’s welcome. Now the 25th has a new home: the prestigious 1st Battlegroup.&lt;br /&gt;
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The 25th Fleet was the first Solarian Navy force to engage the Solarian Restoration Front in 2465 and was present during the Navy’s intervention in the Nueva Patria System, where it served as the screening force for the dreadnought SAMV &#039;&#039;Gunnhildr&#039;&#039;. Perhaps no Solarian Navy force fought harder than the 25th did, and they were the first fleet to reach the Coalition’s border.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
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===Solarian Ship Classes===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Carrier&#039;&#039;&#039;&lt;br /&gt;
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The carrier occupies a critical role in Solarian operational doctrine along with the battleships it supports. Carriers are often the largest and most important ships in a Solarian fleet, and typically serve as flagships. The largest of this class are hundreds of meters long and are often regarded as floating cities due to the size of their crews. Carrier classes are generally named after geographic features.&lt;br /&gt;
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&#039;&#039;&#039;Supercarrier&#039;&#039;&#039;&lt;br /&gt;
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With only a handful ever built, the supercarriers of the Solarian Navy are very rarely seen outside of the Jewel Worlds. These gargantuan vessels are nearly a kilometer long and stand as some of the largest vessels ever constructed in the Orion Spur. A supercarrier is always the flagship of its fleet, and none have ever been lost in combat. Supercarriers have a near-mythical reputation in the Alliance due to their rarity and Navy-funded media, which often promotes them as the peak of Solarian military might. Some in the Navy grumble at this deification, instead viewing the tried-and-true dreadnoughts as the peak of the Navy. Ships of the only active supercarrier class used by the Navy, the &amp;lt;i&amp;gt;Thule&amp;lt;/i&amp;gt;-class, derive their names from mythological geographical features.&lt;br /&gt;
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&#039;&#039;&#039;Dreadnought&#039;&#039;&#039;&lt;br /&gt;
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The most well-armed and heavily-armored of the Solarian Navy’s battleship classes are designated as dreadnoughts by the Admiralty. To many the dreadnoughts are the unbeatable pride of the Navy which helped it win victory after victory in the Interstellar War before cowardly politicians snatched it from them. To others they are a reminder of how backwards-facing the Navy can be at times, and how obsessed many of its officers have become with its former glories. Recently reformers have chipped away at much of the dreadnought’s mythical image, and the classification may very well be on its last legs due to recent naval reforms. Fitting their near-mythic reputation, ships of these classes are generally named after mythological figures.&lt;br /&gt;
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&#039;&#039;&#039;Battleship&#039;&#039;&#039;&lt;br /&gt;
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Solarian battleships are heavily-armed and heavily-armored testaments to the unchallenged naval supremacy of the Alliance. Battleships were commonly seen in all three Rings of the Alliance prior to the Collapse and now often serve as flagships of defected or rogue fleets. These ships-of-the-line are often in disrepair due to having been run ragged by their warlord masters and are, generally speaking, outdated compared to contemporary examples still loyal to the Alliance. Both battleships and fast battleships are typically named after cities.&lt;br /&gt;
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&#039;&#039;&#039;Fast Battleship&#039;&#039;&#039;&lt;br /&gt;
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A post-Interstellar War innovation, the fast battleship classes of the Solarian Navy are intended to fill gaps in patrol fleets where a full battleship is unnecessary but a cruiser is insufficient. Fast battleships trade armor and firepower for speed and operational range, making them ideal for patrols in the former Alliance Neutral Zone. During the Solarian Civil War many ships of this class ended up in the hands of warlords due to the class primarily serving in the Middle and Outer Rings. Here they have excelled at a role they were never meant for: raiding and terrorizing the civilian populations they were built to protect.&lt;br /&gt;
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&#039;&#039;&#039;Cruiser&#039;&#039;&#039;&lt;br /&gt;
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Cruisers have long served as the backbone of the Solarian Navy. These vessels are typically divided into two classes: light and heavy. Like their larger counterparts, both categories of destroyers are generally named after cities with light cruisers favoring the cities of the Middle and Outer Rings. Many heavy cruisers are instead named after prominent Solarian figures, perhaps due to their captains wishing to imitate the larger and grander battleships of the Navy.&lt;br /&gt;
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&#039;&#039;&#039;Heavy Cruiser&#039;&#039;&#039;&lt;br /&gt;
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Heavy cruisers such as the Taipei-class represent the peak of Solarian cruiser design. These heavily-armed and heavily-armored vessels closely resemble the battleships they escort but are significantly less expensive due to their smaller size. Many prospective future admirals seek to command a heavy cruiser for both this reason and for the prestige commanding one brings.&lt;br /&gt;
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&#039;&#039;&#039;Light Cruiser&#039;&#039;&#039;&lt;br /&gt;
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While less prestigious than their heavier counterparts, light cruisers fill a valuable niche in the Solarian Navy. Light cruisers are fast vessels which can operate for long distances without resupplying, which easily allows them to serve as the lead vessels of patrols when fast battleships are not available. However, most officers who one day aspire to command a fleet avoid light cruisers for this very reason: while it may mean command of a squadron, it is a command which affords very little prestige and is often assigned to those who lack the money or connections to play the Navy’s influence game. With many commanded by officers of debatable ability or loyalty (and at times a lack of both) prior to 2462 it should come as no great surprise that this ship class often formed the backbone of warlord fleets in the Wildlands.&lt;br /&gt;
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&#039;&#039;&#039;Destroyer&#039;&#039;&#039;&lt;br /&gt;
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Destroyers are well-armed but small vessels designed to assist the Alliance’s battlegroups and to protect the ships that truly matter: cruisers, battleships, and carriers. Prior to the Collapse destroyers were a common sight in the Middle and Outer Ring’s anti-piracy patrols, where they often commanded groups of smaller vessels. During the Solarian Civil War many destroyers fleets of warlords, where they served much the same purpose. Destroyer and destroyer escort class ships derive their names from stellar objects, though exceptions exist due to the sheer number of destroyers in the Solarian Navy.&lt;br /&gt;
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&#039;&#039;&#039;Escort Destroyer&#039;&#039;&#039;&lt;br /&gt;
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Only barely larger than a frigate, escort destroyers are intended to provide a modicum of protection to civilian and military convoys across the Alliance. Faster and fitted with better warp drives than many larger ships, a surprising amount of escort destroyers stationed in the Middle and Outer Ring opted to evacuate to the Inner Ring rather than remaining to assist warlords. Some naval scholars believe this is due to most destroyer escort captains and crews having been local recruits in their systems, and there are many stories from shortly after the Collapse of ships of this class limping into systems such as Sol filled with terrified refugees and exhausted sailors.&lt;br /&gt;
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&#039;&#039;&#039;Frigate&#039;&#039;&#039;&lt;br /&gt;
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Smaller than both destroyer classes and yet larger than a corvette, Solarian Navy frigates were a common sight in all three Rings prior to the Collapse. Though originally intended to serve exclusively as escort vessels for larger ships, frigates have, particularly in recent years, been pressed into a variety of roles they were never meant for such as pirate-hunting operations. Up-gunned variations of common frigate designs were often the best ships available in the Outer Ring for anti-piracy patrols and system defense. These ships proved ill-equipped to fight off the forces of defected warlord fleets, and most were destroyed or themselves defected. A sad fate for the ships of a class of little importance to the Lunan-dominated Admiralty. Due to their sheer number, frigates follow no clear naming scheme.&lt;br /&gt;
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&#039;&#039;&#039;Corvette&#039;&#039;&#039;&lt;br /&gt;
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The smallest rated combat vessels in the Solarian Navy, corvettes are often commanded by new officers or officers deemed failures by their superiors. Few officers wish to command a corvette for long, rightfully viewing them as career-killers in a Navy obsessed with larger ship classes. The Wildlands is covered in wrecks of this ship class as a result of constant squabbles between petty warlords over territory and the 2465 intervention of the SAF. With much of the support structure these warlord fleets relied on gone or unavailable, corvettes were often the first vessels scrapped for spare parts. Some desperate scavengers plunder these plundered wrecks, hoping to find even tiny scraps of useful materials. Like frigates, corvettes follow no consistent naming scheme.&lt;br /&gt;
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&#039;&#039;&#039;Support Craft&#039;&#039;&#039;&lt;br /&gt;
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The unsung and unappreciated wheels which ensure the Solarian Navy continues to turn, support craft and their crews are typically looked down upon by “real” warships and their crews. The classes found under this category are stunningly diverse and include everything from massive Hephaestus-produced fuel tankers to small courier vessels designed to carry the small-scale cargo required to keep a fleet fed and happy. Durring the Solarian Civil War many warlords and rogue admirals had very limited access to these support vessels, making them a target of raids and assaults as the struggle to fuel defected ships intensified.&lt;br /&gt;
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&#039;&#039;&#039;Carrier-Launched Aircraft&#039;&#039;&#039;&lt;br /&gt;
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Covering everything from multi-crew bombers to unmanned drones, carrier-based vessels are a cornerstone of the Navy which has long fought battleships for influence. Most of the time battleships have won this battle of influence, but some believe — particularly with recent reforms — that carriers and their craft will have their day in the limelight soon enough.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Solarian Marine Corps==&lt;br /&gt;
[[File:SAMC.png|thumb|The symbol of the Solarian Alliance Marine Corps.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Look like you know the joke right like you have to know it come ooooon. The whole joke of like ‘you don’t have to worry about asking if somebody’s a marine since they’ll tell you!‘”&amp;lt;/i&amp;gt; - Unknown Callistean bartender speaking to an Sol Alliance News Network reporter regarding the Navy’s presence on [[Callisto]] (2458).&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Marines training.png|250px|thumb|In order to become a full marine, a Corps recruit must first pass one of the most rigorous EVA training programs in the Spur. Many do not.]]&lt;br /&gt;
Though de facto an independent branch of the SAF, with its own member of the JMC, the Solarian Alliance Marine Corps (SAMC) is de jure an extension of the Navy. They travel in Navy ships, fight the Navy’s battles alongside it, and conduct ground operations they cannot do, though with their assistance. Prior to SecD Courtois&#039; reforms the SAMC had a reputation for avoiding planets, instead giving that duty to the chronically-underfunded Solarian Army or the SAN&#039;s many naval landing divisions. Since the reforms, it has taken a much more active role in taking and holding planetary ground. The SAMC&#039;s close ties to the Navy bring it funding, prestige, and eager recruits thanks to multiple lucrative deals with [[Venus|Cytherean]] media moguls that depict them in a positive light. Many Solarian children and teenagers see marines as heroes who are capable of doing anything they are asked to do as long as it benefits the Alliance.&lt;br /&gt;
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But the reality is often different from the glitzy, Cytherean image projected by popular culture. Many marines are recruited from economically disadvantaged backgrounds and are looked down upon by Navy officers for this reason, and Marine officers are expected to defer to the judgement of their Naval counterparts even if they are of the same rank. The Army looks down upon Marines for a different reason: it has long viewed them a “toy army” subordinate to the Navy, though this has begun to change with their more active role in ground operations following SecD Courtois&#039; reforms. Built-in classism present in the SAN has been harder to dispel, with the humble background of the typical Solarian marine still looked down upon by many officers.&lt;br /&gt;
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Yet the morale of the Marines remains high. The marines wholeheartedly view themselves as elite infantry of the SAF who do what others cannot or will not, even if they die trying. The SAMC brags they make the impossible possible, and intend to make good on their boasting.&lt;br /&gt;
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===Notable Marine Formations===&lt;br /&gt;
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&#039;&#039;&#039;1st Marine Division, &amp;quot;The Old Breed&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The 1st MARDIV has long been the elite 1st Battlegroup of the Solarian Navy&#039;s assigned marine division. Well-trained and well-equipped, the it served with distinction during the Interstellar War and the Solarian Civil War. While originally an Earther formation most of its enlisted marines and officers are now recruited from the Lunan working class, which has led to tensions with the 1st BG&#039;s mostly upper-class- and middle-class-originating officers. Most enlisted sailors come from similar working-class Lunan backgrounds, ensuring there is a great amount of camaraderie between marines and enlisted Navy personnel. The Solarian Army has long had a rivalry with the 1st MARDIV, seeing them as overfunded and underused, but the Joint Military Command&#039;s creation and the 1st MARDIV&#039;s actions during the civil war have patched up this relationship to a remarkable extent. The end of Naval Landing Divisions (NLDs) has also seen 1st MARDIV and Army toopers interacting far more, leading to better joint coordination. 1st MARDIV&#039;s symbol is a blue diamond depicting the Southern Cross with a red one, upon which is written &amp;quot;Guadalcanal,&amp;quot; connecting the division to its Earther roots.&lt;br /&gt;
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&#039;&#039;&#039;2d Marine Division, &amp;quot;The Black Berets&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The 2nd Battlegroup’s assigned marine division, the 2d MARDIV is a more heavily mechanized formation than other SAMC divisions and has been regularly deployed in ground operations by the 2nd Battlegroup. The mostly Soviet-originating marines of the Black Berets – named for their distinctive head cover found in no other SAMC unit – have historically been looked down upon by the Navy for their political beliefs, with most being members of the Solarian Communist Party, but are known to be tough, determined fighters willing to take and hold ground even in the face of incredible resistance. The Black Berets initially rose to prominence during the Siege of Xanu, where they were engaged in heavy urban fighting among the ruins of Kshatragarh and the planet’s other cities. The division proved its urban combat prowess again in 2465, when it became the first SAMC unit to make landfall on Lycoris. The 2d MARDIV’s insignia is a golden anchor on a black, circular badge.&lt;br /&gt;
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&#039;&#039;&#039;23d Marine Regiment, 11th MARDIV (Middle Ring), &amp;quot;The Uhlans&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Having the distinction of being the oldest and most storied marine unit to originate from the rainy world of Visegrad, the 23d Marine Regiment has in recent times become known for its close association with the commander of the fleet to which it is assigned: Fleet Admiral Klaudia Szalai, to whom the 23d had served as the former warlord&#039;s go-to crack unit under her command, being the keystone basis of many of the Fleet Admiral&#039;s military operations. &lt;br /&gt;
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Aside from having the reputation of being one of the most capable reconnaissance units in the Alliance&#039;s military, the 23d is known for sharing an intense rivalry with its Solarian Army counterpart - the 221st Infantry Division - over which unit is superior. This rivalry is characterized by ferocious competition with one another during multi-unit wargames, especially during operations taking place upon Visegrad.&lt;br /&gt;
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&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|15th Marine Regiment]]&#039;&#039;&#039;&lt;br /&gt;
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This regiment, which defected to the Solarian Restoration Front in 2462, served as the Marine detachment for the 35th Fleet of the SAN. Even before their defection they plagued by rumors of corruption and Caesarism, and a documented history of abuse towards non-humans that saw their commanding officer reprimanded by the Admiralty in 2459. Further investigations into the 15th were stopped by ATLAS in 2460, then fully halted by PM Frost when he came to power. During the 35th’s incursion into Tau Ceti the 15th’s behavior became so open it could no longer be hidden, and flickery videos of its marines executing Legionnaires or non-human Biesellites were a common sight on the Biesel extranet during and immediately following the incursion.&lt;br /&gt;
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In the Solarian Civil War the 15th became infamous for its brutality against civilians and opposing forces. It was destroyed during the Battle of D’Anzin by the combined forces of the Colettish Civil Guard and 2nd Venusian Air Cavalry Division, where it fought fanatically even when faced with impossible odds. Few of its marines were taken prisoner by the SAF, but several officers of the 15th were tried and sentenced for crimes against humanity by the Solarian Department of Justice. Like the 33rd, it has been officially struck from the SAMC roster.&lt;br /&gt;
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&#039;&#039;&#039;33rd Marine Regiment&#039;&#039;&#039;&lt;br /&gt;
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Prior to his ascension as Prime Minister the 33rd served under the command of then-Admiral Michael Frost. They participated in his invasion of [[Biesel]] and, despite an internal inquiry by the Solarian Armed Forces, escaped all charges levied against them due to ATLAS interference in the investigation. The 33rd’s loyalty to Frost intrinsically tied their fate to his and saw their trustworthiness decline in the eyes of the broader SAF, then rise dramatically following his election as PM. Frost’s ascension to power saw him restore his loyal regiment to power and use them — at the protest of the Army — as  his personal guards only served to temporarily stop the 33rd&#039;s fall from grace. After Frost’s death they were pounced upon by reformist actors in the Navy and promptly disbanded, with many of its former officers shipped off to undisclosed prisons for crimes against humanity. Even before Frost’s body was cold the 33rd was formally struck from the Corps’ register. It will never return.&lt;br /&gt;
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===Notable Marine Equipment===&lt;br /&gt;
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Coming soon.&lt;br /&gt;
&lt;br /&gt;
==The Solarian Army==&lt;br /&gt;
[[File:SolArmy.png|thumb|The symbol of the modern Solarian Army.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“I don’t give a rat’s ass what your Admiral says marine! Unless you can get the PM down here and order me to stand aside, I’m not gonna be letting you into the building! You’re gonna stand down, now! I said now goddammit!”&amp;lt;/i&amp;gt; - 1st Lieutenant Anthony “Andy” Bonaccio moments before the Revolt of the Officers devolved into a gunfight. Bonaccio would later go on to become the Alliance’s Secretary of the Army.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Army embassy.png|400px|thumb|Solarian Army soldiers stationed as guards outside of a Solarian government building.]]&lt;br /&gt;
The second-largest SAF branch is the historically neglected Solarian Army. Chronically underfunded until 2462, the Army existed in the shadow of the Navy and made do with hand-me-down equipment passed over or otherwise discarded by the Marines for decades after the Interstellar War. A culture of bitterness towards the Navy and the Marines, which the Army views as a subordinate branch of the Navy, has engendered a desire in the Army to do better than the Navy despite the challenges, but has likewise impacted joint-branch cooperation even after the creation of the JMC. As an institution it is significantly less corrupt and prone to Caesarism than the Navy is and, thanks to reforms undertaken after the Interstellar War, is viewed by the civilian government as an ally. Army troopers serve as guards for Solarian government institutions aside from Navy facilities, which utilize Marine guards, due to their loyalty to the government.&lt;br /&gt;
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Unlike the Navy the Solarian Army generally recruits entire divisions from individual planets and trains them in local facilities, with only a few divisions recruiting form multiple worlds. These force typically serve as the local garrison of a Solarian member state alongside a System Defense Force until they are needed. Then, they are shipped by the Navy to wherever they are needed. Army Central Command itself has long been headquartered on Unity Station and is located within walking distance of the Prime Minister’s office. Interestingly, Central Command has no fixed unit to guard it: to avoid favoritism, the division tasked with protecting it is rotated on a two-year basis. At the time of the Collapse the chosen unit was the 37th Martian Mechanized Division, more popularly known as the “Red Devils.” Due to the mysterious nature of Prime Minister Frost’s death and his seeming lack of care for Mars, rumors that the 37th killed him have swirled since before his body was cold. The division has since rotated back to Mars, where it served with distinction during the reunification campaign. While currently a volunteer-only force the Solarian Army is, in theory, able to petition the government to institute a draft in times of emergency. It can additionally federalize SDFs in the event of a national emergency, such as the Solarian Civil War (2462-65) or Interstellar War, thus bringing the nominally independent commands of local forces under Army Central Command. The Army&#039;s draft has not been used since the Interstellar War, and it is unlikely a request to reinstate the draft would pass the Senate unless another Interstellar War-like event began.&lt;br /&gt;
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While Army equipment and training, unlike their SDF counterparts, is standardized across the board certain member states have gained a reputation of supplying the Army with higher-quality units than others. Despite its poor reputation with many figures in the broader Alliance the Army generally views [[Mars]] as providing the best units due to many seeing it as one of their only ways to get off-world. [[Silversun]], with the [[Silversun#The Originals|Originals]] forming a similar group, is similarly prized as are units recruited from [[Venus#Jintarian Culture|Venusian Jintarians]]. Luna is viewed by most as providing some of the poorest-quality troops for the Army, with most of its best recruits going into the SAN or SAMC. Some Army officials have accused the Navy of deliberately sabotaging Army recruitment efforts on the moon, and recruiting patterns are unlikely to change in the near future. Pluto historically provided poor-quality troops to the Army as its ruling government reserved its best troops for its internal security forces. Reforms undertaken by SecD Courtois have reversed this trend, with many Plutonian recruits now joining Soviet-originating regiments such as the 1st Guards Proletariat. Pluto has seen a recruitment surge since 2462 as many of its younger residents have joined the Army in hopes of fighting against fascism in the Northern Reaches or capitalism in the Republic of Biesel, which many believe will be a target for the SAF very soon. Very few [[Luna|Lunarian]] units are trusted with anything other than garrison duty.&lt;br /&gt;
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Recently the Army-Navy struggle seems to be shifting towards a more even playing field due to Army successes, Navy failures, the JMC, and SecD Courtois&#039; efforts at reforms. During a period where the Navy was at its lowest before recent reforms the Army proved itself effective in a decisive campaign where it [[Mars#The Solarian Army’s Reunification Campaign|regained control over much of Mars]]. Army Central Command has viewed this as a massive victory and it has secured a great amount of positive press for the chronically underfunded force. The creation of the Joint Military Command further leveled the playing field, with both the Army and Army Air Force receiving a seat at the table.&lt;br /&gt;
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===The Solarian Army Air Force===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Gentlemen, I’ll be straight and level with you. We are going to pound these bastards until they give up, and we are going to save our Alliance,”&amp;lt;/i&amp;gt; - Lieutenant General Richard B. Dwyer, 4th Air Corps, to his assembled aircrews during the [[Xanu Prime#History|Siege of Xanu (2278 - 2284)]].&amp;lt;/center&amp;gt;&lt;br /&gt;
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The non-Navy aviation component of the Solarian Army, the Solarian Army Air Force (&#039;&#039;&#039;SAAF&#039;&#039;&#039;) is a component branch of the Army focused on aerospace operations. It was established shortly before the Interstellar War in an effort to make the Solarian Army’s air and ground components unique, and to reduce the amount of responsibility held by the Army’s ground troop leaders by creating a parallel structure for aerial operations. While it answers to the Chief of Staff for the Army, it is highly independent and has its own seat on the Joint Military Command. The SAAF has no spaceborne capacity and instead only manages in-atmosphere aerial assets, ranging from supersonic aircraft which engage and destroy enemy forces to cumbersome heavy-lift cargo helicopters charged with airlifting the Army’s heavy vehicles. It lacks any ground forces of its own beyond security personnel and military police, and instead relies on the Army itself to secure and hold terrain. SAAF units often show up later in a campaign once the Army, with Navy support, has secured or built a facility for their aircraft to operate from.&lt;br /&gt;
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Most aircraft operated by the SAAF are designed to operate in support of Army ground forces , and are built to be rugged in their designs due to the potential for operating out of poor air facilities in a conventional war or counterinsurgency campaign. These craft, due to lacking the equipment needed to fly through space, may be partially broken down in transit and reassembled on-site by SAAF personnel, requiring their designs be as simple as they are reliable. Like the regular Army, SAAF personnel are drawn from across the Alliance and are often clustered into units with a shared planetary origin, then attached to a matching ground unit from the same planet as their air component. &lt;br /&gt;
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The SAAF’s most iconic plane is the &#039;&#039;&#039;FB-25P “Foxfire”&#039;&#039;&#039; (officially the Fighter-Bomber Mk. 25, Planetary). With a pilot and weapons officer, it is commonly used to provide overwatch to Army units on maneuvers. Designed to fight peer rivals – such as the Coalition – but typically used to bomb insurgencies, the [[San Colette#The Civil Guard|Colettish Civil Guard]] used their wings of FB-25Ps to great effect during the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], where the plane was first used in the pitched battles it was originally designed for. The Foxfire, despite its use as a CAS aircraft, can fight reasonably well in a dogfight if prepared for the role. Like all SAAF aircraft it can only operate in-atmosphere and must be moved from planet to planet in a larger transport, typically while broken down into several parts for storage.&lt;br /&gt;
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===Notable Army Divisions===&lt;br /&gt;
[[File:Army Mars.png|400px|thumb|Soldiers of the 37th Martian Mechanized Division during the Martian Campaign of 2464.]]&lt;br /&gt;
&#039;&#039;&#039;1st Earther Infantry Division, “Big Red One”&#039;&#039;&#039;&lt;br /&gt;
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One of the oldest continuously-serving divisions in the Alliance, the 1st Infantry Division has fought in every major war the SAF has become involved in and its troopers brag the Bloody First has fought for the Alliance on almost every planet worth visiting in the human Spur. The Bloody First is the Army division which thwarted the Revolt of the Officers and the civilian government has not forgotten its loyalty. It has long been one of the first divisions the civilian government pulls guards from, and its troopers have guarded Solarian diplomats in every nation of the Spur. It is recruited from Earth and primarily draws its recruits from the United States, though it contains Earthers from across the globe in its ranks. The First is prominently involved in peacekeeping operations on Lycoris, with most of its strength deployed to the former capital of the SRF. The First&#039;s traditional patch is a large, red numerical one on a green shield.&lt;br /&gt;
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&#039;&#039;&#039;1st Guards Proletariat Mechanized Division, &amp;quot;Red Guards&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The Soviet counterpart of the 1st Infantry, the Guards Proletariat have likewise fought in every major Solarian conflict including the civil war (2462-65) and peacekeeping operations on Lycoris. It has a long history stretching back to the 20th century, where it was involved in the Second World War, Sino-Soviet War, and multiple late Cold War proxy conflicts. It is one of only a few divisions which recruits from multiple worlds, and draws from both Earth and Pluto. The Guards Proletariat are known for their impressive regimental flag which shows the locations of many of its most famous battles including (but not limited to) Königsberg, Shenyang, Kshatragarh, and Nueva Isabela. It is a common joke in the SAF the Guards Proletariat represent the largest voting bloc for the Solarian Communist Party on any planet they are deployed to due to their close ties to Pluto and the USSR. The Guards Proletariat&#039;s traditional patch is a red banner with &amp;quot;GUARDS&amp;quot; written on it, imposed over a golden laurel with a numerical one at the bottom, and a red star in the middle.&lt;br /&gt;
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&#039;&#039;&#039;2nd Venusian Air Cavalry Division, “Jintaria’s Claws”&#039;&#039;&#039;&lt;br /&gt;
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Formed slightly after the Interstellar War from primarily-Jintarian units recruited on Venus, the 2nd Venusian is an elite division intended to be deployed from dropships into the toughest battles. Centuries later it is still primarily made up of Jintarians, though some Cytherean crashouts are present, and values its connection to Venus. Traditionally Jintarian 2nd Venusian recruits, including Cythereans, give themselves a cheek scar to symbolically note their separation from appearance-obsessed Cythereans. The 2nd was not deployed to Mars due to concerns phoron in the air would choke the engines of its dropships and gunships, which left the elite division bitter and eager for action. It received this action in 2465, when it was deployed to D’Anzin and assisted Colettish Civil Guard forces in the defeat of the Solarian Restoration Front’s invasion. The 2nd Venusian is, aside from their scars, well-known for their distinctive “cavalry” hats. Its traditional patch is a screaming hawk perched on an aerostat.&lt;br /&gt;
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&#039;&#039;&#039;37th Martian Mechanized Division, “Red Devils”&#039;&#039;&#039;&lt;br /&gt;
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The oldest continuously-serving Martian division, the “Red Devils” were originally formed from an amalgamation of pro-Sol &amp;quot;Blue&amp;quot; SDF units during the [[Mars#The Martian World War|Martian World War]]. It served with distinction during the Martian World War and earned its nickname from the large amount of dust its units would kick up on the open plains of Mars. Following the War it was formally integrated into the Solarian Army as a division -- one of only a few SDF units in history to make the leap -- and has served with distinction since. It was the most-engaged division during the Mars Campaign of 2464, where the Red Devils drove hard across the Martian plains once again. Few members of the division perished in the Violet Dawn catastrophe thanks to its garrison being located in Kunlun, far in the Martian north. Despite this performance rumors that the 37th assassinated Prime Minister Frost have continued to swirl, and may haunt the division for decades to come. The traditional 37th patch is a red devil on a blue background, and is intended to show Martian unity with the Alliance.&lt;br /&gt;
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&#039;&#039;&#039;3rd Callistean Infantry Division, “Commonwealth Marines”&#039;&#039;&#039;&lt;br /&gt;
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Recruited primarily from the [[Callisto#Government|Port Authority of Callisto]], the Commonwealth Marines are the Army’s only unit which specializes into zero-gravity combat in spaceborne objects such as stations, ships, and EVA environments. The Commonwealth Marines and the Solarian Marines have an infamously poor relationship due to the 3rd Callistean’s use of the term marines in their name, and those of the division are known to get into off-duty brawls with Navy Marines in the Ringpole District. Callistean military police and CMPD officers generally let the Commonwealth Marines, who are quite popular on Callisto, go with barely a slap on the wrist. The division is easily recognized by their black berets with gold-and-red badges — a color choice deliberately designed to resemble the Callistean flag. The Marines&#039; traditional patch is a lion&#039;s head looking right with &amp;quot;BY DEEDS ALONE&amp;quot; written on a banner under it.&lt;br /&gt;
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&#039;&#039;&#039;4th Haiphongese Armored Division, “Habs on Wheels”&#039;&#039;&#039;&lt;br /&gt;
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Many [[New Hai Phong|Haiphongese]] divisions become hopelessly stuck in the quagmire of corruption which defines so much of life on the planet. Not the 4th, which has proven to be resistant to corruption since its founding in the mid-2300s. 4th tankers are primarily recruited from the crime-riddled Ton Gwai Pei, which many young Haiphongers are eager to escape. They are then trained in armored drills in the harsh deserts outside the megalopolises of New Hai Phong in the operation of the Army’s standard M35A6 tank modified for the environment of New Hai Phong. Generally of shorter builds to fit comfortably into their modified tanks, their gas masks — which they almost always wear while in their vehicles — are typically customized in the traditional Haiphongese style. Some are intended to call back to the hab the tanker came from, while others use the colors of gangs the tankers were previously affiliated with. The 4th was a major participant in the Mars Campaign, where its harsh-environment training and NHP-adapted tanks proved an unbeatable force on the Martian plains.  The Fourth&#039;s traditional path is a triangle divided into yellow, blue, and red sections with a tank track and cannons superimposed over the center and a &amp;quot;4&amp;quot; on top, and &amp;quot;HABS ON WHEELS&amp;quot; on the bottom.&lt;br /&gt;
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&#039;&#039;&#039;12th Silversunner Coastal Infantry Division, “Mistral”&#039;&#039;&#039;&lt;br /&gt;
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A relative oddity in the 2400s, the 12th is a unit specialized into waterborne operations due to its origins on [[Silversun]]. In addition to waterborne operations the 12th is trained to fight in harsh environments such as the jungles and rainforests of Silversun, and is often used by the local governor to track down and apprehend criminal elements — such as poachers — who believe the dense undergrowth can hide them from Solarian authorities. This duty has caused them to sometimes be referred to sarcastically as “the Army’s Park Rangers,” by other units, and this is a surefire way to become involved in a brawl if said to most 12th soldiers. Though most commonly known for the green camouflage “Silversunner” boonie caps they often wear on patrol, 12th officers prize their distinctive blue-and-silver kepis they are issued when commissioned -- a locally-permitted uniform modification -- though few wear them in the jungle due to fears of spoiling the cap’s fabric. The 12th&#039;s sleeve patch is a dawnflower on a blue shield.&lt;br /&gt;
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&#039;&#039;&#039;78th Infantry Division, (Colettish) &amp;quot;The Bloody 78th&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Prior to 2462, the 78th was the only regular Solarian Army division formed and active on [[San Colette]]. A typical example of a Solarian infantry division, it was unproven and untested when the civil war began. In the initial phases of the conflict it remained loyal to San Colette and secured government facilities against Navy incursion. It was frequently engaged alongside the [[San Colette#The Civil Guard|Civil Guard]], SDFs, militia units, and police departments during the War in the [[Human Wildlands|Northern Wildlands]], ultimately being split into two units: one on San Colette (1st Brigade), the other on D’Anzin (2nd Brigade). While victorious, the 78th was badly mauled by the conflict and is still in the process of regeneration and replacement, but has been given the nickname of “The Bloody 78th” for its tenacious defenses and its red-and-white unit patch.&lt;br /&gt;
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&#039;&#039;&#039;221st Infantry Division, &amp;quot;The Jäger Division&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Known as the Jäger Division on [[Visegrad]], the 221st is a Visegradi infantry unit of the Army specialized in unconventional warfare. Established by the [[Sol Alliance#Department of Defense|Department of Defense]] to combat any future unrest on Visegrad, the 221st is an airmobile unit with very limited armored assets — only having light vehicles and the occasional exosuit — composed of native Visegradi familiar with the planet’s countryside. Equipped with native-produced equipment — including a domestic rifle design intended to punch more easily through trees and underbrush — the Jäger Division is intended to operate without external support for long periods of time. Secessionist forces believed they had withdrawn in 2462, but were quickly surprised when the 221st began to mount attacks from the near-impenetrable Visegradi countryside. The Jägers were vital both in securing a foothold for Fleet Admiral Szalai’s counterattack and in retaking secessionist territory. The 221&#039;s patch is a szazlabu swinging between trees while holding a M469 rifle.&lt;br /&gt;
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===Notable Army Equipment===&lt;br /&gt;
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The &#039;&#039;&#039;Model 469 (M469) assault rifle&#039;&#039;&#039; is the standard-issue rifle of the Solarian Armed Forces, used by the Army, Marine Corps, Navy, and many System Defense Forces. The Army&#039;s variant is known as the &#039;&#039;&#039;M469A2&#039;&#039;&#039;. A durable, modular, cheap, and highly reliable weapon system, it has dozens of variants across the SAF and millions have been produced. It was originally designed for the Army before being adopted by other branches, and was produced exclusively by [[Zavodskoi Interstellar]] prior to the advent of the Solarian Corporate Authority in 2463 — now, it is produced by hundreds of different Solarian companies, and the SAF Ordnance Corps has acquired the gargantuan task of ensuring these hundreds of companies -- rather than just one -- meet SAF production standards. Despite post-2465 efforts to replace earlier rifles in use by SDFs with M469s, many SDFs and regular SAF reserve units still use the earlier M376 assault rifle.&lt;br /&gt;
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One of the most powerful tools available in Solarian Army operations is the &#039;&#039;&#039;M35A6 main battle tank&#039;&#039;&#039;. Though a thirty year old design at this point, the M35A6 has gone through six updates which have kept it on the level of other, competing tanks such as the [[Dominian Imperial Military#Imperial Army|Dominian Imperial Army’s]] JA-57/2 breakthrough tank. The A6 variant includes an improved targeting matrix and Energy/Laser Reactive Armor (ELRA) on critical surfaces, though it continues to consume a frightening amount of fuel while in operation. The relatively simple construction of the M35A6 has allowed a multitude of variants to be produced, including engineering minesweeping, Marine Corps (the M35A6MC), and bridge-laying variants. One of the most notable variants is the M35A6/NHP (New Hai Phong) used by the 4th Haiphongese Armored Division, a slightly smaller variation of the typical M35A6 which features a large atmospherics filtering system on its rear. The M35A6/NHP’s filters, originally designed to survive the environment of New Hai Phong, allowed it to excel on the Martian surface and on D&#039;Anzin.&lt;br /&gt;
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The &#039;&#039;&#039;M38A2 WAGS&#039;&#039;&#039; (&#039;&#039;&#039;W&#039;&#039;&#039;alking &#039;&#039;&#039;A&#039;&#039;&#039;ssault &#039;&#039;&#039;G&#039;&#039;&#039;un &#039;&#039;&#039;S&#039;&#039;&#039;ystem) is an unusual Solarian Army vehicle intended for use in harsh terrain environments. Packing the same armament as the M35 MBT, the WAGS is instead a large, exosuit-like system that travels on six legs originating from a central body featuring the turret and small crew compartment. Its limbs allow it a greater degree of mobility than a conventional ground vehicle at the cost of greater vulnerability to a mobility kill if its legs are disabled. While deemed ill-suited for the urban and suburban warfare that characterized much of the Army’s operations in the Northern Reaches, WAGS-equipped units saw action in the Martian Campaign and are commonly used as patrol vehicles in the Northern Reaches due to their greater mobility.&lt;br /&gt;
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The &#039;&#039;&#039;M15A4 infantry fighting vehicle&#039;&#039;&#039; (IFV) is an aging vehicle of the Solarian Army slowly being phased out of service, though budget issues have seen it remain in service in many divisions and rear-echelon formations. The M15A4 is stubby and box-like, with a remotely controlled autocannon. It can hold a squad of troops and deploy them in relative safety, then remain to support with its gun. Earlier M15 models known as the A3 can be seen in the hands of anti-riot police units across the Alliance and in Biesel, where the new nation had access to mothballed vehicles. [[Tau Ceti Armed Forces|Biesel models]] are referred to by the Army as the M15(B) and proved to be woefully inadequate at surviving IEDs on [[Mictlan]], leading to the creation of the A4 retrofit as a stopgap measure until the vehicles can be replaced. It is a common sight on Lycoris and [[Mars]], where it is used to carry squads of peacekeepers from place to place. Mechanized infantry are known to ride “boots out” on top of their A4, allowing for more visual observation of the vehicle’s surroundings and quicker dismounting — a potentially leg-shattering fall from atop an A4 is often better than being inside it if it hits a mine.&lt;br /&gt;
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Primarily associated with the 2nd Venusian, the &#039;&#039;&#039;AH-52 “Tarantula Wasp”&#039;&#039;&#039; multi-role helicopter is one of the Solarian Army Air Force’s most beloved designs. First used in 2452, the AH-52 is a modern design and was rapidly produced for the 2nd Venusian to replace its aging helicopter fleet. It is capable of carrying up to a squad of troops and supporting them with a vigorous array of weaponry while easier enduring hits thanks to judicious armor and an on-board shield generator. While not deployed during the Mars Campaign the AH-52 proved its worth during the Solarian Intervention in the Northern Reaches, where it was used to devastating effect by the 2nd Venusian. The AH-52 is currently being upgraded into the AH-52IP (standing for Improvement Package), which enhances its electronic countermeasures (ECM) and energistics ablative countermeasure system (EACS),&lt;br /&gt;
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The &#039;&#039;&#039;Basilisk Armored Exosuit&#039;&#039;&#039; is one of the most common Solarian Army “vehicles” in operation. Though dated in its design, as the Basilisk’s original frame dates to the late 2420s, it is capable of being surprisingly mobile thanks to its four-legged design and can be equipped with a vast array of weaponry and equipment, effectively allowing it to serve in any environment. Basilisks are also used by the Solarian Marine Corps and the Navy, and these variants are almost always more modern designs than their Army equivalents. Thanks to its flexibility and armament the Basilisk is easily capable of handling most ground-based threats short of heavy tanks on the battlefield and readily outclasses the improvised exosuits of the [[Tau Ceti Foreign Legion]], which it demonstrated itself as easily capable of destroying during the 35th Fleet’s incision.&lt;br /&gt;
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==System Defense Forces==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Nowhere is the state of our armed forces more obvious than in the miserable condition of many local forces. They are, seemingly as a rule, under-equipped, under-funded, and under-motivated. What I would give for every one of them to resemble [[San Colette]]!”&amp;lt;/i&amp;gt; - Fleet Admiral Ingrid von Varnhagen und Langenburg, commanding officer of the First Battlegroup, in an interview with the SANN recorded on 16 August 2462. &amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Militia Visegrad.png|400px|thumb|Many local military forces, such as those on [[Visegrad]] found themselves sorely tested by the Collapse. Many collapsed, unable to endure the pressure.]]&lt;br /&gt;
An institution that predates the Interstellar War, System Defense Forces (SDFs) are intended to serve as local military forces when the SAF&#039;s regulars are either unavailable or in need of additional forces to support its operations. Many SDFs defected during the Interstellar War, which greatly reduced their prestige in the eyes of the SAF and their importance in the eyes of Unity Station. Loyalist and Coalition SDFs sustained some of the highest rates of losses during the Interstellar War due to their poorer training and equipment, and many on both sides simply dissolved at the war’s end due to these losses.&lt;br /&gt;
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Solarian SDFs historically suffered from much of the same problems their Interstellar War counterparts did. Due to being funded primarily by the system they are stationed in, many have outdated equipment and poor training. This caused a lack of respect from the SAF&#039;s regular forces, which viewed them as underfunded, undertained, undermotivated, under-everything units likely to run at the first sign of combat. While there are some exceptions to this rule, such as the well-funded and, as a result, well-trained and well-equipped [[San Colette#The Civil Guard|Colettish Civil Guard]], most existing SDFs prior to 2462 were barely able to patrol and secure their immediate surroundings without SAF assistance, let alone fight off serious threats. Compounding these issues was a pre-2465 regulation which impacted all SDF vessels: due to the mass defections of many during the Interstellar War no SDF vessels were equipped with warp drives capable of warping without a warp gate’s assistance. Though originally intended as a safeguard against further SDF defections, this regulation greatly limited their capabilities, and has rendered them only able to patrol areas with ready access to warp lanes.&lt;br /&gt;
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During the Solarian Collapse these faults were laid bare for the entire Spur to see in dramatic fashion. Most SDFs stood no chance against [[Human Wildlands#The Southern Fleet Administration|emboldened pirates]] or [[Human Wildlands#The Solarian Restoration Front|rogue Navy forces]] as, for many of them, the largest ships they had access to were outdated and often poorly-maintained frigates, one of the smallest classes of combat-capable ships in the SAN. While some SDFs possessed larger vessels such as cruisers, only a handful possessed anything capable of challenging capital ships. Faced with destruction or defection, many SDFs opted to join local warlords or occupying forces, such as Biesel, for protection and, much like their Interstellar War counterparts, steady pay. Some, motivated by patriotism or a desire to ensure the safety of those they protected, fought to the bitter end or managed to retreat to the Inner Ring.&lt;br /&gt;
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The SDFs that survived the Collapse relatively intact, such as the Civil Guard and other forces of the Middle Ring Shield Pact or the Visegradi NDF, or successfully retreated to the Inner Ring are some of the most battle-hardened forces of the Alliance, and many vessels which retreated to the Inner Ring were retrofitted and integrated into the Navy itself. Though they could not stabilize the Wildlands on their own the SDFs of the Northern and Southern Reaches performed more effectively than almost anyone imagined, and have vindicated themselves in the eyes of the Solarian military. Those which have survived — and remained loyal to Sol — are rapidly being rearmed and modernized. For the first time in modern history, SDFs are being equipped with independent warp drives which will — in theory — give them a greater degree of autonomy and free up Navy assets from patrols.&lt;br /&gt;
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In the late 2460s the Alliance&#039;s remaining SDFs bear little resemblance to the paltry local forces of the pre-civil war Alliance. Though many still rely on hand-me-down equipment, more and more of their regular troops are equipped as well as their counterparts in the regular SAF. Their training and funding have likewise improved, and the SDFs now sit on the JMC alongside the Alliance&#039;s other branches. For the first time in their history, they have the respect they deserve, and the funding they have always desired. When the next war comes, and it may come soon, the Alliance&#039;s local forces will stand tall, proud, and ready for whatever comes at them.&lt;br /&gt;
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===Notable System Defense Forces===&lt;br /&gt;
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The &#039;&#039;&#039;Peorian State Guard&#039;&#039;&#039;, often known as the State Guard, is the standing military of the [[Solarian Reconstruction Mandates#New Peoria|Solarian Republic of New Peoria]]. Taking inspiration from its colonial origins — the United States — the State Guard is composed largely of reservists who hold full-time civilian jobs and is built around a small cadre of full-time officers and administrators. Its use of reservists makes the State Guard one of the Alliance’s largest per capita SDFs, but it is notably smaller than the nearby Colettish Civil Guard. It additionally suffered from equipment issues, with much of the area’s heavy weaponry prior to 2462 instead being routed to [[Konyang]] or [[San Colette]]. It was bloodied during the Solarian Civil War and could not stop the Solarian Restoration Front from temporarily seizing control over the planet in 2465. Several regiments of the State Guard escaped into the planet’s countryside and continued to fight against the SRF until their defeat by the Solarian Navy later that year. The 3rd Peorian Infantry Regiment, &amp;quot;All-Peorian Regiment,&amp;quot; escaped to San Colette and fought valiantly during the battle for the planet’s major cities, where it faced against the SRF-aligned Lycorii National Defense Force in the Battle of Nueva Isabel. Now, in a post-civil war world, it is being re-equipped with heavy weaponry by the [[Sol Alliance|Alliance]], and is set to become a tough nut to crack for any future invader.&lt;br /&gt;
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Also in the Northern Reaches is the now-disbanded &#039;&#039;&#039;Lycorii National Armed Forces&#039;&#039;&#039;, or LNAF. Prior to 2462 the LNAF was one of the best-equipped SDFs in the Alliance and was well-known for the distinctive red lycoris flower its members would wear in their helmet webbing or hat bands. With the start of the Solarian Civil War in 2462 the LNAF, already a right-learning organization due to [[Solarian Reconstruction Mandates#Lycoris|Lycoris]]’ politics, was absorbed into the Solarian Restoration Front and became an instrument of both genocide at home and destructive warfare in the support of fascism abroad, with multiple officers of the LNAF convicted of crimes against humanity in the postwar era. Much of its offensive strength was spent in the [[San Colette#The War in the Northern Reaches|Battle of San Colette]], and many remnants surrendered to the Solarian Army in 2465 with the fall of the SRF. The hardened core of the LNAF – the worst of its worst – fled into the countryside or hid in the cities of Lycoris and now fight against the Alliance as insurgents, striking terror into the very people they swore to protect. Post-civil war Lycoris has no SDF, instead relying on the Solarian military – primarily the Army – for protection, and Army patrols snaking their way through the forested countryside of the former industrial capital of the Northern Reaches have become a common sight.&lt;br /&gt;
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The &#039;&#039;&#039;Igman Defense Service (IDS)&#039;&#039;&#039; another Northern Reaches SDF. Responsible for protecting [[Solarian Reconstruction Mandates#Novo Igman|Novo Igman]], the IDS is a relatively small force built around a core of long-service professionals and is heavily mechanized. IDS troops had better equipment than most other SDFs prior to 2462, and resisted attacks during the civil war for longer than other forces. When the Solarian Restoration Front declared victory over it, the IDS went into the countryside and the cities, where it waged a successful guerrilla war against the SRF that ejected them from the planet. Some units were evacuated prior to the collapse of organized resistance and went on to fight in the Battle of San Colette, where the 22nd Armored Regiment, known as “Raróg Force,” fought alongside Colettish tanks, and the [[San Colette#The War in the Northern Reaches|Battle of D’Anzin]], where the 65th Infantry Regiment (Mechanized) fought alongside a motley collection of mercenaries, [[San Colette#The Civil Guard|Colettish forces]], and other SDF troops to hold the line. In the postwar era the IDS, thanks to the secure nature of Novo Igman,  has seen some of its units deployed to Lycoris to support regular Army troops, where the Igmani have proved themselves capable fighters against the Front’s insurgent forces.&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
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		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=38828"/>
		<updated>2026-03-26T05:02:32Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Notable Marine Formations */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Sol Navy.png|thumb|alt=Flag of the Navy of the Sol Alliance.|The ensign of the Solarian Navy, once flown from Earth to the Solarian Frontier.]]&lt;br /&gt;
Following the Collapse and the start of the Solarian Civil War, an effort was undertaken by reformists in the Solarian military, such as Minister of Defense Lucien Courtois, to reform the SAF and cut out much of the decay and rot which had taken root over the years. While their purges of the Navy’s ranks — and of many SAF staff — hampered a quicker response to the conflict, their efforts have been vindicated by the SAF’s success in bringing a decisive end to the Solarian Civil War in the summer of 2465. Today, the SAF has a new mission: defending the Reconstruction Mandates and protecting the borders of an ascendant Alliance.&lt;br /&gt;
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Some, however, believe the SAF will soon be used for more sinister purposes, and many in Biesel and the Coalition look upon it with alarm as the Alliance begins to exert itself in the Spur once again.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The Solarian military is dedicated to [[Mars#The Violet Dawn Explosion|destroying]] [[Xanu Prime|whatever]] it [[Human Wildlands|touches]], and will not hesitate to destroy [[Gadpathur|you]] if you show them weakness. Show them no mercy, for they showed your [[Gadpathur#The War|ancestors]] none!”&amp;lt;/i&amp;gt; - Excerpt from a [[Gadpathur|Gadpathurian]] anti-Solarian booklet intended to be distributed to children age 8-10.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Armed Forces have a history which stretches back to 17 July 2143, shortly after the founding of the Solarian Alliance. Its origin was not a happy one. Though it took almost a decade to hash out the terms of the Alliance, most parties (with the exception of Switzerland) on Earth agreed to join it by 2140. However, the idea of surrendering military autonomy to a supranational government was a point of concern for many members of the newly-formed supernational union, particular the two superpowers of the USA and USSR. Both were extremely hesitant to surrender their spacebound military capabilities to the Alliance, and, further compounding issues, both argued that they deserved to host the headquarters of the Alliance’s military command structure.&lt;br /&gt;
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It took three grueling years of back-and-forth negotiations between the Alliance and its members to resolve the issue of the SAF. Ultimately a compromise was reached regarding the Alliance’s military command which settled the pressing issue of who would host the admiralty of (and thus be able to exert significant influence in) what is now known as the Solarian Navy. The compromise placed the admiralty on a place where no Earth nation could, in theory, influence it: Harmony City, Luna. While the USA and USSR were not happy, they were both begrudgingly content to accept it, as while one wouldn’t be able to control it, their rivals couldn’t either. The position of the admiralty on Luna and the relative independence offered to it due to this would, in the decades and centuries to come, have truly dire consequences.&lt;br /&gt;
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In the century between the Alliance’s formation and the Interstellar War, the SAF was plagued by interservice rivalry between the Solarian Army and Solarian Navy which, while never turning to violence, defined much of the SAF’s trajectory before 2275. The Navy claimed it was of more importance due to securing Sol’s interstellar lanes of commerce and policing piracy, while the Army claimed it was of more importance due to protecting the colonies themselves and ensuring the Alliance was internally stable. The Army-Navy conflict prior to the Interstellar War has been viewed by some Solarian scholars as a microcosm of the future civil war: the Navy tended to be dominated by Inner Ring citizens, particularly those from Luna, and the Army tended to draw its personnel locally, leading to a large proportion from the Outer Ring and further afield colonies. &lt;br /&gt;
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This conflict, and the broader schism in the Alliance, would be brought to its bloody conclusion in 2275 with the start of the Interstellar War, the SAF’s largest and most costly conflict even two centuries later. It would tip the Army-Navy struggle decisively in the Navy’s favor as many Army units, recruited locally and unpaid for months due to the ongoing financial crisis, defected to the Coalition while few Navy units did the same, and those that did were often swept under the rug or otherwise disowned. While the Navy, and loyal units of the Army, fought fiercely — and in some cases, such as Gadpathur, committed horrific crimes in the name of Solarian unity — they were unable to defeat the Coalition due to its dogged defensive fighting. A peace treaty, the Treaty of Xansan, was ultimately signed in Geneva in 2287, bringing over a decade of warfare to a close and permanently shattering Solarian hegemony over humanity.&lt;br /&gt;
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To the Navy, which believed it could have won the Interstellar War, the Treaty of Xansan was seen as a betrayal of the venerable Navy by spineless politicians — a slap to the collective faces of Navy officers who had put their lives on the line defending the Alliance by cowardly politicians obsessed with their careers who had never spent a day in uniform. It incensed them, and they began to plot against it in secret. Decisive action was needed to ensure Sol remained intact, and who better to take it than the Navy, its most steadfast institution?&lt;br /&gt;
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While it ultimately failed in its goal of revoking the Treaty of Xansan, the Revolt of the Officers on 18 May 2289 forever ensured the Navy would have a voice in politics. The coup attempt’s goals were simple: overthrow the civilian government and declare the Treaty of Xansan null and void, then resume the Interstellar War and fight until the Alliance’s hegemony was once again established. The plan, however, began to fall apart almost immediately due to one factor the coup’s mastermind, Admiral Terrence Hopper, had not accounted for: that the Army guard stationed at the Alliance’s then-capital in New York City would not go along with their conspiracy, leading to an active gunfight outside the capitol building between Army guards and Navy marines. Ultimately the Army, with support from local member state forces and ordinary civilians, repulsed the attack and the coup was seemingly aborted. But it was not as simple as it seemed, however, as the admiralty, in the days after the coup, cut a backroom deal with the civilian government: the Revolt of the Officers would be swept under the metaphorical rug by being blamed on radical elements and the Navy would be given a political voice. In exchange, the Navy would continue to protect the Alliance from interstellar threats. Hopper himself, the Butcher of Gadpathur, would avoid justice once again and remain active in politics until his death on Luna in the 24th century, and ultimately shaped Solarian fascist thought up until the present day.&lt;br /&gt;
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Effectively, the Navy had used its position to extort the government. Emboldened by this, and how close they had come to controlling the government through violence, the Navy became more and more influential as the decades continued on. It also became more corrupt and less efficient, as political connections became more important than ability and Caesarism infected its ranks. Ultimately, the decision to place it on Luna, where it could not be controlled by a power on Earth, had made the Navy accountable primarily to itself rather than the civilian government based upon Earth and, post-2300, Unity Station. Its pet project, the Solarian Marine Corps, was hardly any better. For many Solarians the Navy has failed them time and time again as an institution, and nowhere is this more clear than in the Solarian Collapse of 2462. Rather than protecting the Alliance many Navy forces, more loyal to their Admirals than their nation, defected and have rampaged across the Middle and Outer Rings.&lt;br /&gt;
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The Army, meanwhile, did have civilian authorities to answer to due to being headquartered on Earth. Post-Interstellar War the Army was placed through multiple reforms which transformed it from a sluggish, inefficient institution which lost much of its strength to defections into a force capable of defending the Alliance’s planets and government from all enemies — whether they be foreign or domestic. Where the Navy failed the Army has succeeded, particularly upon Mars, where it — in mere weeks — brought the red planet back into nominal Solarian control.&lt;br /&gt;
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The painful reforms spearheaded by SecD Courtois during the civil war have been dramatically vindicated by the SAF’s performance during its 2465 intervention in the civil war, where it rapidly outmaneuvered and outperformed the Solarian Restoration Front and Coalition-backed League in a rapid campaign. Both warlord statelets collapsed under the SAF’s relentless offensive and the Alliance’s flag once again flew from above capital cities across the Northern Reaches, with the pro-Solarian Middle Ring Shield Pact having been peacefully reintegrated, and both League and SRF authorities totally collapsing. In the Southern Reaches, both local governments — already de facto part of the Alliance — were brought back into the ASSN officially. The Solarian Civil War ended in mid-2465 with a decisive victory for the government, though one tainted by the loss of many systems to the Republic of Biesel.&lt;br /&gt;
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With the end of organized resistance by major secessionist forces the SAF has found itself engaged in mop-up and counterinsurgency operations across the Northern Reaches. In the Southern Reaches it busies itself in piracy suppression and — unofficially — “rat transportation” runs of military equipment to anti-Biesel insurgents still fighting for the Alliance in the Hinterlands. The Alliance’s armed forces stand with their nose bloodied but unbroken, and remain a capable military force — especially with a newly reestablished and growing military relationship with the nearby Empire of Dominia providing them with an effective counterweight to Elyran and Coalition influence in its south.&lt;br /&gt;
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==Operational Strategy==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The size of the imperialist Alliance makes it clumsy and slow to react. We must strike where it is weak, and chip at its foundations. Only through attrition will our victory come,”&amp;lt;/i&amp;gt; - Cadre Leader Naveen Shankar speaking to the crew of his vessel before a patrol, mid-2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Managing the Solarian Armed Forces, the largest organized fighting force in the modern Spur, at the operational level is a titanic undertaking which has seen liter after liter of ink spilled on the pages of military manuals, academic projects, and Solarian government documents. The Alliance has been, in its history, the single largest nation in the Spur, and required a great deal of thought to manage its territory. Its losses in the Interstellar War and its aftermath, including the Elyran Revolution, have shown it does not always succeed in its operational strategy. Furthermore, prior to SecD Courtois’ reforms in 2462-63 the Alliance had long lacked a centralized command and control system, with various military high commands such as the Solarian Navy Admiralty on Luna instead reporting to the Secretary of Defense independently of the other branches. This led to naval over-representation, inefficiency, and virulent interservice rivalries.&lt;br /&gt;
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In December 2462 SecD Courtois chose to address this problem by creating the &#039;&#039;&#039;Joint Military Command&#039;&#039;&#039;, or &#039;&#039;&#039;JMC&#039;&#039;&#039;. Consisting of eight members — one from each service plus a SDF representative, a chair and vice chair (both from different branches), and the military’s chief logistics officer — the JMC is designed to reduce inefficiency in the SAF by fostering cooperation. Its trial by fire, the [[Mars#The Solarian Reunification Campaign_(2462 - present)|Martian Campaign]], was a success, with Army forces fighting using previously unseen levels of naval support from orbit. The Alliance’s rapid victory in the civil war seems to have further vindicated the JMC and Courtois, with its branches having worked together at levels unseen since the Interstellar War, and having won decisively.&lt;br /&gt;
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The overall mission of the Alliance’s military is twofold. First, it must ensure the Alliance’s territorial integrity is maintained and protected against external aggression, such as Biesel’s annexations in 2462, and internal unrest, such as the Solarian Civil War of 2462-65. Second, and less publicly, is to ensure the Alliance’s lost territories can be recovered from those currently occupying it. Prior to 2462 this was centered around the Coalition of Colonies and Republic of Elyra. Since 2462 the Alliance’s strategic thinking has shifted to a potential reunification war against the Republic of Biesel, which is known in its media as the Republic of Tau Ceti. Politicians talk of war and generals plan military exercises, but none can seriously considering the prospect of causing another Interstellar War — right?&lt;br /&gt;
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===Solarian Military Commands===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Persistent Excellence, Persistent Readiness,”&amp;lt;/i&amp;gt; - Motto of Sol Alliance Northern Command.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian military operates in four combat commands — multi-branch organizations that answer to the JMC, though they predate it — responsible for operations in different parts of the Alliance: North, South, Central, and [[Sol|Sol System]]. Though all four commands have been historically dominated by the Navy, post-2462 reforms and an excellent performance in the civil war have seen the Army — and local SDFs, though to a lesser extent — exert more influence over the combat commands, particularly Northern Command. Due to being regional, the four commands all have slightly different responsibilities, though three of four have a point of overlap: [[Republic of Biesel|Biesel]], which has seen itself become a strategic priority for the Alliance since its rapid — and illegal, in Solarian eyes — annexation of great swaths of the Alliance.&lt;br /&gt;
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Northern Command (&#039;&#039;&#039;NORCOM&#039;&#039;&#039;) is based on [[San Colette]] and has responsibility for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Northern Reaches]], the Coalition border near Konyang, and the northern border of Biesel. It is commanded by General Patrick Edwards, a veteran Solarian Army officer who previously served in the Martian and Lycorii theaters. NORCOM’s daily responsibilities are mostly concerned with maintaining the ongoing low-intensity conflict against the remnants of both the Solarian Restoration Front and League of Independent Corporate-Free Systems in the Northern Reaches, with its Army troops stationed on Lycoris and involved in counterinsurgency operations, and many of its naval patrol squadrons policing warp lanes for League remnants. More importantly, it is expected to be the first to defend or attack in the event of a war against the Coalition, being home to the legendary 1st Battlegroup and its vaunted Fleet Admiral, Ingrid von Varnhagen und Landerberg. Also at Edwards’ disposal are the veteran SDFs of the Northern Reaches, sans Lycoris, that cut their teeth in the fighting of the civil war and have seen the quality of their equipment rise dramatically post-2465.&lt;br /&gt;
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Central Command (&#039;&#039;&#039;CENTCOM&#039;&#039;&#039;) is based on Silversun and has responsibility for the Inner Ring and the central border with [[Republic of Biesel|Biesel]]. It was, from 2462 to 2465, home to the orphaned northern and southern commands due to its location. While it shrunk significantly in 2462 — losing its Coalition border and much of its territory to Biesel — it has remained effective under the leadership of Admiral Bahri Özkan, commander of the 25th Fleet prior to assuming command of CENTCOM in 2464. Özkan’s forces face Biesel’s [[Tau Ceti Armed Forces#Zoleth Line|Zoleth Line]] — a multi-layered defensive formation — and are expected to pin down the [[Tau Ceti Armed Forces|Republic’s forces]] by threatening it with an offensive. At his disposal are veteran naval formations and Army troops, many of whom he has seen equipped with electronic warfare and incendiary weapons to counter Biesel’s synthetic and vaurca troops.&lt;br /&gt;
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Sol System Command (&#039;&#039;&#039;SOLCOM&#039;&#039;&#039;) is based on [[Callisto]] and is a unique command that only supervises one system, the Sol System, rather than a region of the Alliance. Considered to be a strategic reserve for any future wars, it is under the command of Admiral Yaoting Kong. Known as “King Kong” by his subordinates due to his large build and love of the Monkey King franchise, Admiral Kong’s combat command is centered around logistics and training rather than combat. He is also responsible for the Sol System’s security, and is the first admiral to work with civilian fleet organizations such as the [[Callisto#Government and Politics|Callistean Port Authority]] in a new anti-smuggling campaign.&lt;br /&gt;
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Southern Command &#039;&#039;&#039;(SOUCOM&#039;&#039;&#039;) is based on Visegrad and is responsible for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Southern Reaches]], the southern border of Biesel and the Hinterlands, the southern border of the Alliance, and coordination with the nearby Empire of Dominia. Managing these operations is Admiral Monika von Schintling, a senior flag officer of the Solarian Navy with experience in the civil war and in the Southern Reaches. Underneath her is the veteran 6th Battlegroup, formed of loyal Middle Ring Battlefleets, and officers seasoned by years of anti-piracy experience. Alongside these duties von Schintling’s command is responsible for the “rat transportation” network of transporting supplies to pro-Solarian insurgents in the Hinterlands and coordinating with the Dominian Imperial Military, which had rebounded in prominence to SOUCOM following the civil war’s end. Once responsible for carrying out a theoretical war against [[Republic of Elyra|Elyra]], SOUCOM is now expected to work with CENTCOM in the event of a war against [[Republic of Biesel|Biesel]] — punching through the south and striking at [[Tau Ceti]] while CENTCOM forces hold the Zoleth Line garrison in place and NORCOM strikes downwards.&lt;br /&gt;
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===Joint Military Command Personnel===&lt;br /&gt;
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The military officers chosen to be part of the Joint Military Command are experienced officers and expected to represent the best of their services — they are perhaps the most experienced military officers in the Spur — and report to the prime minister and Secretary of Defense. The below individuals are the first ever to hold positions in the JMC, with their terms having started in January 2463, and will last until December 2468: a five-year term designed to make them loyal to the government itself rather than whatever SecD appointed them.&lt;br /&gt;
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The Chair of the Joint Military Command (CJMC) is &#039;&#039;&#039;Admiral Giorgio Palazzi&#039;&#039;&#039;, a fifty-year veteran of the Navy and former dean of the Alliance’s primary naval academy. Palazzi is a rare example of a veteran [[Luna|Lunarian officer]] with doctrinally conservative views who remained loyal to Courtois rather than retiring in 2462-63. He is a serious-faced, flint-eyed man who organized the evacuation of Solarian assets from Biesel during its secession and helped coordinate much of the Alliance’s victory in the Northern Reaches in 2465. Palazzi is seen by some as a compromise between the Navy’s conservative and reformist factions, with Courtois and the Chief of Naval Operations firmly reformist but Palazzi representing the best — and perhaps the last — of the Navy’s pre-2462, anti-Coalition operational strategy. As CJMC Palazzi holds no military command — leaving that to other members of the JMC — and serves as both an overall coordinator of its members and is a liaison between the JMC and the civilian government.&lt;br /&gt;
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The Vice Chair of the JMC (VCJMC) is &#039;&#039;&#039;General Valerie Yang Liao&#039;&#039;&#039;, formerly commander of the [[Callisto|Callistean Marines]] and a 35 year veteran of the Army. Commonly known as VYL (pronounced “Vile,” to the general’s amusement), Liao cut her teeth fighting against pirates on Konyang and Port Antilla as a young officer before leading the Callistean Marines during the anti-Frost coup. She is more aligned with Courtois and was given the role of VCJMC after demands by the Army to avoid Navy dominance of the JMC. In her day to day work Liao serves as a ground-based counterpart to Palazzi, and was vital in ensuring the Alliance’s victory on Mars and throughout the Northern Reaches.&lt;br /&gt;
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&#039;&#039;&#039;General Richard B. Sloan&#039;&#039;&#039;, also known as “Mad Dog” to his marines, is the current Commandant of the Solarian Alliance Marine Corps (CSAMC), representing his marines on the JMC. He acquired his nickname when only a Lieutenant with the 1st Marine Division: after his visor was cracked during a boarding operation, he grabbed a nearby roll of tape in the ship, taped over it, and continued leading his unit. On the tape was, appropriately, a dog-themed pattern, and a nickname was born. After replacing the previous commandant — a Frost loyalist — Sloan embarked on a mission to reduce corruption in the ranks and mend fences with the Army and Army Air Force. Multiple units were nearly completely dissolved and reorganized, and he made the unpopular decision to take a funding cut and redirect it to the Army — an act that has done much to repair intraservice relations.  Sloan fought hard for his reforms and was vindicated by his marines’ performance in the Northern Reaches, where they served with distinction and cooperated effectively with the Army.&lt;br /&gt;
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&#039;&#039;&#039;General Chi Hoa Phan&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army (CSSA). Former commander of the [[New Hai Phong|4th Haiphongese Armored Division]], she has been a tireless advocate for the Army’s funding and development in the face of its successes on Mars and in the civil war. Phan — like other members of the JMC — holds no combat command as CSAS but is known to frequently tour the Army’s major mission areas, and has been active in the development of new and better vehicles for the Army. She also abandoned several expensive Frost-era programs to equip the Army with energy rifles instead of their M469A2s, citing it as an unnecessary waste of taxpayer funds and, “corporate welfare,” for [[Zavodskoi Interstellar]], which continues to hold onto chunks of the Solarian defense industry.&lt;br /&gt;
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&#039;&#039;&#039;General Raymond Spaatz&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army Air Force (CSAAF). Originally from [[Silversun]], he has served the SAAF for fifty years — starting as a cadet — and is the oldest member of the JMC. He is expected to retire after his term ends. A bomber pilot by training, Spaatz is widely viewed as one of the preeminent scholars on SAAF operations during the Interstellar War and is a published author on the subject. Building on the successes and failures of the historical SAAF, Spaatz helped to establish a new doctrine for the military’s air component centered around attacking enemy infrastructure targets and providing close support to ground troops. He is additionally responsible for increasing coordination between the SAAF, SDF air forces, and the Navy through his formation of Air-Land-Space Operation Commands on planetary theaters of operation.&lt;br /&gt;
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&#039;&#039;&#039;Admiral Franziska Sibylle von Varnhagen&#039;&#039;&#039; is the current Chief of Naval Operations (CNO). A member of one of the Alliance’s most prominent naval families, von Varnhagen is the aunt of the First Battlegroup’s commander, Fleet Admiral Ingrid von Varnhagen und Langenburg. She was one of the admirals who saw the [[Sol Alliance History#2460-61: Michael Frost Ascends to Power|anti-Frost coup attempt]] was successful by commanding naval forces around Earth to stand down during the crisis. Since 2462 she has worked with Courtois and Solarian law enforcement to ensure the remains of Frost’s loyalists are purged from the Navy’s ranks, and has promoted loyal junior officers to fill these vacancies. However, many of von Varnhagen’s new cadre remain Lunarians — both due to much of the Alliance being cut off until 2465 and due to her status as a member of the moon’s naval aristocracy. Since 2465 she has become a major driver behind the restoration of Unity Station-Moroz naval ties, viewing the Empire as a natural counterweight to Elyra in the south.&lt;br /&gt;
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&#039;&#039;&#039;Lieutenant General Máximo Ruiz Navarro&#039;&#039;&#039;, [[San Colette#The Civil Guard|Colettish Civil Guard]], is the JMC’s current Chief Liaison for System Defense Forces (CSDF). Navarro is the most recent addition to the JMC, having joined it in December 2465, and represents the many SDFs of the Alliance, with his goal being to advocate for their interests and needs. Prior to assuming this position he was involved in the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], fighting on Lhokgon, New Peoria, and D’Anzin during 2465. Cut off from central command on San Colette proper during the final days of the battle for its system, he led an ad-hoc formation of Civil Guard units, SDF forces, militia, and mercenaries to fight against invading Solarian Restoration Front units. This force — called the Navarro Brigade by some — held out until regular Solarian forces arrived, and made its commander a hero of D’Anzin.&lt;br /&gt;
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&#039;&#039;&#039;General Mbwana Oyenusi&#039;&#039;&#039;, Quartermaster General of the Solarian Armed Forces (QMSAF), is a Solarian Army officer who previously served as its chief logistics officer, and now carries out the same duty for the entire SAF. An extremely talented, though doubtlessly overworked, man, Oyenusi has the unenviable task of ensuring the military logistics apparatus is ready to handle any and all situations thrown at it, ranging from military operations to training to disaster relief. While he does not have a combat command, Oyenusi is responsible for the operation of many supply routes run by military, merchant marine, and civilian-operated vessels. Already bald, Oyenusi jokes he would have lost all of his hair from stress if any remained. Prior to joining the SAF, Oyenusi worked as a logistics manager on [[Callisto]], where he helped manage a family-owned logistics firm alongside his father.&lt;br /&gt;
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==Logistics and Standardization==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Equipping millions of soldiers, sailors, and marines – let alone our reserve units in our member-states – is stressful enough to make women gray and men bald, prime minister. They chose me because I was already bald,”&amp;lt;/i&amp;gt; - General Mbwana Oyenusi, Quartermaster General of the SAF, to PM Strom, 29 June 2467.&amp;lt;/center&amp;gt;&lt;br /&gt;
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As the largest organized military in the modern [[Orion Spur]], simply maintaining the SAF requires an extensive logistics network which must be ready to expand quickly — and dramatically — in the event of a war, disaster, or crisis. This logistics system is under the leadership of the &#039;&#039;&#039;Solarian Armed Forces Ordnance Corps&#039;&#039;&#039; and &#039;&#039;&#039;Quartermaster General Mbwana Oyenusi&#039;&#039;&#039;. Both the Navy and Army operate a large fleet of support craft ranging from humble cargo shuttles to the Navy’s massive Atlas-class mobile fleet repair vessels, and numerous civilian businesses and vessels operate in contracts to support the SAF by producing or moving supplies to wherever they are needed. While megacorporations such as Orion Express have expressed interest in acquiring transportation contracts from the SAF, the [[Sol Alliance#Economics|Solarian Corporate Authority (SCA)]] has consistently refused any megacorporation contracts with regard to matters of national security, citing the existence of the [[Stellar Corporate Conglomerate]] as a major security risk due to its close ties with Biesel.&lt;br /&gt;
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Production of Solarian military equipment was, prior to 2462, the domain of [[Hephaestus Industries]] for shipbuilding and [[Zavodskoi Interstellar]] for almost everything else. With the advent of the SCA in 2463 this production has diversified into a dizzying array of small to medium-scale firms across the Alliance, though Hephaestus facilities on New Hai Phong and Zavodskoi ones on [[Luna]] remain producers, which have at times struggeld to meet the quotas previously reached by megacorporate logistics systems. Despite this diversification in supply sources the SAF has retained a key aspect of its logistical success: its policy of standardization in caliber and uniforms, which has greatly simplified the process of supplying the typical Solarian infantryman. They — with some exceptions — use 5.56 Solarian rounds and a standard set of camouflage-conforming fatigues whether they are a marine in orbit or a system defense force reservist in a muddy foxhole.&lt;br /&gt;
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Also standardized is the Alliance’s rank system, which it inherited from the Earther governments which preceded it. Alliance military enlisted have ranks which correspond to the enlisted scale, ranging from OR-1 to OR-9, and officers having a similar scale, ranging from OF-1 to OF-10. Both have space for specialist ranks such as the senior enlisted advisors of Joint Military Command officers, and the scale system is used by every organized military and System Defense Force throughout the Alliance. With each branch — Army, Navy, and Marines — having different rank names and the Alliance’s dozens of SDFs having their own variations, this system is vital to preventing confusion during joint operations such as the Martian Campaign or the ending phase of the civil war.&lt;br /&gt;
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While durable and able to supply the Alliance’s military forces with whatever they need — with units requiring everything from ration-filled crates to artillery shells to naval-grade fuels to toilet paper — the immense amount of investment required to provision the SAF has made it difficult to introduce new weapons and technologies at a large scale. While Biesel, Galatea, and Elyra have moved away from a ballistics-first military and seen their logistics need lessen due to ammunition being rechargeable — though in [[Republic of Elyra|Elyra’s case]], many of their energy-based weapons retain conventional ammunition systems — the Alliance has not due to the prohibitive cost of setting up production capacity to replace the millions of standard-issue M469 assault rifles already in service. Energy weapons remain experimental or limited-issue in Solarian service, and pre-2462 attempts to introduce them were stymied by inefficiency and corruption.&lt;br /&gt;
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Unique among major powers, the Alliance provides a license to produce some military equipment to entities approved by the [[Sol Alliance#Government|Solarian Senate]]. These include approved mercenary units such as the [[Private Military Contracting Group#Eridani Private Military Contractors|Eridanian Golden Fist]], the [[Eridani Federation Military|Eridanian military]], and the [[Dominian Imperial Military]]. The [[Empire of Dominia]] has purchased licenses for several Solarian weapon systems, including incendiary grenades, and produces them locally, while the [[Eridani Federation|Eridani Federation’s]] unique status in the Alliance allows it to both produce local equipment to outfit its private military contractors and to fill gaps with Solarian equipment where needed. Much of the heavy equipment used by [[Private Military Contracting Group#Ringspire|Ringspire]] on [[Adhomai]] was made through this program, with license-produced Solarian Army vehicles performing well in the PMC’s butchery.&lt;br /&gt;
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===Non-Humans in the Solarian Armed Forces===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“As far as I’m concerned? The Ban didn’t go far enough! We should carpet bomb their whole [censored] [[Adhomai|planet]], really give them a [censored] taste of what they did to us [https://forums.aurorastation.org/topic/2816-sol-alliance-news-network/?do=findComment&amp;amp;comment=141866| here]! Send the Navy in and have them clean it up! Get those [censored] [[Unathi|lizards]] too!”&amp;lt;/i&amp;gt; — Anonymous [[New Hai Phong|New Hai Phonger]] speaking to the Solarian Alliance News Network in the aftermath of bombings carried out by the [[Tajaran Emigration#Tajara Revolutionary Army|Tajara Revolutionary Army]]. Unaired due to foul language.&amp;lt;/center&amp;gt;&lt;br /&gt;
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No branch of the Solarian Armed Forces aside from rare System Defense Forces has, at any time, recruited an alien species into its ranks. The reasons for this are rooted in both simple practicality and the entrenched xenophobia common in much of the Solarian Alliance, which contributes to a belief that aliens are simply not to be trusted. Practically speaking the three SAF branches are massive organizations which would only marginally benefit from alien recruits and would have to incur an expensive cost as different species demand wildly different equipment, such as fitted voidsuits and armor, and different accommodations.&lt;br /&gt;
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On the less practical side the Solarian culture of alien distrust has been applied to each species and also argued. To the typical SAF official even the most trustworthy alien is less reliable than the worst human recruit . The SAF is not, and will never be, a force for alien tolerance in the Alliance. From an outright less xenophobic perspective, the Solarian Armed Forces&#039; traditions place a great deal of ideological and cultural importance on the idea of the military as the protector of Solarian humanity. To allow aliens into its ranks has long been considered a betrayal of that ideal, and that compromising this deeply-held tenet would be an unacceptable transgression against the Alliance itself, its human citizens, and the fundamental values of the Alliance&#039;s military.&lt;br /&gt;
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[[Sol Alliance#IPC in the Sol Alliance Military|Positronics]], on the contrary, are highly valued in the SAF. Having had a long history of using [[San Colette#Drone Warfare|drones]], the adoption of positronic intelligence was viewed as the next step in a long line of military robotics. For the longest time, however, IPC and other synthetics have been relegated to support and logistics roles due to mistrust and concerns over their ability to survive in combat scenarios. The collapse has led the SAF to begin looking at IPC in order to fill the gap in its manpower, with the Navy in particular eagerly adopting them in combat roles, placing the machines as both gunners and pilots, and employing traditional shipborne AI to assist and in some cases replace crewmembers. Although assuring the public that combat IPC are a temporary measure given the crisis, some observers note that funding towards further research of combat AI has increased since their adoption.&lt;br /&gt;
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==Dominia and the Solarian Armed Forces==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“By order of my Emperor, Boleslaw Keeser I, I address to you our Fleet and Empire’s highest felicitations and congratulations for your exemplary victory in the northern provinces. Long may [[Sol|Sol’s]] light shine across the [[Orion Spur|Spur]]!”&amp;lt;/i&amp;gt; - Grand Admiral Huiling Zhao of the [[Dominian Imperial Military#His Imperial Majesty’s Fleet|Imperial Fleet]] in an official letter to Secretary of Defense Courtois, July 2465.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Dominian Flag Horizontal.png|thumb|The flag of the Empire of Dominia, an authoritarian state in the Southern Spur aligned with the Solarian Alliance.]]&lt;br /&gt;
The relationship between the [[Empire of Dominia]] and the Solarian military stretches back to before the Empire’s founding, beginning shortly after the Empire’s predecessor states unintentionally contacted the Alliance during the [[Empire of Dominia#The War of Moroz|War of Moroz]]. Both the Solarian Army and Navy sent military observers to the Imperial Alliance’s forces who reported back to the Alliance about its successes, failures, and on the structure of the belligerent nations. Solarian military attachés were some of the first individuals from outside Dominia to write on the planet’s unique culture and history, and reported to Unity Station that the Empire had strategic potential for use as a counterbalance against Elyran influence in the southern region. The Republic, after all, had only seceded in 2302 — a recent memory for the officers on Moroz in the mid-2300s. Military liaisons wrote approvingly of a state which was, though still new, eager to learn and could become a large market for Solarian defense companies such as Zavodskoi Interstellar.&lt;br /&gt;
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With the Empire’s formation in 2385 the Alliance ramped up its aid efforts. With only a scraped-together excuse for what they called the Imperial Fleet, the Empire sent its best naval cadets and officers — generally belonging to houses Zhao or Kaneko — to Luna to study the Alliance’s naval tactics, and they were enrolled in the Solarian Naval Academy in Hangzhou alongside dozens of Solarian officers — mostly Lunarians. These officers, including then-Cadet Jitsuko Kaneko, soon to be a major figure in the nascent Imperial Fleet, excelled at their duties, and several Morozian cadets have been seconded to every academy class, with the exception of the 2460-65 period. Most of the earliest true Imperial Fleet warships were either made in Solarian facilities before being shipped to Mira Sancta or Zhurong for final work, or purchased wholesale from the Alliance’s reserve vessels. This tradition continues symbolically, with one gun of the Moroz-class dreadnought HIMFS Moroz and one gun of the Diyu-class dreadnought SAMV Gunnhildur each having been completed in the other nation’s foundries.&lt;br /&gt;
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The [[Dominian Imperial Military#The Imperial Army|Imperial Army]] likewise benefited from Solarian aid, both in training and in equipment. While they were experienced with planetary warfare the generals of the early Imperial Army were unfamiliar with warfare on an interstellar scale, and Solarian training during the late 24th and early 25th centuries likely helped turn the invasion of Sun Reach in 2422 into a lightning victory for the Empire. While Solarian Army surplus has long vanished into the scrapyards of Jinxiang and Zhurong — though some antiquated stock is used to equip the Home Guard, Sun Reach’s paramilitary scout force — some of the Imperial Army’s equipment remains closely related to — or licensed copies of — their Solarian counterparts.  The Empire and Alliance operate several joint training facilities for ground troops, with Solarian troops sometimes learning IED disposal from Dominian pioneers and their Dominian counterparts learning exosuit operation from Solarian vehicle crews.&lt;br /&gt;
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==The Solarian Navy==&lt;br /&gt;
[[File:Sol_Alliance_Navy.png|thumb|The symbol of the modern Solarian Navy.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Before the Interstellar War, the Solarian Navy was the largest and most perfect fighting force in the galaxy. That is, on the surface level. The admiralty of those years made the greatest mistake of pursuing strength in infinite numbers – a decision that would culminate in the Solarian Civil War.”&amp;lt;/i&amp;gt; – Excerpt from Lucien Courtois’ graduation thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The largest single branch of the SAF is the Solarian Alliance Navy (SAN). With millions of uniformed personnel scattered across dozens — if not hundreds — of planets, garrisons, starbases, fleets, and other facilities it may very well be the largest organized fighting force in the galaxy, and has the influence to match. The Navy has long held significant sway over Solarian politics due to both its size and its vital role in securing safe interstellar commerce and travel in the Alliance. This sway has long ensured the Navy is well-funded and it has long been on the cutting edge of Solarian defense spending. Its role in defending planets and shipping from piracy has historically given it a positive image in the eyes of many Solarians, many of with some notable exceptions such as Callisto -- long at odds with the Navy over the policing of trade and commerce flowing in through the moon’s spaceports. This positive view dimmed during the late 2450s and early 2460s, when the Navy became closely intertwined in the fascistic ATLAS-led government of Prime Minister Michael Frost.&lt;br /&gt;
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By 2462 the broad powers granted to the Navy to ensure the Alliance, then the largest human nation in the Orion Spur, remained safe and secure combined with limited oversight of the Navy to incubate a culture of graft, corruption, and rampant Caesarism in its ranks. As one traveled further from the Inner Ring these problems worsened: Solarian operational thinking prioritized more reliable officers for the defense of the Inner Ring while less reliable officers, and underperforming ones, were sent to the Outer Ring, wits its less strategic worlds. These admirals were given poor troops and little oversight by the Admiralty, allowing them to become their own masters and shape their assigned fleet to be loyal to their admiral over their Alliance.&lt;br /&gt;
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Between 2462 and 2465, defections, reforms, and attrition associated with the Solarian Civil War have taken the Navy from 200 fleets to 100. In 2465 a SISA discovery many officers were funneling supplies to radical warlords such as the Solarian Restoration Front caused a large purge of its upper ranks spearheaded by Secretary of Defense Lucien Courtois, allowing him to further already-existant reforms the Navy began in 2462. The Navy’s rapid defeat of warlords in the Northern Reaches have vindicated Courtois and the reformists, and brought the Navy back much of the prestige it lost in the Solarian Collapse of 2462.&lt;br /&gt;
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Now, in the late 2460s, the Solarian Navy has regained much of its earlier edge through a combination of reforms and ineffective units being disbanded. Most of its units have gained valuable combat experience in the final phase of the Solarian Civil War, which saw the largest interstellar engagements since the Interstellar War, and dated equipment has been replaced by domestically-produced or Einstein-manfactured upgrades able to compete with the Republic of Biesel&#039;s corporate equipment. In the Northern Reaches, it has reconstituted much of its defensive lines against the Coalition, while in the south old ties with the Dominian Imperial Fleet have been reestablished. Recent naval exercises such as OBSIDIAN CAGE 67 have shown the Solarian Navy at some of its highest readiness levels of the century, and it is likely Biesel&#039;s Republican Fleet watches the reinvigorated SAN with great nervousness: wondering when, not if, the old titan will strike it hard.&lt;br /&gt;
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===Solarian Navy Structure===&lt;br /&gt;
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The Solarian admiralty has long devoted a significant amount of its time to the logistics and operation of the increasingly-massive Navy, which peaked at 200 fleets — each, in theory, consisting of 100 ships — shortly before the Solarian Collapse of 2462. These fleets were, prior to the Collapse and Courtois’ reforms which followed it, organized into battlegroups of five fleets for greater cohesion in the event of war, with each fleet led by an Admiral and each battlegroup led by a Fleet Admiral. However, many “battlegroups” in the Outer and Middle Rings were spread across vast distances or contained disloyal elements which prevented them from functioning properly, with only a few — such as the [[Human Wildlands#The Southern Solarian Military District|Visegrad-based 1st Middle Ring Battlegroup]] (1MRB, sometimes referred to as a “Battlefleet” locally) — able to maintain both cohesion and loyalty as the Alliance spiraled towards the Collapse. Reforms by Courtois have reduced the total number of battlegroups by increasing the number of fleets per formation to ten, which has greatly assisted in command due to reducing the number of often-bickering Fleet Admirals by half.&lt;br /&gt;
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Navy fleets themselves are divided into three categories by the admiralty to represent their readiness in the event of an interstellar conflict. These categories are combat battlegroups, patrol battlegroups, and garrison battlegroups. Combat battlegroups are, as the name implies, fully-equipped and ready for combat at a moment’s notice. This classification generally only applied to Inner Ring battlegroups in the months before the Collapse. Standing slightly below combat battlegroups are patrol battlegroups: understrength, but otherwise combat-capable, formations fit for patrol duties but not for engaging full enemy formations. Below this swells the garrison battlegroup: an understrength formation so named as it is only trusted to hold a position and is not expected to perform complicated maneuvers. A fourth, though officially unrecognized, formation is the “ersatz” battlegroup. These formations are improvised and consist of whatever units were available at the time for the area’s Fleet Admiral. Last seen in the Interstellar War, ersatz battlegroups have returned in the Wildlands.&lt;br /&gt;
[[File:Navy graduation.png|A Lunarian officer of the Solarian Navy at her graduation ceremony.|thumb]]&lt;br /&gt;
Unlike the Army the personnel of the Navy are heavily divided by class and background thanks to the Luna-centric nature of its admiralty and officer class, and are even further divided based upon the Ring they are located in — an ironic echo of the Interstellar War. High-ranking officers are almost always Lunan by birth, and graduation photos from the Solarian Naval Academy are dominated by the tall, thin, and pale appearances of Lunans who have grown up in the moon’s characteristically lower gravity. These Lunan officers generally settle into command roles in the Inner, and sometimes Middle, Rings due to their perceived loyalty and familial connections — some families on [[Luna]] have served the Navy since its conception and hold significant influence over it. Officers of “lesser” importance, such as those in the Middle and Outer Rings, such as Fleet Admiral Klaudia Szalai, are often recruited and educated locally, and can be of wildly varying quality and loyalty.&lt;br /&gt;
[[File:Navy loading.png|350px|A Solarian Navy petty officer loading a Zavodskoi-produced &amp;quot;Longbow&amp;quot; naval gun. A common sight on smaller vessels which cannot easily fit larger coilguns.|thumb]]&lt;br /&gt;
Much of the Navy’s enlisted personnel is recruited locally out of convenience and its enlisted ranks are overwhelmingly dominated by those of poorer economic backgrounds, particularly when compared to its Lunan officers, such as Martians, Jintarians, and residents of the Outer and Middle Rings. The men and women which make up the vast majority of the Navy’s fighting force are, like their officers, often of debatable quality due to corruption, graft, and the megalomaniac tendencies of many officers. Prior to the Collapse most of the best enlisted— regardless of their origins — were eventually transferred out of the Outer and Middle Rings and into the Inner Rings due to the Admiralty placing a greater emphasis upon the Inner Ring.&lt;br /&gt;
&lt;br /&gt;
Fleet formation was, prior to the Collapse, marred by similar issues. Some fleets were recruited using the “Alliance-wide,” model where ships and personnel were recruited from across the Alliance and trained in the Sol System and its surroundings in order to ensure the best performance. These fleets were then deployed to strategic areas (generally in the Inner or Middle Rings) and placed under the command of a Solarian Naval Academy graduate to ensure the greatest possible quality. While expensive and often taking an extended period to train, these Alliance-wide fleets proved their mettle during the Collapse: no systems garrisoned by them were lost and none defected.&lt;br /&gt;
&lt;br /&gt;
But most Solarian fleets were not recruited using this method and were instead mobilized through the “system-wide,” method wherein a fleet’s personnel and officers were recruited and trained in the same system, and generally stationed nearby this system. In theory this was not a horrible idea: logically, military forces would fight harder for their homes than for another system. However, it did not result in the expected outcome: system-wide fleets were often shuffled from system to system and their shared origin made them more loyal to their admirals than the broader Alliance. Though many stayed loyal to the Alliance, and some managed fighting retreats to the Inner Ring, all defected — or otherwise lost — fleets during the Collapse were of the system-wide recruitment model.&lt;br /&gt;
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===Solarian Alliance Merchant Marine===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Often forgotten by historians and naval officers alike, the merchant mariner of the Alliance has been critical to victory or defeat in space throughout the Alliance’s history,”&amp;lt;/i&amp;gt; -  Excerpt from Lucien Courtois’ thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Consisting of Solarian civilian and government-owned merchant vessels above a certain tonnage, the Solarian Alliance Merchant Marine (generally known as the Merchant Marine) is a civilian organization under the Department of the Interior. Its role is to establish a universal set of laws, regulations, and training for Solarian civilian ship crew, and its members are known as merchant mariners. During wartime or other times of crisis the Merchant Marine can be assigned to the Solarian Navy as an auxiliary logistics force, though its members remain subject to civilian maritime law and do not hold military ranks (though their ship captains can be commissioned as deemed necessary).&lt;br /&gt;
&lt;br /&gt;
Most Solarian sailors have gone through either the Merchant Marine or one of its training programs, and its safety regulations — such as the presence of oxygen tanks and EVA equipment throughout a ship — have influenced interstellar shipping across the modern Spur. The civilian nature of the Merchant Marine has led to friction with the Navy during wartime, with naval officers coming into conflict with the often unionized crews of merchant ships over the amount of hours they intend their civilian counterparts to work.&lt;br /&gt;
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===Naval Landing Divisions===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“War is too serious a matter to entrust to military men,”&amp;lt;/i&amp;gt; - Georges Clemenceau, Prime Minister of France.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A pre-2462 institution which has mostly been disbanded by the CNO and SecD, Naval Landing Divisions (NLDs) were an attempt by the Solarian Navy’s admiralty to address its lack of ground personnel beyond marines. NLDs were its attempt to address this problem, and – to some scholars of the Solarian military – represent the Navy’s most extreme attempt at achieving total operational independence from the rest of the military, and forming a separate military within the military itself. Generally smaller than a comparative Solarian Army division, they were made up of non-marine Navy personnel – though the Marine Corps often provided advisors and officers – and initially intended to serve as security personnel for planetside naval facilities where the EVA training of marines would not – in the views of Navy and Marine officers – be put to effective use. Mission creep led to these platoon- and company-sized units slowly expanding, acquiring heavier equipment (sometimes diverted from Army stocks and resupplies), and morphing into brigade-sized entities. Never officially approved by the Department of Defense, bureaucrat after bureaucrat opted to look the other way on these divisions until 2462. Many admirals skimped on training for their NLDs, instead viewing them as pet projects and a way to spite the Army. If such an underfunded, maligned branch could do ground warfare, surely the Navy could as well!&lt;br /&gt;
&lt;br /&gt;
During the early phase of the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]] these units were heavily utilized by many warlord and secessionist admirals, such as the forces of the Solarian Restoration Front, due to being more well-equipped than many System Defense Forces. Others, such as the 1st Battlegroup, had theirs disbanded out of security concerns. The SRF’s landing divisions – collectively known as the Hopper Group – performed worse than the fleet’s marines and the Lycorii National Armed Forces due to the Group’s poor training standards, and was assigned to rear-line duties where it became responsible for hunting insurgents and enemies of the Front’s “new Solarian state.” Its leader was among those tried and executed for war crimes following the civil war’s end. NLDs from the League of Independent Corporate-Free Systems – known as the Free Sailors’ Union –  engaged in looting and show trials of those accused of corporate sympathies, with its leader tried and imprisoned for thirty years due to looting and mistreatment of Solarian civilians.&lt;br /&gt;
&lt;br /&gt;
The use of NLDs by admirals to carve out their own statelets during the Solarian Civil War’s early phase – and the grotesque excesses committed by many – led to dogged attempts by the CNO and SecD to dissolve them and dramatically reduce their sizes, with much of their excess equipment going to the Army. Navy security detachments remain, though reduced to their pre-NLD sizes and often supplemented by marines. NLDs remain a symbol of the Navy’s Caesarism and the threat it once posed to the Solarian government it is meant to protect.&lt;br /&gt;
&lt;br /&gt;
===Notable Facilities===&lt;br /&gt;
&lt;br /&gt;
Located on [[Luna]] in Harmony City, the &#039;&#039;&#039;Solarian Admiralty&#039;&#039;&#039; serves as high command for the entire Solarian Navy. While it started its existence as a small building mostly responsible for managing armed platforms tasked with destroying asteroids and other potentially harmful celestial objects, the Admiralty has grown over the intervening decades into a massive complex which is a city District unto itself. Solarian Naval Central Command (SNCC) looks over the district at nearly a hundred stories tall and stands as one of, if not the, most important buildings in the modern Alliance. The Admiralty is rumored to have dozens, if not hundreds, of underground facilities scattered across the Admiralty containing everything from mundane paperwork to intelligence on the Stellar Corporate Conglomerate to blacksites for especially infamous prisoners. Though its reputation has been tarnished by the Collapse, the Admiralty remains an unshakable feature of Luna.&lt;br /&gt;
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Located on [[Luna]] in Hangzhou, the &#039;&#039;&#039;Solarian Navy Academy&#039;&#039;&#039; is the premier — and to Lunarians, the only — institute of naval military education in the Alliance. Established in 2115 continuously functional ever since this point the Academy, as it is often simply known, has long had a reputation of producing only the finest naval officers in the Alliance. But this reputation for excellence has made the Academy an extremely difficult institution to gain entry into — particularly if one is not from the Inner Ring. Certain Lunarian families, such as the ancient Varnhagen und Langenburg family, have long held sway over the Academy’s curriculum and membership in such a family — either by blood or covenant — is a near-certain way to gain access to its halls. Academy officers, in addition to their renowned quality, are generally more loyal to the Alliance than their non-Academy counterparts. Few Academy graduates defected during the Collapse and those that have, such as the Solarian Restoration Front’s Florentina von Keyserling, have been stricken from its graduation rolls.&lt;br /&gt;
&lt;br /&gt;
In the orbit of Uranus lies the mundanely-named &#039;&#039;&#039;Solarian Naval Maintenance, Regeneration, and Repair Facility&#039;&#039;&#039; which is, thanks to its awful abbreviation of “&#039;&#039;&#039;SNMRRF&#039;&#039;&#039;” (occasionally phoneticized as “&#039;&#039;&#039;Smurf&#039;&#039;&#039;”), commonly referred to as “the Boneyard.” The Boneyard is a massive facility filled with outdated and mothballed hulls ranging in size from fighter aircraft to battleships which remain on the official Navy registry but are, in reality, either too outdated or too damaged to effectively operate alongside their counterparts. Boneyard vessels are, particularly since the Collapse, often cannibalized for parts or — in rare cases — “refloated” and pressed back into service. The pirate raid which brought Frost into power as Prime Minister targeted the Boneyard and stole multiple warships the former Admiral later returned with, eventually catapulting himself into popularity. Many have long theorized this “raid” and Frost’s success after was an inside job planned by Navy officers to place one of their own in power and have pointed to a multitude of “coincidences” as evidence. The fact that the raiders were never caught but were “engaged and destroyed,” the sensors monitoring Boneyard and its defenses being off at the same time, the raiders only hitting the Boneyard rather than any civilian targets or the nearby Navy sensor stations, the fact that the raiders were able to spoof a brand-new Solarian Navy ID code, and the fact that the leaker — a reformer — was one of the only deaths in the raid.&lt;br /&gt;
&lt;br /&gt;
===Notable Navy Forces===&lt;br /&gt;
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&#039;&#039;&#039;1st Battlegroup, “The First”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most venerable and oldest of the Alliance’s battlegroups, the First has fought in every major interstellar conflict the Alliance has officially participated in. It is responsible for decisively destroying the Coalition’s naval forces in the Battle of Xanu and has long preserved the Xanan naval battle standard captured during the battle in the Admiralty. The first five fleets of the First are overwhelmingly Lunan. The next five, which were integrated into it following Courtois’ reforms, are five of the highest-quality Alliance-wide fleets in the Alliance. Officers of the First can easily be identified by their distinctive oak leaves, which are typically placed in the side of their caps. The First is currently commanded by Fleet Admiral Ingrid von Varnhagen und Langenburg, a Lunan graduate of the Solarian Naval Academy firmly in Courtois’ reformist faction. The Fleet Admiral of the First is issued a saber as their badge of office and is expected to wear it at all times while commanding, regardless of practicality. The sword itself, while unnamed, is a priceless heirloom which has been passed down from Fleet Admiral to Fleet Admiral since the founding of the First, and to lose it is simply inconceivable.&lt;br /&gt;
&lt;br /&gt;
The First was the Alliance’s vanguard force during the Solarian Intervention in San Colette, with its flagship — the SAMV &#039;&#039;Gunnhildr&#039;&#039; — the first Navy vessel in the [[San Colette|Nueva Patria System]]. After destroying the Solarian Restoration Front’s forces in the system and accepting San Colette back into the Alliance, the first went on to free much of the central Northern Reaches from Front occupation and was the first Navy battlegroup to reach the Coalition’s border. The First has since returned to its berth in the Sol System, but remains ready to deploy anywhere in the Alliance upon short notice using its advanced warp drives.&lt;br /&gt;
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&#039;&#039;&#039;[[Human Wildlands#The Southern Solarian Military District|1st Middle Ring Battlegroup]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Regarded as one of the highest-quality battlegroups prior to the Collapse, the 1MRB under Fleet Admiral Klaudia Szalai, despite never formally defecting from the Alliance, spent much of the Solarian Civil War cut off from the broader Alliance and struggling against difficult odds. The five fleets of the 1MRB were understrength prior to the Collapse and were worn down by fighting against pirates, defected Solarian Navy personnel, and — at times — the Tau Ceti Foreign Legion, which it has engaged during cross-border raids by the 1MRB and border disputes with the CRZ until 2464. The 1MRB was never defeated upon the field of battle and remained steadfast in its loyalty to Sol, though many of its personnel — almost all of which hail from Visegrad or its surrounding systems — became concerned at the Navy’s non-intervention in the Southern Reaches prior to 2465.&lt;br /&gt;
&lt;br /&gt;
Following the Solarian reunification the 1MRB has been folded back into the Navy’s roster of active-duty fleets alongside Myo Yunso’s nearby 6MRB, based in Sankt Frederick. The return of Visegrad to the Alliance has seen the 1MRB rearmed and restored to full strength, now equipped with modern Navy vessels and warp drives. It is now one of the major Navy forces in the Southern Reaches, and remains based in Visegrad.&lt;br /&gt;
[[File:Marines SRF.png|300px|thumb|Assembled marines of the 15th Marine Regiment, now serving as part of the Solarian Restoration Front.]]&lt;br /&gt;
&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|35th Fleet]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the most infamous Solarian fleets in the Navy’s history, the 35th was formed after the Interstellar War and stationed near Tau Ceti in order to keep the strategic system safe. Tau Ceti’s defection — which many 35th officers hailed from — was viewed by the Fleet as a betrayal, and its rapid embrace of aliens after the defection was viewed as a further compromise of Solarian values. This hatred has, over the years between Tau Ceti’s defection and the Collapse, twisted the 35th into what it was prior to its invasion of Tau Ceti: one of the most xenophobic, fanatical, and nationalistic Solarian fleets. The losses it suffered during the invasion and its seeming betrayal by the broader Alliance further radicalized the 35th, which returned to its berth in Lycoris and declared the Solarian Restoration Front in 2462, and rapidly set about purging aliens — who they blamed for the Collapse — from the area they controlled. Though the Navy has officially disavowed the 35th and declared its officers traitors to the Alliance many, particularly those formerly loyal to Frost, flocked to its banner.&lt;br /&gt;
&lt;br /&gt;
In 2465 the Front began the War in the Northern Wildlands through an invasion of the nearby Middle Ring Shield Pact. Though it initially found success the 35th Fleet and its fellow Front fleets were defeated by the Solarian Navy during its intervention and have been officially struck from the Navy’s fleet roster. Many of its flag officers were tried by the Solarian Department of Justice for crimes against humanity following the civil war’s end, and were sentenced to either death or life imprisonment.&lt;br /&gt;
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&#039;&#039;&#039;25th Fleet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the 25th, primarily consisting of Silversunners, was ordered into Biesel to stop rogue Admiral Michael Frost it could have never anticipated the consequences its orders would have for the Spur. Despite the apprehension its officers and enlisted felt when they were ordered into what was, at least officially, a rebellious Solarian system ruled by an illegitimate government, the 25th followed its orders. The 25th was badly mauled by the 33rd in one of the first engagements between Solarian Navy vessels since the Interstellar War, but it pushed the 33rd out of the system and returned Biesel to a modicum of normality. The population of Biesel was understandably cold towards them, but the Admiralty promised rewards for the deed. But no rewards appeared as, nearly as soon as he had been imprisoned, Frost was swept back into power and became Prime Minister. The new PM punished the 25th severely, and sent them to an ignominious duty: to serve as an auxiliary for one of the worst battlegroups in the Navy, the 10th Middle Ring Battlegroup. But the 25th was not broken by this and, thanks to its superior equipment and training, they fought their way back to their original berth of Silversun, arriving battered and bruised — yet unbowed — in summer 2463 to a hero’s welcome. Now the 25th has a new home: the prestigious 1st Battlegroup.&lt;br /&gt;
&lt;br /&gt;
The 25th Fleet was the first Solarian Navy force to engage the Solarian Restoration Front in 2465 and was present during the Navy’s intervention in the Nueva Patria System, where it served as the screening force for the dreadnought SAMV &#039;&#039;Gunnhildr&#039;&#039;. Perhaps no Solarian Navy force fought harder than the 25th did, and they were the first fleet to reach the Coalition’s border.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solarian Ship Classes===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carrier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carrier occupies a critical role in Solarian operational doctrine along with the battleships it supports. Carriers are often the largest and most important ships in a Solarian fleet, and typically serve as flagships. The largest of this class are hundreds of meters long and are often regarded as floating cities due to the size of their crews. Carrier classes are generally named after geographic features.&lt;br /&gt;
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&#039;&#039;&#039;Supercarrier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With only a handful ever built, the supercarriers of the Solarian Navy are very rarely seen outside of the Jewel Worlds. These gargantuan vessels are nearly a kilometer long and stand as some of the largest vessels ever constructed in the Orion Spur. A supercarrier is always the flagship of its fleet, and none have ever been lost in combat. Supercarriers have a near-mythical reputation in the Alliance due to their rarity and Navy-funded media, which often promotes them as the peak of Solarian military might. Some in the Navy grumble at this deification, instead viewing the tried-and-true dreadnoughts as the peak of the Navy. Ships of the only active supercarrier class used by the Navy, the &amp;lt;i&amp;gt;Thule&amp;lt;/i&amp;gt;-class, derive their names from mythological geographical features.&lt;br /&gt;
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&#039;&#039;&#039;Dreadnought&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most well-armed and heavily-armored of the Solarian Navy’s battleship classes are designated as dreadnoughts by the Admiralty. To many the dreadnoughts are the unbeatable pride of the Navy which helped it win victory after victory in the Interstellar War before cowardly politicians snatched it from them. To others they are a reminder of how backwards-facing the Navy can be at times, and how obsessed many of its officers have become with its former glories. Recently reformers have chipped away at much of the dreadnought’s mythical image, and the classification may very well be on its last legs due to recent naval reforms. Fitting their near-mythic reputation, ships of these classes are generally named after mythological figures.&lt;br /&gt;
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&#039;&#039;&#039;Battleship&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Solarian battleships are heavily-armed and heavily-armored testaments to the unchallenged naval supremacy of the Alliance. Battleships were commonly seen in all three Rings of the Alliance prior to the Collapse and now often serve as flagships of defected or rogue fleets. These ships-of-the-line are often in disrepair due to having been run ragged by their warlord masters and are, generally speaking, outdated compared to contemporary examples still loyal to the Alliance. Both battleships and fast battleships are typically named after cities.&lt;br /&gt;
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&#039;&#039;&#039;Fast Battleship&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A post-Interstellar War innovation, the fast battleship classes of the Solarian Navy are intended to fill gaps in patrol fleets where a full battleship is unnecessary but a cruiser is insufficient. Fast battleships trade armor and firepower for speed and operational range, making them ideal for patrols in the former Alliance Neutral Zone. During the Solarian Civil War many ships of this class ended up in the hands of warlords due to the class primarily serving in the Middle and Outer Rings. Here they have excelled at a role they were never meant for: raiding and terrorizing the civilian populations they were built to protect.&lt;br /&gt;
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&#039;&#039;&#039;Cruiser&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cruisers have long served as the backbone of the Solarian Navy. These vessels are typically divided into two classes: light and heavy. Like their larger counterparts, both categories of destroyers are generally named after cities with light cruisers favoring the cities of the Middle and Outer Rings. Many heavy cruisers are instead named after prominent Solarian figures, perhaps due to their captains wishing to imitate the larger and grander battleships of the Navy.&lt;br /&gt;
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&#039;&#039;&#039;Heavy Cruiser&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Heavy cruisers such as the Taipei-class represent the peak of Solarian cruiser design. These heavily-armed and heavily-armored vessels closely resemble the battleships they escort but are significantly less expensive due to their smaller size. Many prospective future admirals seek to command a heavy cruiser for both this reason and for the prestige commanding one brings.&lt;br /&gt;
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&#039;&#039;&#039;Light Cruiser&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While less prestigious than their heavier counterparts, light cruisers fill a valuable niche in the Solarian Navy. Light cruisers are fast vessels which can operate for long distances without resupplying, which easily allows them to serve as the lead vessels of patrols when fast battleships are not available. However, most officers who one day aspire to command a fleet avoid light cruisers for this very reason: while it may mean command of a squadron, it is a command which affords very little prestige and is often assigned to those who lack the money or connections to play the Navy’s influence game. With many commanded by officers of debatable ability or loyalty (and at times a lack of both) prior to 2462 it should come as no great surprise that this ship class often formed the backbone of warlord fleets in the Wildlands.&lt;br /&gt;
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&#039;&#039;&#039;Destroyer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Destroyers are well-armed but small vessels designed to assist the Alliance’s battlegroups and to protect the ships that truly matter: cruisers, battleships, and carriers. Prior to the Collapse destroyers were a common sight in the Middle and Outer Ring’s anti-piracy patrols, where they often commanded groups of smaller vessels. During the Solarian Civil War many destroyers fleets of warlords, where they served much the same purpose. Destroyer and destroyer escort class ships derive their names from stellar objects, though exceptions exist due to the sheer number of destroyers in the Solarian Navy.&lt;br /&gt;
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&#039;&#039;&#039;Escort Destroyer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only barely larger than a frigate, escort destroyers are intended to provide a modicum of protection to civilian and military convoys across the Alliance. Faster and fitted with better warp drives than many larger ships, a surprising amount of escort destroyers stationed in the Middle and Outer Ring opted to evacuate to the Inner Ring rather than remaining to assist warlords. Some naval scholars believe this is due to most destroyer escort captains and crews having been local recruits in their systems, and there are many stories from shortly after the Collapse of ships of this class limping into systems such as Sol filled with terrified refugees and exhausted sailors.&lt;br /&gt;
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&#039;&#039;&#039;Frigate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Smaller than both destroyer classes and yet larger than a corvette, Solarian Navy frigates were a common sight in all three Rings prior to the Collapse. Though originally intended to serve exclusively as escort vessels for larger ships, frigates have, particularly in recent years, been pressed into a variety of roles they were never meant for such as pirate-hunting operations. Up-gunned variations of common frigate designs were often the best ships available in the Outer Ring for anti-piracy patrols and system defense. These ships proved ill-equipped to fight off the forces of defected warlord fleets, and most were destroyed or themselves defected. A sad fate for the ships of a class of little importance to the Lunan-dominated Admiralty. Due to their sheer number, frigates follow no clear naming scheme.&lt;br /&gt;
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&#039;&#039;&#039;Corvette&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smallest rated combat vessels in the Solarian Navy, corvettes are often commanded by new officers or officers deemed failures by their superiors. Few officers wish to command a corvette for long, rightfully viewing them as career-killers in a Navy obsessed with larger ship classes. The Wildlands is covered in wrecks of this ship class as a result of constant squabbles between petty warlords over territory and the 2465 intervention of the SAF. With much of the support structure these warlord fleets relied on gone or unavailable, corvettes were often the first vessels scrapped for spare parts. Some desperate scavengers plunder these plundered wrecks, hoping to find even tiny scraps of useful materials. Like frigates, corvettes follow no consistent naming scheme.&lt;br /&gt;
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&#039;&#039;&#039;Support Craft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The unsung and unappreciated wheels which ensure the Solarian Navy continues to turn, support craft and their crews are typically looked down upon by “real” warships and their crews. The classes found under this category are stunningly diverse and include everything from massive Hephaestus-produced fuel tankers to small courier vessels designed to carry the small-scale cargo required to keep a fleet fed and happy. Durring the Solarian Civil War many warlords and rogue admirals had very limited access to these support vessels, making them a target of raids and assaults as the struggle to fuel defected ships intensified.&lt;br /&gt;
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&#039;&#039;&#039;Carrier-Launched Aircraft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Covering everything from multi-crew bombers to unmanned drones, carrier-based vessels are a cornerstone of the Navy which has long fought battleships for influence. Most of the time battleships have won this battle of influence, but some believe — particularly with recent reforms — that carriers and their craft will have their day in the limelight soon enough.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Solarian Marine Corps==&lt;br /&gt;
[[File:SAMC.png|thumb|The symbol of the Solarian Alliance Marine Corps.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Look like you know the joke right like you have to know it come ooooon. The whole joke of like ‘you don’t have to worry about asking if somebody’s a marine since they’ll tell you!‘”&amp;lt;/i&amp;gt; - Unknown Callistean bartender speaking to an Sol Alliance News Network reporter regarding the Navy’s presence on [[Callisto]] (2458).&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Marines training.png|250px|thumb|In order to become a full marine, a Corps recruit must first pass one of the most rigorous EVA training programs in the Spur. Many do not.]]&lt;br /&gt;
Though de facto an independent branch of the SAF, with its own member of the JMC, the Solarian Alliance Marine Corps (SAMC) is de jure an extension of the Navy. They travel in Navy ships, fight the Navy’s battles alongside it, and conduct ground operations they cannot do, though with their assistance. Prior to SecD Courtois&#039; reforms the SAMC had a reputation for avoiding planets, instead giving that duty to the chronically-underfunded Solarian Army or the SAN&#039;s many naval landing divisions. Since the reforms, it has taken a much more active role in taking and holding planetary ground. The SAMC&#039;s close ties to the Navy bring it funding, prestige, and eager recruits thanks to multiple lucrative deals with [[Venus|Cytherean]] media moguls that depict them in a positive light. Many Solarian children and teenagers see marines as heroes who are capable of doing anything they are asked to do as long as it benefits the Alliance.&lt;br /&gt;
&lt;br /&gt;
But the reality is often different from the glitzy, Cytherean image projected by popular culture. Many marines are recruited from economically disadvantaged backgrounds and are looked down upon by Navy officers for this reason, and Marine officers are expected to defer to the judgement of their Naval counterparts even if they are of the same rank. The Army looks down upon Marines for a different reason: it has long viewed them a “toy army” subordinate to the Navy, though this has begun to change with their more active role in ground operations following SecD Courtois&#039; reforms. Built-in classism present in the SAN has been harder to dispel, with the humble background of the typical Solarian marine still looked down upon by many officers.&lt;br /&gt;
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Yet the morale of the Marines remains high. The marines wholeheartedly view themselves as elite infantry of the SAF who do what others cannot or will not, even if they die trying. The SAMC brags they make the impossible possible, and intend to make good on their boasting.&lt;br /&gt;
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===Notable Marine Formations===&lt;br /&gt;
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&#039;&#039;&#039;1st Marine Division, &amp;quot;The Old Breed&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The 1st MARDIV has long been the elite 1st Battlegroup of the Solarian Navy&#039;s assigned marine division. Well-trained and well-equipped, the it served with distinction during the Interstellar War and the Solarian Civil War. While originally an Earther formation most of its enlisted marines and officers are now recruited from the Lunan working class, which has led to tensions with the 1st BG&#039;s mostly upper-class- and middle-class-originating officers. Most enlisted sailors come from similar working-class Lunan backgrounds, ensuring there is a great amount of camaraderie between marines and enlisted Navy personnel. The Solarian Army has long had a rivalry with the 1st MARDIV, seeing them as overfunded and underused, but the Joint Military Command&#039;s creation and the 1st MARDIV&#039;s actions during the civil war have patched up this relationship to a remarkable extent. The end of Naval Landing Divisions (NLDs) has also seen 1st MARDIV and Army toopers interacting far more, leading to better joint coordination. 1st MARDIV&#039;s symbol is a blue diamond depicting the Southern Cross with a red one, upon which is written &amp;quot;Guadalcanal,&amp;quot; connecting the division to its Earther roots.&lt;br /&gt;
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&#039;&#039;&#039;2d Marine Division, &amp;quot;The Black Berets&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The 2nd Battlegroup’s assigned marine division, the 2d MARDIV is a more heavily mechanized formation than other SAMC divisions and has been regularly deployed in ground operations by the 2nd Battlegroup. The mostly Soviet-originating marines of the Black Berets – named for their distinctive head cover found in no other SAMC unit – have historically been looked down upon by the Navy for their political beliefs, with most being members of the Solarian Communist Party, but are known to be tough, determined fighters willing to take and hold ground even in the face of incredible resistance. The Black Berets initially rose to prominence during the Siege of Xanu, where they were engaged in heavy urban fighting among the ruins of Kshatragarh and the planet’s other cities. The division proved its urban combat prowess again in 2465, when it became the first SAMC unit to make landfall on Lycoris. The 2d MARDIV’s insignia is a golden anchor on a black, circular badge.&lt;br /&gt;
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&#039;&#039;&#039;23d Marine Regiment, 11th MARDIV (Middle Ring), &amp;quot;The Uhlans&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Having the distinction of being the oldest and most storied marine unit to originate from the rainy world of Visegrad, the 23d Marine Regiment has in recent times become known for its close association with the commander of the fleet to which it is assigned: Fleet Admiral Klaudia Szalai, to whom the 23d had served as the former warlord&#039;s go-to crack unit under her command, being the keystone basis of many of the Fleet Admiral&#039;s military operations. &lt;br /&gt;
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Aside from having the reputation of being one of the most capable reconnaissance units in the Alliance&#039;s military, the 23d is known for sharing an intense rivalry with its Solarian Army counterpart - the 221st Infantry Division - over which unit is superior. This rivalry is characterized by ferocious competition with one another during multi-unit wargames, especially during operations taking place upon Visegrad.&lt;br /&gt;
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&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|15th Marine Regiment]]&#039;&#039;&#039;&lt;br /&gt;
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This regiment, which defected to the Solarian Restoration Front in 2462, served as the Marine detachment for the 35th Fleet of the SAN. Even before their defection they plagued by rumors of corruption and Caesarism, and a documented history of abuse towards non-humans that saw their commanding officer reprimanded by the Admiralty in 2459. Further investigations into the 15th were stopped by ATLAS in 2460, then fully halted by PM Frost when he came to power. During the 35th’s incursion into Tau Ceti the 15th’s behavior became so open it could no longer be hidden, and flickery videos of its marines executing Legionnaires or non-human Biesellites were a common sight on the Biesel extranet during and immediately following the incursion.&lt;br /&gt;
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In the Solarian Civil War the 15th became infamous for its brutality against civilians and opposing forces. It was destroyed during the Battle of D’Anzin by the combined forces of the Colettish Civil Guard and 2nd Venusian Air Cavalry Division, where it fought fanatically even when faced with impossible odds. Few of its marines were taken prisoner by the SAF, but several officers of the 15th were tried and sentenced for crimes against humanity by the Solarian Department of Justice. Like the 33rd, it has been officially struck from the SAMC roster.&lt;br /&gt;
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&#039;&#039;&#039;33rd Marine Regiment&#039;&#039;&#039;&lt;br /&gt;
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Prior to his ascension as Prime Minister the 33rd served under the command of then-Admiral Michael Frost. They participated in his invasion of [[Biesel]] and, despite an internal inquiry by the Solarian Armed Forces, escaped all charges levied against them due to ATLAS interference in the investigation. The 33rd’s loyalty to Frost intrinsically tied their fate to his and saw their trustworthiness decline in the eyes of the broader SAF, then rise dramatically following his election as PM. Frost’s ascension to power saw him restore his loyal regiment to power and use them — at the protest of the Army — as  his personal guards only served to temporarily stop the 33rd&#039;s fall from grace. After Frost’s death they were pounced upon by reformist actors in the Navy and promptly disbanded, with many of its former officers shipped off to undisclosed prisons for crimes against humanity. Even before Frost’s body was cold the 33rd was formally struck from the Corps’ register. It will never return.&lt;br /&gt;
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===Notable Marine Equipment===&lt;br /&gt;
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Coming soon.&lt;br /&gt;
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==The Solarian Army==&lt;br /&gt;
[[File:SolArmy.png|thumb|The symbol of the modern Solarian Army.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“I don’t give a rat’s ass what your Admiral says marine! Unless you can get the PM down here and order me to stand aside, I’m not gonna be letting you into the building! You’re gonna stand down, now! I said now goddammit!”&amp;lt;/i&amp;gt; - 1st Lieutenant Anthony “Andy” Bonaccio moments before the Revolt of the Officers devolved into a gunfight. Bonaccio would later go on to become the Alliance’s Secretary of the Army.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Army embassy.png|400px|thumb|Solarian Army soldiers stationed as guards outside of a Solarian government building.]]&lt;br /&gt;
The second-largest SAF branch is the historically neglected Solarian Army. Chronically underfunded until 2462, the Army existed in the shadow of the Navy and made do with hand-me-down equipment passed over or otherwise discarded by the Marines for decades after the Interstellar War. A culture of bitterness towards the Navy and the Marines, which the Army views as a subordinate branch of the Navy, has engendered a desire in the Army to do better than the Navy despite the challenges, but has likewise impacted joint-branch cooperation even after the creation of the JMC. As an institution it is significantly less corrupt and prone to Caesarism than the Navy is and, thanks to reforms undertaken after the Interstellar War, is viewed by the civilian government as an ally. Army troopers serve as guards for Solarian government institutions aside from Navy facilities, which utilize Marine guards, due to their loyalty to the government.&lt;br /&gt;
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Unlike the Navy the Solarian Army generally recruits entire divisions from individual planets and trains them in local facilities, with only a few divisions recruiting form multiple worlds. These force typically serve as the local garrison of a Solarian member state alongside a System Defense Force until they are needed. Then, they are shipped by the Navy to wherever they are needed. Army Central Command itself has long been headquartered on Unity Station and is located within walking distance of the Prime Minister’s office. Interestingly, Central Command has no fixed unit to guard it: to avoid favoritism, the division tasked with protecting it is rotated on a two-year basis. At the time of the Collapse the chosen unit was the 37th Martian Mechanized Division, more popularly known as the “Red Devils.” Due to the mysterious nature of Prime Minister Frost’s death and his seeming lack of care for Mars, rumors that the 37th killed him have swirled since before his body was cold. The division has since rotated back to Mars, where it served with distinction during the reunification campaign. While currently a volunteer-only force the Solarian Army is, in theory, able to petition the government to institute a draft in times of emergency. It can additionally federalize SDFs in the event of a national emergency, such as the Solarian Civil War (2462-65) or Interstellar War, thus bringing the nominally independent commands of local forces under Army Central Command. The Army&#039;s draft has not been used since the Interstellar War, and it is unlikely a request to reinstate the draft would pass the Senate unless another Interstellar War-like event began.&lt;br /&gt;
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While Army equipment and training, unlike their SDF counterparts, is standardized across the board certain member states have gained a reputation of supplying the Army with higher-quality units than others. Despite its poor reputation with many figures in the broader Alliance the Army generally views [[Mars]] as providing the best units due to many seeing it as one of their only ways to get off-world. [[Silversun]], with the [[Silversun#The Originals|Originals]] forming a similar group, is similarly prized as are units recruited from [[Venus#Jintarian Culture|Venusian Jintarians]]. Luna is viewed by most as providing some of the poorest-quality troops for the Army, with most of its best recruits going into the SAN or SAMC. Some Army officials have accused the Navy of deliberately sabotaging Army recruitment efforts on the moon, and recruiting patterns are unlikely to change in the near future. Pluto historically provided poor-quality troops to the Army as its ruling government reserved its best troops for its internal security forces. Reforms undertaken by SecD Courtois have reversed this trend, with many Plutonian recruits now joining Soviet-originating regiments such as the 1st Guards Proletariat. Pluto has seen a recruitment surge since 2462 as many of its younger residents have joined the Army in hopes of fighting against fascism in the Northern Reaches or capitalism in the Republic of Biesel, which many believe will be a target for the SAF very soon. Very few [[Luna|Lunarian]] units are trusted with anything other than garrison duty.&lt;br /&gt;
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Recently the Army-Navy struggle seems to be shifting towards a more even playing field due to Army successes, Navy failures, the JMC, and SecD Courtois&#039; efforts at reforms. During a period where the Navy was at its lowest before recent reforms the Army proved itself effective in a decisive campaign where it [[Mars#The Solarian Army’s Reunification Campaign|regained control over much of Mars]]. Army Central Command has viewed this as a massive victory and it has secured a great amount of positive press for the chronically underfunded force. The creation of the Joint Military Command further leveled the playing field, with both the Army and Army Air Force receiving a seat at the table.&lt;br /&gt;
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===The Solarian Army Air Force===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Gentlemen, I’ll be straight and level with you. We are going to pound these bastards until they give up, and we are going to save our Alliance,”&amp;lt;/i&amp;gt; - Lieutenant General Richard B. Dwyer, 4th Air Corps, to his assembled aircrews during the [[Xanu Prime#History|Siege of Xanu (2278 - 2284)]].&amp;lt;/center&amp;gt;&lt;br /&gt;
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The non-Navy aviation component of the Solarian Army, the Solarian Army Air Force (&#039;&#039;&#039;SAAF&#039;&#039;&#039;) is a component branch of the Army focused on aerospace operations. It was established shortly before the Interstellar War in an effort to make the Solarian Army’s air and ground components unique, and to reduce the amount of responsibility held by the Army’s ground troop leaders by creating a parallel structure for aerial operations. While it answers to the Chief of Staff for the Army, it is highly independent and has its own seat on the Joint Military Command. The SAAF has no spaceborne capacity and instead only manages in-atmosphere aerial assets, ranging from supersonic aircraft which engage and destroy enemy forces to cumbersome heavy-lift cargo helicopters charged with airlifting the Army’s heavy vehicles. It lacks any ground forces of its own beyond security personnel and military police, and instead relies on the Army itself to secure and hold terrain. SAAF units often show up later in a campaign once the Army, with Navy support, has secured or built a facility for their aircraft to operate from.&lt;br /&gt;
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Most aircraft operated by the SAAF are designed to operate in support of Army ground forces , and are built to be rugged in their designs due to the potential for operating out of poor air facilities in a conventional war or counterinsurgency campaign. These craft, due to lacking the equipment needed to fly through space, may be partially broken down in transit and reassembled on-site by SAAF personnel, requiring their designs be as simple as they are reliable. Like the regular Army, SAAF personnel are drawn from across the Alliance and are often clustered into units with a shared planetary origin, then attached to a matching ground unit from the same planet as their air component. &lt;br /&gt;
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The SAAF’s most iconic plane is the &#039;&#039;&#039;FB-25P “Foxfire”&#039;&#039;&#039; (officially the Fighter-Bomber Mk. 25, Planetary). With a pilot and weapons officer, it is commonly used to provide overwatch to Army units on maneuvers. Designed to fight peer rivals – such as the Coalition – but typically used to bomb insurgencies, the [[San Colette#The Civil Guard|Colettish Civil Guard]] used their wings of FB-25Ps to great effect during the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], where the plane was first used in the pitched battles it was originally designed for. The Foxfire, despite its use as a CAS aircraft, can fight reasonably well in a dogfight if prepared for the role. Like all SAAF aircraft it can only operate in-atmosphere and must be moved from planet to planet in a larger transport, typically while broken down into several parts for storage.&lt;br /&gt;
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===Notable Army Divisions===&lt;br /&gt;
[[File:Army Mars.png|400px|thumb|Soldiers of the 37th Martian Mechanized Division during the Martian Campaign of 2464.]]&lt;br /&gt;
&#039;&#039;&#039;1st Earther Infantry Division, “Big Red One”&#039;&#039;&#039;&lt;br /&gt;
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One of the oldest continuously-serving divisions in the Alliance, the 1st Infantry Division has fought in every major war the SAF has become involved in and its troopers brag the Bloody First has fought for the Alliance on almost every planet worth visiting in the human Spur. The Bloody First is the Army division which thwarted the Revolt of the Officers and the civilian government has not forgotten its loyalty. It has long been one of the first divisions the civilian government pulls guards from, and its troopers have guarded Solarian diplomats in every nation of the Spur. It is recruited from Earth and primarily draws its recruits from the United States, though it contains Earthers from across the globe in its ranks. The First is prominently involved in peacekeeping operations on Lycoris, with most of its strength deployed to the former capital of the SRF. The First&#039;s traditional patch is a large, red numerical one on a green shield.&lt;br /&gt;
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&#039;&#039;&#039;1st Guards Proletariat Mechanized Division, &amp;quot;Red Guards&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The Soviet counterpart of the 1st Infantry, the Guards Proletariat have likewise fought in every major Solarian conflict including the civil war (2462-65) and peacekeeping operations on Lycoris. It has a long history stretching back to the 20th century, where it was involved in the Second World War, Sino-Soviet War, and multiple late Cold War proxy conflicts. It is one of only a few divisions which recruits from multiple worlds, and draws from both Earth and Pluto. The Guards Proletariat are known for their impressive regimental flag which shows the locations of many of its most famous battles including (but not limited to) Königsberg, Shenyang, Kshatragarh, and Nueva Isabela. It is a common joke in the SAF the Guards Proletariat represent the largest voting bloc for the Solarian Communist Party on any planet they are deployed to due to their close ties to Pluto and the USSR. The Guards Proletariat&#039;s traditional patch is a red banner with &amp;quot;GUARDS&amp;quot; written on it, imposed over a golden laurel with a numerical one at the bottom, and a red star in the middle.&lt;br /&gt;
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&#039;&#039;&#039;2nd Venusian Air Cavalry Division, “Jintaria’s Claws”&#039;&#039;&#039;&lt;br /&gt;
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Formed slightly after the Interstellar War from primarily-Jintarian units recruited on Venus, the 2nd Venusian is an elite division intended to be deployed from dropships into the toughest battles. Centuries later it is still primarily made up of Jintarians, though some Cytherean crashouts are present, and values its connection to Venus. Traditionally Jintarian 2nd Venusian recruits, including Cythereans, give themselves a cheek scar to symbolically note their separation from appearance-obsessed Cythereans. The 2nd was not deployed to Mars due to concerns phoron in the air would choke the engines of its dropships and gunships, which left the elite division bitter and eager for action. It received this action in 2465, when it was deployed to D’Anzin and assisted Colettish Civil Guard forces in the defeat of the Solarian Restoration Front’s invasion. The 2nd Venusian is, aside from their scars, well-known for their distinctive “cavalry” hats. Its traditional patch is a screaming hawk perched on an aerostat.&lt;br /&gt;
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&#039;&#039;&#039;37th Martian Mechanized Division, “Red Devils”&#039;&#039;&#039;&lt;br /&gt;
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The oldest continuously-serving Martian division, the “Red Devils” were originally formed from an amalgamation of pro-Sol &amp;quot;Blue&amp;quot; SDF units during the [[Mars#The Martian World War|Martian World War]]. It served with distinction during the Martian World War and earned its nickname from the large amount of dust its units would kick up on the open plains of Mars. Following the War it was formally integrated into the Solarian Army as a division -- one of only a few SDF units in history to make the leap -- and has served with distinction since. It was the most-engaged division during the Mars Campaign of 2464, where the Red Devils drove hard across the Martian plains once again. Few members of the division perished in the Violet Dawn catastrophe thanks to its garrison being located in Kunlun, far in the Martian north. Despite this performance rumors that the 37th assassinated Prime Minister Frost have continued to swirl, and may haunt the division for decades to come. The traditional 37th patch is a red devil on a blue background, and is intended to show Martian unity with the Alliance.&lt;br /&gt;
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&#039;&#039;&#039;3rd Callistean Infantry Division, “Commonwealth Marines”&#039;&#039;&#039;&lt;br /&gt;
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Recruited primarily from the [[Callisto#Government|Port Authority of Callisto]], the Commonwealth Marines are the Army’s only unit which specializes into zero-gravity combat in spaceborne objects such as stations, ships, and EVA environments. The Commonwealth Marines and the Solarian Marines have an infamously poor relationship due to the 3rd Callistean’s use of the term marines in their name, and those of the division are known to get into off-duty brawls with Navy Marines in the Ringpole District. Callistean military police and CMPD officers generally let the Commonwealth Marines, who are quite popular on Callisto, go with barely a slap on the wrist. The division is easily recognized by their black berets with gold-and-red badges — a color choice deliberately designed to resemble the Callistean flag. The Marines&#039; traditional patch is a lion&#039;s head looking right with &amp;quot;BY DEEDS ALONE&amp;quot; written on a banner under it.&lt;br /&gt;
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&#039;&#039;&#039;4th Haiphongese Armored Division, “Habs on Wheels”&#039;&#039;&#039;&lt;br /&gt;
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Many [[New Hai Phong|Haiphongese]] divisions become hopelessly stuck in the quagmire of corruption which defines so much of life on the planet. Not the 4th, which has proven to be resistant to corruption since its founding in the mid-2300s. 4th tankers are primarily recruited from the crime-riddled Ton Gwai Pei, which many young Haiphongers are eager to escape. They are then trained in armored drills in the harsh deserts outside the megalopolises of New Hai Phong in the operation of the Army’s standard M35A6 tank modified for the environment of New Hai Phong. Generally of shorter builds to fit comfortably into their modified tanks, their gas masks — which they almost always wear while in their vehicles — are typically customized in the traditional Haiphongese style. Some are intended to call back to the hab the tanker came from, while others use the colors of gangs the tankers were previously affiliated with. The 4th was a major participant in the Mars Campaign, where its harsh-environment training and NHP-adapted tanks proved an unbeatable force on the Martian plains.  The Fourth&#039;s traditional path is a triangle divided into yellow, blue, and red sections with a tank track and cannons superimposed over the center and a &amp;quot;4&amp;quot; on top, and &amp;quot;HABS ON WHEELS&amp;quot; on the bottom.&lt;br /&gt;
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&#039;&#039;&#039;12th Silversunner Coastal Infantry Division, “Mistral”&#039;&#039;&#039;&lt;br /&gt;
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A relative oddity in the 2400s, the 12th is a unit specialized into waterborne operations due to its origins on [[Silversun]]. In addition to waterborne operations the 12th is trained to fight in harsh environments such as the jungles and rainforests of Silversun, and is often used by the local governor to track down and apprehend criminal elements — such as poachers — who believe the dense undergrowth can hide them from Solarian authorities. This duty has caused them to sometimes be referred to sarcastically as “the Army’s Park Rangers,” by other units, and this is a surefire way to become involved in a brawl if said to most 12th soldiers. Though most commonly known for the green camouflage “Silversunner” boonie caps they often wear on patrol, 12th officers prize their distinctive blue-and-silver kepis they are issued when commissioned -- a locally-permitted uniform modification -- though few wear them in the jungle due to fears of spoiling the cap’s fabric. The 12th&#039;s sleeve patch is a dawnflower on a blue shield.&lt;br /&gt;
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&#039;&#039;&#039;78th Infantry Division, (Colettish) &amp;quot;The Bloody 78th&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Prior to 2462, the 78th was the only regular Solarian Army division formed and active on [[San Colette]]. A typical example of a Solarian infantry division, it was unproven and untested when the civil war began. In the initial phases of the conflict it remained loyal to San Colette and secured government facilities against Navy incursion. It was frequently engaged alongside the [[San Colette#The Civil Guard|Civil Guard]], SDFs, militia units, and police departments during the War in the [[Human Wildlands|Northern Wildlands]], ultimately being split into two units: one on San Colette (1st Brigade), the other on D’Anzin (2nd Brigade). While victorious, the 78th was badly mauled by the conflict and is still in the process of regeneration and replacement, but has been given the nickname of “The Bloody 78th” for its tenacious defenses and its red-and-white unit patch.&lt;br /&gt;
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&#039;&#039;&#039;221st Infantry Division, &amp;quot;The Jäger Division&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Known as the Jäger Division on [[Visegrad]], the 221st is a Visegradi infantry unit of the Army specialized in unconventional warfare. Established by the [[Sol Alliance#Department of Defense|Department of Defense]] to combat any future unrest on Visegrad, the 221st is an airmobile unit with very limited armored assets — only having light vehicles and the occasional exosuit — composed of native Visegradi familiar with the planet’s countryside. Equipped with native-produced equipment — including a domestic rifle design intended to punch more easily through trees and underbrush — the Jäger Division is intended to operate without external support for long periods of time. Secessionist forces believed they had withdrawn in 2462, but were quickly surprised when the 221st began to mount attacks from the near-impenetrable Visegradi countryside. The Jägers were vital both in securing a foothold for Fleet Admiral Szalai’s counterattack and in retaking secessionist territory. The 221&#039;s patch is a szazlabu swinging between trees while holding a M469 rifle.&lt;br /&gt;
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===Notable Army Equipment===&lt;br /&gt;
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The &#039;&#039;&#039;Model 469 (M469) assault rifle&#039;&#039;&#039; is the standard-issue rifle of the Solarian Armed Forces, used by the Army, Marine Corps, Navy, and many System Defense Forces. The Army&#039;s variant is known as the &#039;&#039;&#039;M469A2&#039;&#039;&#039;. A durable, modular, cheap, and highly reliable weapon system, it has dozens of variants across the SAF and millions have been produced. It was originally designed for the Army before being adopted by other branches, and was produced exclusively by [[Zavodskoi Interstellar]] prior to the advent of the Solarian Corporate Authority in 2463 — now, it is produced by hundreds of different Solarian companies, and the SAF Ordnance Corps has acquired the gargantuan task of ensuring these hundreds of companies -- rather than just one -- meet SAF production standards. Despite post-2465 efforts to replace earlier rifles in use by SDFs with M469s, many SDFs and regular SAF reserve units still use the earlier M376 assault rifle.&lt;br /&gt;
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One of the most powerful tools available in Solarian Army operations is the &#039;&#039;&#039;M35A6 main battle tank&#039;&#039;&#039;. Though a thirty year old design at this point, the M35A6 has gone through six updates which have kept it on the level of other, competing tanks such as the [[Dominian Imperial Military#Imperial Army|Dominian Imperial Army’s]] JA-57/2 breakthrough tank. The A6 variant includes an improved targeting matrix and Energy/Laser Reactive Armor (ELRA) on critical surfaces, though it continues to consume a frightening amount of fuel while in operation. The relatively simple construction of the M35A6 has allowed a multitude of variants to be produced, including engineering minesweeping, Marine Corps (the M35A6MC), and bridge-laying variants. One of the most notable variants is the M35A6/NHP (New Hai Phong) used by the 4th Haiphongese Armored Division, a slightly smaller variation of the typical M35A6 which features a large atmospherics filtering system on its rear. The M35A6/NHP’s filters, originally designed to survive the environment of New Hai Phong, allowed it to excel on the Martian surface and on D&#039;Anzin.&lt;br /&gt;
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The &#039;&#039;&#039;M38A2 WAGS&#039;&#039;&#039; (&#039;&#039;&#039;W&#039;&#039;&#039;alking &#039;&#039;&#039;A&#039;&#039;&#039;ssault &#039;&#039;&#039;G&#039;&#039;&#039;un &#039;&#039;&#039;S&#039;&#039;&#039;ystem) is an unusual Solarian Army vehicle intended for use in harsh terrain environments. Packing the same armament as the M35 MBT, the WAGS is instead a large, exosuit-like system that travels on six legs originating from a central body featuring the turret and small crew compartment. Its limbs allow it a greater degree of mobility than a conventional ground vehicle at the cost of greater vulnerability to a mobility kill if its legs are disabled. While deemed ill-suited for the urban and suburban warfare that characterized much of the Army’s operations in the Northern Reaches, WAGS-equipped units saw action in the Martian Campaign and are commonly used as patrol vehicles in the Northern Reaches due to their greater mobility.&lt;br /&gt;
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The &#039;&#039;&#039;M15A4 infantry fighting vehicle&#039;&#039;&#039; (IFV) is an aging vehicle of the Solarian Army slowly being phased out of service, though budget issues have seen it remain in service in many divisions and rear-echelon formations. The M15A4 is stubby and box-like, with a remotely controlled autocannon. It can hold a squad of troops and deploy them in relative safety, then remain to support with its gun. Earlier M15 models known as the A3 can be seen in the hands of anti-riot police units across the Alliance and in Biesel, where the new nation had access to mothballed vehicles. [[Tau Ceti Armed Forces|Biesel models]] are referred to by the Army as the M15(B) and proved to be woefully inadequate at surviving IEDs on [[Mictlan]], leading to the creation of the A4 retrofit as a stopgap measure until the vehicles can be replaced. It is a common sight on Lycoris and [[Mars]], where it is used to carry squads of peacekeepers from place to place. Mechanized infantry are known to ride “boots out” on top of their A4, allowing for more visual observation of the vehicle’s surroundings and quicker dismounting — a potentially leg-shattering fall from atop an A4 is often better than being inside it if it hits a mine.&lt;br /&gt;
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Primarily associated with the 2nd Venusian, the &#039;&#039;&#039;AH-52 “Tarantula Wasp”&#039;&#039;&#039; multi-role helicopter is one of the Solarian Army Air Force’s most beloved designs. First used in 2452, the AH-52 is a modern design and was rapidly produced for the 2nd Venusian to replace its aging helicopter fleet. It is capable of carrying up to a squad of troops and supporting them with a vigorous array of weaponry while easier enduring hits thanks to judicious armor and an on-board shield generator. While not deployed during the Mars Campaign the AH-52 proved its worth during the Solarian Intervention in the Northern Reaches, where it was used to devastating effect by the 2nd Venusian. The AH-52 is currently being upgraded into the AH-52IP (standing for Improvement Package), which enhances its electronic countermeasures (ECM) and energistics ablative countermeasure system (EACS),&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Basilisk Armored Exosuit&#039;&#039;&#039; is one of the most common Solarian Army “vehicles” in operation. Though dated in its design, as the Basilisk’s original frame dates to the late 2420s, it is capable of being surprisingly mobile thanks to its four-legged design and can be equipped with a vast array of weaponry and equipment, effectively allowing it to serve in any environment. Basilisks are also used by the Solarian Marine Corps and the Navy, and these variants are almost always more modern designs than their Army equivalents. Thanks to its flexibility and armament the Basilisk is easily capable of handling most ground-based threats short of heavy tanks on the battlefield and readily outclasses the improvised exosuits of the [[Tau Ceti Foreign Legion]], which it demonstrated itself as easily capable of destroying during the 35th Fleet’s incision.&lt;br /&gt;
&lt;br /&gt;
==System Defense Forces==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Nowhere is the state of our armed forces more obvious than in the miserable condition of many local forces. They are, seemingly as a rule, under-equipped, under-funded, and under-motivated. What I would give for every one of them to resemble [[San Colette]]!”&amp;lt;/i&amp;gt; - Fleet Admiral Ingrid von Varnhagen und Langenburg, commanding officer of the First Battlegroup, in an interview with the SANN recorded on 16 August 2462. &amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Militia Visegrad.png|400px|thumb|Many local military forces, such as those on [[Visegrad]] found themselves sorely tested by the Collapse. Many collapsed, unable to endure the pressure.]]&lt;br /&gt;
An institution that predates the Interstellar War, System Defense Forces (SDFs) are intended to serve as local military forces when the SAF&#039;s regulars are either unavailable or in need of additional forces to support its operations. Many SDFs defected during the Interstellar War, which greatly reduced their prestige in the eyes of the SAF and their importance in the eyes of Unity Station. Loyalist and Coalition SDFs sustained some of the highest rates of losses during the Interstellar War due to their poorer training and equipment, and many on both sides simply dissolved at the war’s end due to these losses.&lt;br /&gt;
&lt;br /&gt;
Solarian SDFs historically suffered from much of the same problems their Interstellar War counterparts did. Due to being funded primarily by the system they are stationed in, many have outdated equipment and poor training. This caused a lack of respect from the SAF&#039;s regular forces, which viewed them as underfunded, undertained, undermotivated, under-everything units likely to run at the first sign of combat. While there are some exceptions to this rule, such as the well-funded and, as a result, well-trained and well-equipped [[San Colette#The Civil Guard|Colettish Civil Guard]], most existing SDFs prior to 2462 were barely able to patrol and secure their immediate surroundings without SAF assistance, let alone fight off serious threats. Compounding these issues was a pre-2465 regulation which impacted all SDF vessels: due to the mass defections of many during the Interstellar War no SDF vessels were equipped with warp drives capable of warping without a warp gate’s assistance. Though originally intended as a safeguard against further SDF defections, this regulation greatly limited their capabilities, and has rendered them only able to patrol areas with ready access to warp lanes.&lt;br /&gt;
&lt;br /&gt;
During the Solarian Collapse these faults were laid bare for the entire Spur to see in dramatic fashion. Most SDFs stood no chance against [[Human Wildlands#The Southern Fleet Administration|emboldened pirates]] or [[Human Wildlands#The Solarian Restoration Front|rogue Navy forces]] as, for many of them, the largest ships they had access to were outdated and often poorly-maintained frigates, one of the smallest classes of combat-capable ships in the SAN. While some SDFs possessed larger vessels such as cruisers, only a handful possessed anything capable of challenging capital ships. Faced with destruction or defection, many SDFs opted to join local warlords or occupying forces, such as Biesel, for protection and, much like their Interstellar War counterparts, steady pay. Some, motivated by patriotism or a desire to ensure the safety of those they protected, fought to the bitter end or managed to retreat to the Inner Ring.&lt;br /&gt;
&lt;br /&gt;
The SDFs that survived the Collapse relatively intact, such as the Civil Guard and other forces of the Middle Ring Shield Pact or the Visegradi NDF, or successfully retreated to the Inner Ring are some of the most battle-hardened forces of the Alliance, and many vessels which retreated to the Inner Ring were retrofitted and integrated into the Navy itself. Though they could not stabilize the Wildlands on their own the SDFs of the Northern and Southern Reaches performed more effectively than almost anyone imagined, and have vindicated themselves in the eyes of the Solarian military. Those which have survived — and remained loyal to Sol — are rapidly being rearmed and modernized. For the first time in modern history, SDFs are being equipped with independent warp drives which will — in theory — give them a greater degree of autonomy and free up Navy assets from patrols.&lt;br /&gt;
&lt;br /&gt;
In the late 2460s the Alliance&#039;s remaining SDFs bear little resemblance to the paltry local forces of the pre-civil war Alliance. Though many still rely on hand-me-down equipment, more and more of their regular troops are equipped as well as their counterparts in the regular SAF. Their training and funding have likewise improved, and the SDFs now sit on the JMC alongside the Alliance&#039;s other branches. For the first time in their history, they have the respect they deserve, and the funding they have always desired. When the next war comes, and it may come soon, the Alliance&#039;s local forces will stand tall, proud, and ready for whatever comes at them.&lt;br /&gt;
&lt;br /&gt;
===Notable System Defense Forces===&lt;br /&gt;
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The &#039;&#039;&#039;Peorian State Guard&#039;&#039;&#039;, often known as the State Guard, is the standing military of the [[Solarian Reconstruction Mandates#New Peoria|Solarian Republic of New Peoria]]. Taking inspiration from its colonial origins — the United States — the State Guard is composed largely of reservists who hold full-time civilian jobs and is built around a small cadre of full-time officers and administrators. Its use of reservists makes the State Guard one of the Alliance’s largest per capita SDFs, but it is notably smaller than the nearby Colettish Civil Guard. It additionally suffered from equipment issues, with much of the area’s heavy weaponry prior to 2462 instead being routed to [[Konyang]] or [[San Colette]]. It was bloodied during the Solarian Civil War and could not stop the Solarian Restoration Front from temporarily seizing control over the planet in 2465. Several regiments of the State Guard escaped into the planet’s countryside and continued to fight against the SRF until their defeat by the Solarian Navy later that year. The 3rd Peorian Infantry Regiment, &amp;quot;All-Peorian Regiment,&amp;quot; escaped to San Colette and fought valiantly during the battle for the planet’s major cities, where it faced against the SRF-aligned Lycorii National Defense Force in the Battle of Nueva Isabel. Now, in a post-civil war world, it is being re-equipped with heavy weaponry by the [[Sol Alliance|Alliance]], and is set to become a tough nut to crack for any future invader.&lt;br /&gt;
&lt;br /&gt;
Also in the Northern Reaches is the now-disbanded &#039;&#039;&#039;Lycorii National Armed Forces&#039;&#039;&#039;, or LNAF. Prior to 2462 the LNAF was one of the best-equipped SDFs in the Alliance and was well-known for the distinctive red lycoris flower its members would wear in their helmet webbing or hat bands. With the start of the Solarian Civil War in 2462 the LNAF, already a right-learning organization due to [[Solarian Reconstruction Mandates#Lycoris|Lycoris]]’ politics, was absorbed into the Solarian Restoration Front and became an instrument of both genocide at home and destructive warfare in the support of fascism abroad, with multiple officers of the LNAF convicted of crimes against humanity in the postwar era. Much of its offensive strength was spent in the [[San Colette#The War in the Northern Reaches|Battle of San Colette]], and many remnants surrendered to the Solarian Army in 2465 with the fall of the SRF. The hardened core of the LNAF – the worst of its worst – fled into the countryside or hid in the cities of Lycoris and now fight against the Alliance as insurgents, striking terror into the very people they swore to protect. Post-civil war Lycoris has no SDF, instead relying on the Solarian military – primarily the Army – for protection, and Army patrols snaking their way through the forested countryside of the former industrial capital of the Northern Reaches have become a common sight.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Igman Defense Service (IDS)&#039;&#039;&#039; another Northern Reaches SDF. Responsible for protecting [[Solarian Reconstruction Mandates#Novo Igman|Novo Igman]], the IDS is a relatively small force built around a core of long-service professionals and is heavily mechanized. IDS troops had better equipment than most other SDFs prior to 2462, and resisted attacks during the civil war for longer than other forces. When the Solarian Restoration Front declared victory over it, the IDS went into the countryside and the cities, where it waged a successful guerrilla war against the SRF that ejected them from the planet. Some units were evacuated prior to the collapse of organized resistance and went on to fight in the Battle of San Colette, where the 22nd Armored Regiment, known as “Raróg Force,” fought alongside Colettish tanks, and the [[San Colette#The War in the Northern Reaches|Battle of D’Anzin]], where the 65th Infantry Regiment (Mechanized) fought alongside a motley collection of mercenaries, [[San Colette#The Civil Guard|Colettish forces]], and other SDF troops to hold the line. In the postwar era the IDS, thanks to the secure nature of Novo Igman,  has seen some of its units deployed to Lycoris to support regular Army troops, where the Igmani have proved themselves capable fighters against the Front’s insurgent forces.&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=Notable_Humans&amp;diff=38827</id>
		<title>Notable Humans</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=Notable_Humans&amp;diff=38827"/>
		<updated>2026-03-26T04:53:11Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Empire of Dominia */&lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
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This is a page dedicated to notable Humans across the Orion Spur. These are the most influential and important individuals whose actions sway the galaxy and its history at large.&lt;br /&gt;
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{{TOC Hidden}}&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=The Trasen Family=&lt;br /&gt;
The top of the food chain, the Trasen family’s status is legendary on the galactic scale. Virtually everybody has heard of them, and their monopoly over Phoron and stranglehold over Tau Ceti has raised them to be the most influential and powerful individuals in Human history.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Information on the Trasens can be found [[The Trasens|here]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Megacorporate CEOs=&lt;br /&gt;
Usually known as the “Big Five” prior to Chin-hae Hong&#039;s ascension as Orion Express&#039;s CEO, these are the chief executives of the megacorporations, and without a doubt the richest people in the galaxy aside from the Trasens.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Titanius Aeson==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: May 12th, 2430&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Titanius Aeson was born in Greater Olympia, [[Mars]] to construction worker Loukas Aeson and maid-for-hire Penelope Kouris. Though Aeson&#039;s official first job was working at a packaging warehouse, in interviews his go-to story is how he used to hawk his father&#039;s cigarettes at the yearly Olympian Fair for two credits a stick. Despite having a reputation as a rough-and-tumble jock who excelled in sports and gridiron, Aeson&#039;s blue-collar appearance belied a keen mind and shrewd intellect. He attended Rama Institute of Technology and Trades, and to pay his way, gave up his sports hobby to begin working as a warehouse technician at [[Hephaestus Industries]].&lt;br /&gt;
&lt;br /&gt;
Aeson likes to emphasize in interviews that he worked his way up the corporate ladder entirely of his own merit, though it should be noted that he had the financial assistance of his father and uncle (though neither were wealthy), as well as being granted a scholarship with financial aid from RITT. Nevertheless, all of his professors remember him as an excellent, if boisterous student, and he obtained a doctorate in mechanical engineering from the school in 2458. In 2460, he was declared the new CEO by his predecessor, Morgan Fletcher.&lt;br /&gt;
&lt;br /&gt;
Aeson has a surprisingly cultured reputation, being rather close to the Hegemon of [[Moghes]], [[Notable Unathi#Not&#039;zar_Izweski|Not&#039;zar Izweski]], and a personal friend of [[Notable Unathi#Yukal_T&#039;zakal|Yukal T&#039;zakal]], the sector administrator for the Izweski Hegemony. According to company insiders, he possesses several artifacts of Moghresian origin, and flaunted the presence of a taxidermied plains tyrant from before the Contact War. &lt;br /&gt;
He is a man who decries &amp;quot;laziness&amp;quot; above all else, believing firmly in meritocracy and the power of anyone to elevate themselves should they simply work hard enough. While Hephaestus&#039; policy of union-busting and anti-organization was a holdover from Morgan Fletcher as CEO, Titanius Aeson has firmly espoused this view. Curiously, in an interview with 2463, Aeson expressed what many interpreted as discomfort with the &amp;quot;[[Burzsia|Burzsian]] method&amp;quot; used on [[IPC|IPCs]] in the Burzsian belt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;[...] It&#039;s obviously something that we [...] we wouldn&#039;t do to a human, or someone else, that kind of brainwashing. And I asked [Brizio Di Moze], is that what we&#039;re doing? Is that brainwashing? Obviously it creates very effective productivity quotas, but, you know.&amp;quot; - Titanius Aeson as interviewed by Strong&#039;s Robotics Magazine, 2463&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most recently, Aeson&#039;s entire family was presumed dead after Violet Dawn destroyed Greater Olympia. Aeson was overseeing the expansion of the Hephaestus headquarters in Mendell City at the time, and has largely refused to comment on the event. Hephaestus donated several of its vessels and significant funds to relief efforts, and Aeson was seen attending the funeral of his family in Rama.&lt;br /&gt;
In his personal life, Titanius Aeson currently lives in [[Mendell City]], [[Biesel]], and married his husband Olufemi Opeyemi, a part-time novelist and travel blogger, in 2462. He is fond of expensive cigars, wrestling and MMA, and has posted several Chirps of his high scores and K/D ratio on Heroes of Tau Ceti. He seems to have developed an odd friendship with Chin-hae Hong, being one of the few executives known to actually like Orion&#039;s CEO. He and Noelle Lopez-Zhang have an intense rivalry, though Aeson seems to take Lopez-Zhang&#039;s competition in stride.&lt;br /&gt;
&lt;br /&gt;
==Liqin Hsiao-Li==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: August 16th, 2354&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roughly a decade past her hundredth birthday, Liqin Hsiao-Li still manages to be a giant in the Spur by way of [[Zeng-Hu Pharmaceuticals]]. She was born to Guangli Hsiao and Chuntao Li in Beijing, [[Earth]]; both of her parents were accountants determined to set their daughter up for as much success as possible, and early in her life encouraged her studies and pushed her into as many extracurricular activities as possible.&lt;br /&gt;
What neither of them could have anticipated was that Hsiao-Li not only took to education with aplomb, but ease. Her skills in mathematics and science were so unprecedented that her teachers suggested she be moved up through levels. Tests revealed that Hsiao-Li was a certified genius, achieving an IQ of 132 at the age of ten. Hsiao-Li entered high school-level education at thirteen, and entered university at sixteen. By age thirty, she had two doctorates; her medical degree, and her degree in genetic biology.&lt;br /&gt;
&lt;br /&gt;
Hsiao-Li’s achievements gained some recognition and fame around Earth, particularly in her home country of China. She was approached by the then-CEO of Zeng-Hu Pharmaceuticals, Vanas Peng, and asked to join as a researcher; and implicitly, his successor. Peng was briefly succeeded by Yueling Wong, and in the meantime, Hsiao-Li worked in the [[Nralakk Federation]], eventually managing to assist in the development of treatments for [[Skrell Ailments#X&#039;Lu&#039;oa|X&#039;Lu&#039;oa]]. In 2412, Liqin Hsiao-Li officially ascended to chief executive officer, and has remained there ever since.&lt;br /&gt;
&lt;br /&gt;
Now gradually approaching her twelfth decade, Hsiao-Li shows little sign of slowing down. While she is heavily augmented, possessing robotic forearms, calves, eyes, and several of her organs, she still appears much like a woman in her sixties. It is suspected but not outright confirmed that Hsiao-Li has received several anti-aging treatments from the Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
She currently resides in Hong Kong, on Earth. She and her spouse, Ming-le Kim, have adopted three children; Meishin, Liling, and Shun. In her spare time, Hsiao-Li enjoys calligraphy, practicing piano, and painting. Several of her paintings and Chinese calligraphy are hung in various Zeng-Hu facilities, and she is known to have composed an aria for piano, “Night at Heavenly Hill”. Hsiao-Li is notoriously strict in her standards, but also notoriously polite, level, and dignified to many that she meets. There is little record of her personal feelings towards the other members of the Chainlink, though she seems to maintain a friendly relationship with both Noelle Lopez-Zhang (a former employee of Zeng-Hu) and Miranda Trasen in kind.&lt;br /&gt;
&lt;br /&gt;
==Noelle Lopez-Zhang==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: December 12th, 2408&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Noelle Lopez-Zhang was born in Phoenix, on Earth, to Evan Lopez (a moderately popular local fine artist) and Martina Zhang (a geneticist). As a young woman, Lopez-Zhang was fascinated by the advances in synthetic research that had made leaps and bounds since the discovery of Skrellian technology, and channeled this passion into an education in nanotechnology and AI development at Solis Cognito, one of the Alliance’s most prestigious universities.&lt;br /&gt;
&lt;br /&gt;
She was an above-average student, but Lopez-Zhang&#039;s real talent lay in her networking capabilities; at Solis Cognito she met Sven Fleiss, who would later become the chief information officer of Terraneus Diagnostics, and the two bonded over their shared passions. Lopez-Zhang and Fleiss both attained internships with Einstein Engines over the course of their studies. After attaining her degree, Lopez-Zhang worked very briefly with Zeng-Hu Pharmaceuticals, while Fleiss started at [[Einstein Engines]]. Fleiss recommended his friend for a position, and the rest is history.&lt;br /&gt;
&lt;br /&gt;
Lopez-Zhang&#039;s intense dedication and ability to command the attention of a boardroom meant she achieved the coveted title of Chief Research Officer at a meteoric pace that left some pondering if intrigue was responsible. Regardless, Dr. Lopez-Zhang became a trusted ear to Bronte Lofgren, the then-CEO of Einstein and descendant of its original founder, Berend Lofgren. When NanoTrasen&#039;s presence in the Spur became impossible to ignore, it was Lopez-Zhang who proposed the radical restructuring of the company, with her as executive.&lt;br /&gt;
&lt;br /&gt;
Why Lofgren agreed to willingly retiring is a mystery to this day. Official Einstein correspondence states that Lofgren was aging and in poor health; while he was 84 in 2442, he died at 100 in his sleep in 2458. Further complicating matters is that Lopez-Zhang was 34 at the time of her ascension to CEO, which was already an excessively precocious age to become Chief Research Officer (particularly when Lopez-Zhang&#039;s sole doctorate was in AI development).&lt;br /&gt;
&lt;br /&gt;
Nevertheless, it cannot be denied that Noelle Lopez-Zhang is a shrewd businesswoman. When Einstein Engines was restructured, old, stagnant blood was rapidly replaced with new talent, and the brief dip in stock to focus on proper healthcare plans, benefits, and promoting a healthy workplace environment meant Einstein Engines became not just the dominant corporation in the [[Sol Alliance]], but a place workers developed a genuine loyalty to.&lt;br /&gt;
&lt;br /&gt;
Lopez-Zhang lives in Harmony City on [[Luna]], and in her private life enjoys NASCAR racing, refurbishing old cars, and playing chess against Einstein IPCs. She is not married and has no children, though rumours here and there have surfaced regarding her relationship with her old friend Sven, and her Chief Engineering Officer Alejandra Dubois-Perez. There is very little love lost between Lopez-Zhang and the other megacorporate leaders, particularly Miranda Trasen and Titanius Aeson, though she apparently has a cordial relationship with her former boss Liqin Hsiao-Li.&lt;br /&gt;
&lt;br /&gt;
==Alex Mason==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: September 6th, 2425&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While it is known that Alexander “Alex” Mason was born in Chicago, Earth, to Cassandra Mason, there is a stunning lack of information about his personal life and why he was deemed fit to suddenly head [[Idris Incorporated]]. Cassandra Mason was a single mother, working various minimum wage jobs to support her and her son, and a few scattered accounts of his time in school point to him being an ambivalent student. &lt;br /&gt;
&lt;br /&gt;
When he graduated high school, however, Mason was quietly enrolled in Yale University, a feat thought impossible by both budgetary and reputational means. He eventually graduated Yale University of Management with a Master’s in business administration. Shortly after his graduation at twenty-four, Alex Mason abruptly became a junior executive of the service branch at Idris Incorporated, and was seen several times in public with members of the Idris family, such as Leina and once, Adram Idris himself. In the meantime, Mason seemed to be brushing shoulders with the Trasens, while assorted rumours abounded to the true nature of Alex Mason’s rise to the top.&lt;br /&gt;
&lt;br /&gt;
These rumours reached a head in 2453, when Mason was officially declared the chief executive officer of Idris Incorporated and its subsidiaries. Idris family members merely stated that Mason had proven himself sufficiently skilled and dedicated to earn the position and become part of the family. Speculation as to Mason’s blood relations, particularly to known womanizer Adram Idris, were common, but could usually be shut down by the fact that the very light-skinned Mason was distinctly different from the Ivory Coast-born Adram and the rest of his progeny, largely of African descent.&lt;br /&gt;
&lt;br /&gt;
Since his ascension, little has changed about the company, and Mason’s fortune stays secured. He is alleged to be a cutthroat businessman, who at the very least is capable of delegating the busywork to his chairpeople and executives. While Mason apparently writes his own statements, which are quite precise, corporate insiders claim he has an abrasive personality when angered.&lt;br /&gt;
&lt;br /&gt;
While Mason has been seen with a series of women in public, he is not known to be married or have children. He lives in Harmony City, Luna, and rumours circulate that he is a heavy user of party drugs. Little else about his personal life is known.&lt;br /&gt;
&lt;br /&gt;
==Lyudmila Zavodskoi==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: September 1st, 2398&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;[...] Better than having Mason too involved [in the development of Project Horizon], smug little prick. We will see how much fur dust he can afford when we outstrip his security stocks.&amp;quot; - Leaked audio of Lyudmila Zavodskoi speaking about Alex Mason, 2464. &amp;quot;Fur dust&amp;quot; is assumed to be a reference to Raskara dust.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lyudmila Zavodskoi was born in Sputnikiy-Baltisk, [[Pluto]], to Evgeniy and Mariska Zavodskoi. Both were high-ranking diplomats in SPOK, the Communist Party (and only party) of Pluto, and from the beginning Zavodskoi was groomed for greatness. In university, she worked towards a bachelor&#039;s degree in weapons development and missile engineering, commissioning in the [[Solarian Armed Forces]] at 24. She completed her tour of duty and was discharged with honours as first lieutenant Lyudmila Zavodskoi.&lt;br /&gt;
&lt;br /&gt;
Zavodskoi worked towards and eventually earned a doctorate in weapons technology, and through the recommendation of her cousin Tikhon, at the time a high-ranking corporate infosec executive at Necropolis Industries, worked her way up the ranks. When Kazimir Boystov slipped into a coma, it was Zavodskoi who dramatically restructured the company into arms manufacturing, ship engineering, and defense contracting. She also expanded Zavodskoi&#039;s research department, allowing accessibility for a wide variety of non-research and development scientific careers with Zavodskoi.&lt;br /&gt;
&lt;br /&gt;
A side effect of Zavodskoi&#039;s proximity to the Empire of Dominia is that Lyudmila Zavodskoi (often called &amp;quot;Madam Zavodskoi&amp;quot; by Imperial citizens) enjoys a friendship with many nobles of the Empire, and is said to even be a personal friend of Emperor Boleslaw. Allegedly, she has become something of a mentor to Princess Priscilla despite Zavodskoi&#039;s famously acerbic demeanor, guiding the royal family into further corporate dealings.&lt;br /&gt;
&lt;br /&gt;
Lyudmila Zavodskoi currently resides in Mira Sancta, [[Moroz]]. She is married to Gennadiy Voronin, a fellow officer from her Armed Forces days, and has two children, Mikhail and Lyudmila II. According to company insiders, Mikhail has long been estranged from his mother and father, but further information about him (including if he even bears the Zavodskoi name) is scant. Lyudmila the younger is a software development researcher in her mother&#039;s company, though in an interview she claims that she has had the ascend through the ranks on her own merit and is not seen as a viable successor.&lt;br /&gt;
&lt;br /&gt;
Zavodskoi is an avid game hunter, and is known to have accompanied the [[Keeser Royal Family|Imperial family]] on several hunts. She possesses her own hunting shuttle, the &#039;&#039;Baba Yaga&#039;&#039;, which she uses to hunt stellar fauna such as carp, sharks, and even eels. She apparently also enjoys croquet. While one may assume she has a rivalry with Titanius Aeson due to their competing markets, it seems that Zavodskoi reserves most of her ire for Alex Mason, and her relationship with Liqin Hsiao-Li is rather frosty.&lt;br /&gt;
&lt;br /&gt;
== Kubra Mobolaji ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: June 17th, circa. 2390s&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kubra Mobolaji was born at the tail end of [[Eridani|Eridani&#039;s]] century of expansion in Madiwa, to the suit couple Jean-Marie and Omolola Mobolaji. Like most of his counterparts within the Board of Five, his early life is heavily censored and subject to much speculation. He is known to have been sickly as a child, which he supplemented with extensive yet subtle augmentation and personal training; how much of his powerful build is cybernetics or willpower and physical training is ambiguous. Whatever the case, he was deemed physically fit enough to be accepted into APEX Military Academy in his early twenties, sometime in the 2410s. Whatever his qualifications were (the records are censored and heavily encrypted), they were sufficient enough to permit him entry into Ringspire, Eridani&#039;s most notorious PMC.&lt;br /&gt;
&lt;br /&gt;
Mobolaji began his time in Ringspire as a point man for the squad of Task Force 44, a position that required keen situational awareness and excellent reaction time. He cut his teeth in the Coalition frontier and the Badlands throughout the 2420s and 30s, gradually ascending through experience and the fact of his continued survival, eventually becoming the commander of Task Force 44.&lt;br /&gt;
&lt;br /&gt;
The first defining moment of Mobolaji&#039;s career was the [[Adhomai|Adhomaian]] theatre during the [[Tajara#The_Second_Revolution|Second Revolution]], in which Ringspire was enlisted to become part of the S&#039;randmarr Coalition. Along with other corporate forces, Ringspire and Task Force 44 were stationed at the Ras&#039;nrr Front. While the S&#039;randmarr Coalition managed to halt the advance of the Adhomai Liberation Army, it did so just barely. Many of Ringspire&#039;s brutal mercenary tactics had been employed against a disorganised, materially weaker populace; few of the PMC&#039;s squads were prepared for Adhomai&#039;s bitter conditions or the ALA&#039;s tactics and training.&lt;br /&gt;
&lt;br /&gt;
But despite being in the thick of fighting, Task Force 44 managed to hold itself together. Mobolaji&#039;s presence and quick thinking allowed the contractors to make a slow, steady retreat back to the main defense of the S&#039;randmarr Coalition. The victory was pyrrhic; two other Ringspire task forces had been completely routed, with four decimated. 44 had come out with the fewest casualties of the entire conflict, and many of the members credited Mobolaji&#039;s leadership as allowing them to survive.&lt;br /&gt;
&lt;br /&gt;
In the aftermath of the S&#039;rendmarr Coalition, many of Mobolaji&#039;s rivals in Ringspire had been killed or badly disabled; Mobolaji himself lost his organic arm, which is now a synthskin prosthetic. His reward was promotion to Ringspire&#039;s board of directors, and a brief stint as the president of APEX Military Academy, where he also helped oversee the education of one Nathan Trasen.&lt;br /&gt;
&lt;br /&gt;
During his tenure as president of the academy, Mobolaji was expected to make a move for the seat of Speaker of the Board of Five, the top echelon of the Eridanian government. The Chief of System Security and then-CEO of Ringspire, Mbanzu Eboru, hardly expected his rival to buy out his own seat. Mobolaji persuaded (or forced) Eboru to step down as Ringspire chief executive officer a year later.&lt;br /&gt;
&lt;br /&gt;
The other defining moment of his career came in 2463. Facing the instability of the phoron scarcity and rebellion in the Corporate Reconstruction Zone, the Stellar Corporate Conglomerate approached Mobolaji to pioneer a deal that would create the Private Military Contracting Group. Now, he serves as its chief executive officer, despite the vastly-differing goals and ranges of the PMCs under its umbrella. At the end of the day, all of its profit is his.&lt;br /&gt;
&lt;br /&gt;
Little is known about Mobolaji&#039;s personal life, except for his deceptively jovial demeanor and a friendship with Nathan Trasen. He potentially has a wife and children, though if they even exist, their identities are well-hidden from Mobolaji&#039;s many enemies and rivals. His &amp;quot;calling card&amp;quot; (a suit&#039;s unique element of their fashion) is a pair of silver cufflinks and a matching pin in his brass-coloured tie, shaped like a stylised vulture. According to the profiles on the Board of Five, he enjoys tabletop wargaming and his favourite vacation spot is Binyaria, [[Venus]].&lt;br /&gt;
&lt;br /&gt;
==Chin-Hae Hong==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: March 18th, 2431&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[What’s it like working with Ms. Hong?] “Being completely honest, they’re… there’s an expression, ‘acquired taste’. That’s best how I can describe her. I thought she was a bit close to the tides, that one, but she has the makings of a protostar. I appreciate her especially in an environment like this, and I hope we’ll go to great places. Under my guidance, of course. [warbles]”&#039;&#039; - Tuiqi Xao’Luup, chief external affairs officer for [[Orion Express]], as questioned by Verona Falk from the Mendell City Bugle.&lt;br /&gt;
&lt;br /&gt;
Chin-hae Hong, born in Aoyama, [[Konyang]], to train conductor Seon-min Hong and housewife Tae-yoon Moon, was never expected to achieve particularly much. Something of an outcast in her childhood, in interviews she described having an obsessive passion for logistics and her father’s line of work, as most of the conducting he did involved shipping goods all across Konyang. Hong worked towards a diploma in logistics and supply chain management at Aoyama Polytechnic, a trade school, though her odd personality and perceived grating attitude kept her from having many friends. Later, Hong became a first officer at Aoyama’s Transportation Council, and her timely attitude and being a stickler for rules meant she was one of the best for the job.&lt;br /&gt;
&lt;br /&gt;
What her unusual mannerisms did not keep her from, however, was opportunity. In 2462, the SCC was still developing a logistics-focused corporation for their interests, and needed an appropriate chief executive officer. Of all people, it was Hephaestus’ director of robotics, Ischyros, who discovered Hong while talent-scouting on Konyang. Ischyros passed word to Titanius Aeson, who interviewed Hong and introduced her to Miranda Trasen herself. Hong claims, somewhat sardonically, that she and Trasen “[got] on like a house on fire” and she was quickly appointed future chief executive officer of Orion Express.&lt;br /&gt;
&lt;br /&gt;
Insider rumours persist in the SCC that precious few among the upper echelons are personally fond of Hong. She is, however, popular among her Hephaestus counterparts, and her board of directors describe her as an excellent CEO to work under. Tuiqi Xao’Luup, Orion’s chief external affairs officer, bluntly described Hong as an “acquired taste”, but elaborated that they found her stewardship refreshing, and hoped to see Orion succeed under her leadership.&lt;br /&gt;
&lt;br /&gt;
Hong is not married and has no children, though she has apparently been seen in public on Konyang with an unknown female Shell, and describes her two Shih Tzu, Momo and Soo, as her “fur children”. She enjoys model trains, video games, Konyanimation, and apparently has a good friendship with Titanius Aeson.&lt;br /&gt;
&lt;br /&gt;
==Kazimir Boytsov==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January 23rd, 2312 - September 27th, 2465&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kazimir Boytsov was once chief among the most infamous arms manufacturers in the galaxy. After he was passed down the position of chief executive officer by his father, Yevgeniy Dementyev, he developed Necropolis Industries into one of the premier research and development corporations in the galaxy. Seeking to guide the hand of conflict and turn out profit by any means possible, Necropolis Industries began selling weapons to militaries, private security contractors, and conflict zones across the Orion Spur. &lt;br /&gt;
&lt;br /&gt;
In 2462, Boytsov and Necropolis&#039; board of directors were accused of insider trading, supplying the black market with weapons, and corruption and bribery. Shortly after these accusations broke, Boytsov fell into a coma. He and his former directors were quickly replaced by Lyudmila Zavodskoi and her hand-picked team, and Necropolis Industries was rebranded to Zavodskoi Interstellar.&lt;br /&gt;
&lt;br /&gt;
After three years in a coma, Boytsov died in 2465. With his death, Zavodskoi&#039;s former identity as Necropolis has been almost entirely erased.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Republic of Biesel=&lt;br /&gt;
These are individuals relevant to the [[Republic of Biesel]].&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Former President Joseph Dorn==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: January 9th, 2406&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The former president of the Republic of Biesel, President Joseph Dorn was the first leader of the nation, and guided it through a series of threats to its continued existence throughout his ten year reign. Now in retirement, his legacy is mostly defined by the later years of his presidency; the creation of the Corporate Reconstruction Zone, the deployment of TCFL troops as peacekeepers within the CRZ, the disastrous Peacekeeper Mandate, and the civil unrest that came along with all of this. His party was ravaged in the election of 2466, and is now relegated to being a minor party within the republic’s politics. After his defeat Dorn retired from political life entirely, and now lives at the Top of the World, writing memoirs that focus on the early parts of his life and career; one of which, The First President - The Founding of the Republic of Biesel was recently released with solid reviews. It is likely that the remaining time the former president has left will be peaceful, living safely in a country he helped found. It is rumoured by tabloids that he has weekly coffee with Miranda Trasen herself.&lt;br /&gt;
&lt;br /&gt;
== Prime Minister Ladislao de Santos ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: May 18th, 2418&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prime Minister Ladislao de Santos is considered by many to be a rather charismatic individual, who won the election for Prime Minister of Mictlan in early 2462 by the will of the people, and the power of his moustache. His primary campaigning point being that of standing against the Solarian Alliance, and putting Mictlan first, was popular among those and the planet - and is the likely reason why he won the election in a landslide. However, with the collapse of the [[Sol Alliance| Solarian Alliance]], and independence becoming a possibility, Prime Minister Ladislao de Santos has been accused of having shirked the promise to his people, and instead opted to allow the [[Republic of Biesel]] to claim [[Mictlan]] and allow the proliferation of megacorporations across Mictlan.  Many have protested against the decision, with some even taking arms against it and fighting for their freedom. &lt;br /&gt;
&lt;br /&gt;
To most, Prime Minister Ladislao de Santos was meant to be the people’s Prime Minister, a politician that had a bleeding heart for the people of Mictlan. His speeches, even today, are filled with compassionate remarks and often incur sympathy within the minds of those listening. With protests flaring up over his recent decisions regarding the governing of Mictlan across the major population centres, those who stand against him have begun referring to him as the true antagonist against the freedom of his planet, allowing [[Mictlan]] to be exploited to line his own pockets. Despite these claims, Ladislao de Santos has asserted that a strong Mictlan can only exist with the help of the [[Republic of Biesel]] and the [[Stellar Corporate Conglomerate]] - especially in the face of the phoron scarcity and the [[Human Wildlands| Solarian Warlords]]. &lt;br /&gt;
&lt;br /&gt;
== President Åke Torvald ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: August 13th, 2420&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to becoming president, Åke Torvald was largely an elusive individual - hardly seen or heard outside of the New Gibson Parliament, where he had been presiding speaker. Born within an Understad in close proximity to [[New Gibson| Fallanland]], Torvald eventually went on to study law at New Gibson University, graduating in 2438. He was officially employed as a [[Biesellite Security and Law | Biesel Intelligence Service]] intelligence officer for five years (despite that, many of the organizations founders know him, and recall working with him prior to Biesel&#039;s indepdence, when, according to all records, he was unemployed), rising high and fast among the ranks, before resigning in 2457 to begin a political career in the New Gibson Parliament. Having eventually secured enough votes to be a representative, Torvald eventually procured enough support from other representatives to be elected as Deputy Presiding Speaker of the New Gibson Parliamentary Republic in 2459 - serving under Presiding Speaker Xin Hengsha. He would eventually ascend to the rank of Presiding Speaker following the death of Xin Hengsha in 2461 as a result of an unforeseen accident regarding a glacier brick that they were aboard.&lt;br /&gt;
&lt;br /&gt;
In 2466 he would run for President as an independent against the incumbent Dorn, going on to win the presidency and become the 2nd President of the Republic of Biesel. As president, Torvald is much more often in the public eye than he was as Presiding Speaker, and where he was once elusive he is now enigmatic. Those news sources close to the administration often remark that there is a stark difference between Ake’s public personality and his private one, and how it can be difficult to tell if he’s just saying something for political gain, or because it’s what he thinks. This extends to even his goals at times, as from an outside perspective he is inconsistent with his positions and principles, seemingly at random. Something may be gleaned from a quote Ake has had inscribed on his desk&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;center&amp;gt;“Without a clear goal and efforts to reach it, no man can live.”&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The best possible description of Ake Torvald when it comes to his life, personality, and politics is Machiavellian. He is the distilled essence of a politician, and in his climb to power has demonstrated his frightening intelligence and ruthlessness. However, he, like Dorn before him, does not represent the true power in Biesel, and still dances to the tune Miranda tells them to; a requirement if one wishes to become a powerful politician within the Republic. Unlike Dorn though, Ake has a degree of independence, and is not a complete and total puppet. What he will do with this independence is unknown, as no-one is certain exactly what his end goals are.&lt;br /&gt;
&lt;br /&gt;
== Xiomara Salvo ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: March 14th, 2419&#039;&#039;&#039;&lt;br /&gt;
[[File:Xiomara Salvo.png|thumb|A photograph of Salvo, circa 2464.]]&lt;br /&gt;
&#039;&#039;“For more than twenty years I’ve kept myself going with the belief I served my planet. I’ve done things I regret, seen things nobody should remember, and I told myself it was all for a good cause. I should have come to the conclusion long ago; we do not fight for our planet, or our people, we fight for whoever is oppressing us, and our oppressors reward those who do so well.”&#039;&#039;&lt;br /&gt;
- First Sergeant Xiomara Salvo addressing her company after their officer had gone to meet members of the TCFL after the establishment of the Peacekeeper Mandate.&lt;br /&gt;
&lt;br /&gt;
Despite remaining in hiding, Xiomara Salvo has become a well-known face across Mictlan. Born in the city of Saladas, she grew up shuttled from foster home to foster home after the death of her mother (her father, on her birth records, is listed as an unknown). At the age of eighteen, she enlisted in the Mictlan Defense Force, reaching the rank of first sergeant after several years of distinguished service. Considered an exemplary NCO, commentary from squadmates and her commanding officers claimed her to be a strong-willed, yet charismatic and courteous individual who led her own squad of enlisted in a manner described as “familial”. MDF records prior to the Peacekeeper Mandate, which have since been redacted, show that Salvo received a “Golden Cross” medal for personal heroism, after she risked life and limb in a disaster relief operation carrying two paraplegic hospital patients to safety after a flood in Caxacoatl. One MDF lieutenant described her as a “human can-opener”, and she was often stationed on military bases that her superiors believed required stronger discipline. &lt;br /&gt;
In contrast to her exemplary record, Salvo had begun to become disillusioned with Mictlan&#039;s government, and the Solarian Alliance. Shortly prior to the Collapse, she anonymously published via a variety magazine an edited collection of diaries and poetry, titled The Windmill Crusader. In the book, Salvo recounted witnessing corruption and bribery, the mire of bureaucracy, and the suffering that poverty and mismanagement inflicted on the Mictlani people. After she rose to prominence as the commander of the Samaritans, The Windmill Crusader was revealed to be her work and officially published, where it soared in popularity. The book itself was banned by the Peacekeeper Mandate, but this did not stop its circulation.&lt;br /&gt;
&lt;br /&gt;
By 2462, Salvo had become something of a revered, and even slightly feared, figure among the enlisted in the Defense Force. Her forceful personality and willingness to stand up to high command decisions made her a celebrity among the enlisted not only under her command, but across the MDF. During the Solarian Collapse, the MDF found itself suddenly cut off from Alliance support, and pay and supplies rapidly dwindled. Lower-ranked enlisted began to struggle to feed themselves, and medical supplies that the MDF used to treat victims of disasters and their own troops ran so low that some army hospitals had to resort to using sugary drinks as an intravenous rehydration solution. &lt;br /&gt;
&lt;br /&gt;
In her later writings, which were published in late 2464, Salvo claims she began to question the government’s motivations and her purpose as a soldier during the months between the Solarian retreat. Her company was usually assigned to protect corporate property or the neighborhoods of the wealthy, rather than offering aid to the less fortunate. But as Mictlan began to establish itself as a trade partner apart from Sol, and when it looked like the worst ripple effects of the Collapse might be over, the Tau Ceti Foreign Legion touched down on the surface. To the shock of many, Mictlan was absorbed into the Corporate Reconstruction Zone, and megacorporate influence began to assert itself over the Republic of Biesel’s newfound colony. &lt;br /&gt;
&lt;br /&gt;
During negotiations between the MDF and the TCFL, Salvo made a statement; exposing her belief that the armed forces should not serve yet another oppressor, but work towards the liberation and protection of the planet and its people. While desertions had been rampant the past months,hearing the legendary Xiomara Salvo openly decry the chains of command sent shockwaves through the company. As she departed the MDF, first her squad, then hundreds, then thousands of enlisted and officers alike began to desert en masse. Entire bases were looted of weapons, supplies, and technology as word spread further, leaving the soldiers that aligned themselves with the planetary government still to join the TCFL.&lt;br /&gt;
&lt;br /&gt;
In her writings Salvo had always reserved light scorn for commissioned officers, generally ascribing stereotypes of rich busybodies or clueless bureaucrats to them. But as she established her movement on the continent of Huitzilopochtli, the consensus to name her as general of the newly-christened Samaritans was clear. Now, she leads an insurgency group hundreds of thousands strong, fighting a protracted guerilla war against the Republic’s occupation.&lt;br /&gt;
&lt;br /&gt;
== Isabel Alvarez ==&lt;br /&gt;
&#039;&#039;“You extremists look at her and see someone spineless. I will tell you right now, she has more will and spine than any of you. To not strike back in the face of atrocity is the hardest thing of all.”&#039;&#039;&lt;br /&gt;
- An unknown supporter of Isabel Alvarez’ within the Founding Movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: April 19th, 2419&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Isabel Alvarez was born to Joao Silva, a best-selling writer and poet, and Angela Alvarez, a physician previously commissioned in the Mictlan Defense Force. Both of them were activists who rallied others against Mictlan as a Solarian state. While their activities were non-violent, centered mainly around organization, peaceful protests, and promoting political candidates who also supported Mictlan’s independence, they nonetheless caught the attention of Solarian authorities on the planet. When Alvarez was nineteen, Silva was killed in an abrupt car crash which Alvarez would later loudly speculate was a reaction to a recent pro-independence rally he headed, with turnout reaching thousands of citizens.&lt;br /&gt;
&lt;br /&gt;
The incident pushed Alvarez into furious action, and she worked towards a degree in political sciences while gathering a group of like-minded Solarian dissidents in university. She and her group of friends would become the Founding Movement (or Movimiento Fundación), named after the original government that had wrested control of Mictlan away from the tyrannical Captain Tlaloc. After Alvarez’s graduation, the Founding Movement was later officially established as a left-wing party promoting Mictlan’s cultural diversity and multi-species population, and most notably, its independence from Sol.&lt;br /&gt;
&lt;br /&gt;
The party grew to have a notable presence in the planet’s parliament, but did not grow to outsize proportions owing to the population’s general contentment with the relatively loose grip that Sol had on the Middle Ring, and among some, a dislike for the pan-speciesism that the party held claim to. Alvarez herself would drift in and out of the party’s leadership, generally sharing the position with her compatriots from her school days; Leon de Rosas, Corazon Santanas, and Miguel Maia.&lt;br /&gt;
&lt;br /&gt;
The party suddenly rocketed to prominence in 2462 after the collapse of the Alliance. Chaos had come to the Wildlands, and in the midst of it all the Founding Movement campaigned harder than ever, hoping to gain some semblance of control in the aftermath of Solarian retreat.&lt;br /&gt;
&lt;br /&gt;
Then came the Peacekeeper Mandate, and Mictlan’s absorption into the Corporate Reconstruction Zone. Alvarez unsuccessfully railed against Laslo de Santos’ acceptance of Biesellite rule, with the Founding Movement attempting to rally against corporate projects on the planet’s surface. In the meantime, association or voting with the Founding Movement could quickly get a citizen blacklisted from megacorporate employment, particularly with NanoTrasen. With rising costs of living, more Mictlani than ever were choosing to go gently and be employed with the megacorporations, remaining on the planet to become citizens of the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
Despite Alvarez’s disavowment of violence, the movement she heads has been branded as a terrorist organization by the Republic of Biesel, due to riots and protests where the symbol of the Founding Movement is displayed. As a result, Alvarez has entered hiding, having become one of the top targets for Biesel and the Corporate Special Action Groups. She has evaded Biesel/Corporate Intelligence services many times, her location constantly changing. &lt;br /&gt;
Alvarez has not forgotten her roots as an organizer, and now continues to rely on speeches posted on social media and desperate attempts at political pressure to limit mega corporate influence on her beloved planet. Her status as a wanted terrorist leader has meant these attempts have gone ignored by those still in Mictlan’s parliament and the wider media; despite her many condemnations of those who use violence under the Founding Movement’s banner, these sentiments have not been quoted or mentioned in the media outside of those organizations who lean heavily anti-corporate.&lt;br /&gt;
Causing further friction, suspicions have arisen that Alvarez is closer with the dissidents than she lets on. Xiomara Salvo was publically supportive of Alvarez’s political campaign prior to her dishonorable discharge, which has not gone unnoticed by Tau Ceti media. It remains to be seen whether Alvarez’s efforts will prove beneficial, or even effective in the long-term.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=Sol Alliance=&lt;br /&gt;
These are individuals relevant to the [[Sol Alliance]].&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Prime Minister Hendrik Strom==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: January 18th, 2396&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born on Venus to a working-class Jintarian family, Hendrik “Henry” Strom was the only member of his family to go to college. Disgusted by the excess he had seen working in Binyaria as a dishwasher to pay for his education, Strom joined the civil service after finishing his master’s degree and set about investigating and rooting out corruption in the Venusian government. Quickly finding himself frustrated with government inaction, he resigned his post and ran for a local representative’s position on an anti-corruption, pro-Jintarian platform. He won in a landslide.&lt;br /&gt;
&lt;br /&gt;
In Venus’ government Strom’s dull, grey business suits stuck out amongst Cytherean fashion and he quickly rallied an anti-corruption coalition around himself. Many of his efforts concentrated around public services and his greatest accomplishment was, to him, breaking up pricing cartels for power services. As his fame grew he began to form a populist movement around himself which accused corporations, and an uncaring Solarian government, of neglecting the common Solarian in favor of cheap alien labor and quick profits. He rode the populist wave to the Solarian Senate, where he worked to ban tajara from the Alliance.&lt;br /&gt;
&lt;br /&gt;
In 2462, following Frost’s assassination, Strom was picked to replace him as “acting” Governor of the Sol System — de facto becoming the new Prime Minister — by the junta. As the highest civilian authority in the junta, Strom saw sweeping anti-corporate policies enacted and became immensely popular following the end of the Solarian Civil War in 2465. In February 2467 he was elected Prime Minister of the Alliance in a close victory over Anastasie Renaud (Solarian Popular Democratic Party Senator for Callisto). Now, the first democratically-elected leader of the Alliance since (arguably) the 2450s, he must navigate a reduced Alliance through the rigors of interstellar politics -- and hopefully to victory.&lt;br /&gt;
&lt;br /&gt;
==Senator Le Hanh Trang==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: February 22nd, 2419&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born in Cua Song, New Hai Phong, to two civil servants, Tran served as an Assistant Solarian Alliance Attorney for the crime-addled Ton Gwai Pei before entering into politics following a corruption scandal that accused the city’s Solarian Attorney’s Office of conspiring with the Pou Zyu Sau, an organized crime group, to lighten sentence for its members. With her name already stained by association Tran entered politics in the city, winning on a local socialist party’s platform that called for a nationalistic Sol-first policy.&lt;br /&gt;
&lt;br /&gt;
In office Tran became known for her hard stance on Hephaestus Industries and the megacorporation’s control of the planet. Reforms proposed by Tran and her New Hai Phongese Socialist Party did result in some divestment of Hephaestus but, to her, it was never enough and she took herself — and her party — into the Solarian Senate in the late 2450s, where they were involved in several brawls with ATLAS members in the Senate. She first became famous in the Alliance for a photo of her raising her fist, with her knuckles bloodied, as an piece of anti-corruption legislation she had advocated for was passed in 2459. In 2460, when Frost came to power, Tran and her party were back-benched aside from the Third Tajara Ban, which they managed to attach anti-corporate legislation to.&lt;br /&gt;
&lt;br /&gt;
In 2462 Trang was brought in by the junta to be the Speaker of the Senate, which has remained in a diminished form after ATLAS was evicted from the government. There, she was instrumental in passing anti-corporate legislation in 2463 and retains much of her influence. Now, some see her as the likely next Prime Minister, though her connections to Einstein Engines — and failure to totally evict Hephaestus from New Hai Phong — continue to haunt her. She currently leads the Solarian Socialist Unity Party as one of the Alliance&#039;s major political parties, though one smaller than all others aside from the communist party.&lt;br /&gt;
&lt;br /&gt;
==Senator Anastasie Renaud==&lt;br /&gt;
&#039;&#039;&#039;Date of Birth: May 15, 2434&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Anastasie Maria Renaud is the leader of the Solarian Popular Democratic Party, or &#039;&#039;&#039;SPDP&#039;&#039;&#039;, and has been in the Solarian Senate since 2460. She is the youngest leader of a Solarian political party and a former candidate for Prime Minister, having come in second only to PM Hendrik Strom in the ‘66-’67 election. She is the Senatorial Shadow President, and leads the opposition.&lt;br /&gt;
&lt;br /&gt;
Renaud was born into a middle-class family on Callisto. She studied law at the Federal University of New Edinburgh and worked as a personal injury lawyer prior to entering into the political arena in 2457 with her election to district council at the age of 23. Already heavily involved with the Solarian Federation of Labour Unions prior to her entry into politics, Renaud quickly made a name for herself as a reformer and opponent of both ATLAS and the ruling Sol First Party. She verbally sparred with then-PM Michael Frost on multiple occasions throughout 2460-62, calling him a puppet of the Solarian Navy and a threat to the already-fragile state of Solarian democracy. She was famously briefly imprisoned by the Navy in November 2462 following the death of Frost, and may have been executed if not for the intervention of Solarian Army troops on Unity Station.&lt;br /&gt;
&lt;br /&gt;
While she ultimately lost her campaign to become the Alliance’s youngest prime minister, Renaud and the SPDP form a strong opposition to Strom’s ruling SPP-SFP alliance and will almost certainly be able to force the prime minister to the negotiating table on sweeping legislation. She remains dedicated to her pursuit of a democratic Alliance not involved in foreign military adventures and committed to its people, regardless of where they come from.&lt;br /&gt;
&lt;br /&gt;
==Senator Toshiyuki Sumida==&lt;br /&gt;
&#039;&#039;&#039;Date of Birth: February 25, 2398&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Toshiyuki Sumida is the leader of the Sol First Party, or &#039;&#039;&#039;SFP&#039;&#039;&#039;, and is a veteran member of the Solarian Senate who has been a senator since 2445. Sumida is the Senatorial President and leads the first democratically-elected senate since 2462.&lt;br /&gt;
&lt;br /&gt;
Sumida was born into wealth on Luna and attended the University of Tokyo, where he led a SFP student organization, where he graduated with a doctorate in economics. Before being elected to the Senate he served in several academic positions, most notable as the dean of the school of economics at Harmony City Federal University, and provided consulting to local and interstellar corporate entities. His academic background and business connections allowed Sumida to quickly rise through the ranks of the SFP, and he was elected party leader in 2462 shortly before the start of the Solarian Civil War. Since then he has worked to purge the SFP of its far right elements while promoting an image of it as a pro-business, pro-development party centered around ensuring a prosperous economy for a prosperous Alliance while maintaining its reputation as a pro-military, “soft” nationalistic party. Doctor Sumida was a critic of PM Michael Frost’s economic policies, and cites them as a causal factor for the Alliance’s current economic misfortunes.&lt;br /&gt;
&lt;br /&gt;
While he is now de facto the second most powerful man in the Alliance, Sumida has the unenviable task of balancing his pro-economic platform with the more jingoistic campaign promises of PM Strom and the more leftist policies of the opposition. His reputation for being a tough negotiator and a charismatic leader have secured him his role in the Senate, and must now help him create the SFP’s vision of a prosperous Alliance for future generations: one that has cut the bureaucratic tape down, encouraged businesses through deregulation, and opened the Alliance’s markets back up to foreign, non-megacorporate investors.&lt;br /&gt;
&lt;br /&gt;
==Senator Erkan Muhtar==&lt;br /&gt;
&#039;&#039;&#039;Date of Birth: 17 November 2416&lt;br /&gt;
&lt;br /&gt;
Erkan Muhtar is the leader of the nationalist faction within the Solarian People’s Party and represents its “hard right” wing. A veteran politician, he has been a member of the Senate since 2449. He is widely respected by Solarian nationalists across the political spectrum for being one of the first politicians to speak out against the secession of Tau Ceti in 2450 and his incorruptibility.&lt;br /&gt;
&lt;br /&gt;
Muhtar was born into an upper middle class family in Harmony City, Luna, and graduated from Harmony City Federal University with a fine arts degree. He worked for the Solarian Navy as a civilian artist before joining the Sol First Party as a propagandist. Recognized as a gifted speaker by the SFP’s leadership, he won a Senate seat representing Harmony City in 2449 by pulling votes from ATLAS with his nationalist rhetoric and history with the military. Since then he has been an ardent voice against Tau Ceti and broke from the SFP to join the SPP in 2452, dissatisfied with his party’s stance on Tau Ceti. Muhtar was briefly detained by ATLAS in 2461 for opposing Frost’s takeover of the government by coup, but was freed during the following year’s counter-coup.&lt;br /&gt;
&lt;br /&gt;
Since then he has risen to dominate the right wing of the SPP and is arguably the most powerful member of the party after PM Strom. His opposition to appeasement of Tau Ceti has placed him in opposition to his party’s leader following the reopening of diplomatic relations, and rumors have begun to circulate he is planning to take action within his bloc. With an already powerful opposition. With Muhtar’s credentials as a nationalist and the presence of a strong opposition party, Strom’s greatest challenge may come from within his own ranks.&lt;br /&gt;
&lt;br /&gt;
==Senator Eirlys Llewellyn==&lt;br /&gt;
&#039;&#039;&#039;Date of Birth: 22 January 2315&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Eirlys Llewellyn serves as the deputy leader of the nationalist faction within the Solarian Populist Party. Llewellyn is typically seen with her leader, Erkan Muhtar, and handles much of the populist “hard right” faction’s internal organization. She has been a member of the Senate since 2451, and was one of several politicians to break with the Sol First Party in 2452 over its handling of Tau Ceti’s secession.&lt;br /&gt;
&lt;br /&gt;
Llewellyn was born into a middle-class family in Gomel Catena, Callisto, and had a distinguished career in the Solarian Navy before entering politics in a special election as a SFP member. She broke with the party in 2452 to join the new Solarian People’s Party. Llewellyn is a controversial figure in the Senate and is regarded as its furthest right member, having worked with former PM Michael Frost prior to 2462. She is a gifted orator with a reputation for stirring crowds into action, and was allegedly involved with paramilitaries during the Frost era. Llewellyn claims megacorporations and Biesel are behind many of the Alliance’s problems, from Frost’s assassination to corruption on New Hai Phong.&lt;br /&gt;
&lt;br /&gt;
Despite her controversial reputation she has retained her senatorial seat and — following a rift with Senator Muhtar during the Solarian Civil War over action against Biesel — reemerged as the deputy leader of the populist’s nationalist faction. Her staunch opposition to the Republic of Biesel and megacorporations has made her a powerful voice within the nationalist faction.&lt;br /&gt;
&lt;br /&gt;
==Secretary of Defense Lucien Courtois==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: March 14th, 2429&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born in Harmony City, Luna, as the eldest child of a wealthy naval family, Lucien was always destined for service in the Solarian Navy. He showed exceptional dedication to the Alliance and remarkable leadership, quickly proving himself an asset to the Admiralty and becoming a full admiral at the young age of 30, assuming command over the 29th Fleet in 2459, an understrength fleet assigned as a garrison for New Hai Phong. Why the rising star was given an understrength fleet remains unknown, but some historians say this was a punishment by the Admiralty for his well-known reformist views. Three years later his leadership would be tested as the Solarian Civil War began and the 67th Fleet assaulted New Hai Phong in November 2462, hoping to seize it for itself. &lt;br /&gt;
&lt;br /&gt;
Faced with a numerically larger force and with reinforcements unavailable during the early Civil War’s widespread communications issues, Lucien used repurposed civilian vessels and prepared defensive positions to drive off the 67th with minimal losses to the 29th and severe losses to the 67th, which later defected to the Anti-Corporate League and was totally destroyed in 2465. Lucien became a hero overnight and the 29th became a renowned fleet as it quickly moved to secure the border with the “Wildlands” near New Hai Phong. He would ride the wave of heroism into 2464, when he became the Alliance’s youngest Secretary of Defense.&lt;br /&gt;
&lt;br /&gt;
As Secretary, Lucien has seen massive reforms to the Solarian Navy and Admiralty carried out that have allowed its successes in the Solarian Civil War, which was brought to an end in mid-2465 as a the final breakaway states either capitulated or reintegrated into the Alliance. With the worst of the conflict behind the Alliance, many wonder what is next for Lucien and the Solarian Armed Forces. Will they continue to look inwards, or look outwards to the remaining systems that broke away from Sol in 2462?&lt;br /&gt;
&lt;br /&gt;
==Fleet Admiral Ingrid von Varnhagen und Langenburg==&lt;br /&gt;
&#039;&#039;&#039;Date of Birth: September 23, 2425&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born the first child of the elite von Varnhagen und Langenburg family, a union of two prominent naval families known for service dating back to the Alliance’s founding, Ingrid’s only destiny was serving in the Solarian Navy. All other goals would have to be pushed aside in favour of this, and thus keeping the family’s honour intact. Exceptionally gifted and lavished with the best tutors money could afford, she entered into the naval academy and graduated top of her class alongside future Minister of Defense Lucien Courtois, who has become a lifelong friend of hers.&lt;br /&gt;
&lt;br /&gt;
Though descended from naval aristocracy, Ingrid had become known as a reformer within the Navy. She frequently criticised the Admiralty and Frost, and only her surnames kept her from being sacked or reassigned to the Outer Ring. She instead rapidly ascended the Navy to become the commander of the venerable First Battlegroup — the Navy’s oldest and arguably most elite formation — in 2461. The First and Ingrid would be vital in ensuring the success of the anti-Frost coup after his death, seizing vital communications relays and orbital installations during the coup. She then worked to establish the reformed 1st Battlegroup in 2463, bringing it up to the task of intervening in the Solarian Civil War in 2465 and re-securing most of the Northern Reaches, becoming the first Solarian government representative to meet the leaders of the besieged San Colette.&lt;br /&gt;
&lt;br /&gt;
Now, with the Northern Reaches once again under Solarian control, Ingrid and her fleet look across the border at Konyang and the Republic of Biesel’s  Corporate Reconstruction Zone. Some on Konyang and in the Republic worry the Fleet Admiral will eventually cross their borders, bringing the full strength of ten Solarian fleets to bear — whether or not she is ordered to. Ingrid’s aims — often bolstered by Solarian intelligence reports — are known only to herself, and the upper echelons of the Alliance. Others must simply wait, watch, and worry.&lt;br /&gt;
&lt;br /&gt;
==Governor-General Tereza Varzieva==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: October 19th, 2429&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born on Silversun to a prominent family of naturalists originally from Visegrad, Tereza was the first person from her family to join the Solarian military and started her career as a Second Lieutenant in the 12th Silversunner Coastal Infantry Division. Quickly rising through the ranks and assuming overall command of the 3rd Brigade of the 22nd Army (Sol System Command ([[Sol|SOLSYSCOM]]) in 2460, Teresa’s forces were transferred to Martian forces ([[Mars|MARSCOM]]) in late 2461 due to increasing unrest, arriving in full strength in early 2462 as the Third Tajara Ban came into effect and civil unrest began to spread across the planet. Tasked with securing the Kunlun-Free Kunlun Zone and bolstering police forces there, the 3rd Brigade was in close proximity to one another when Violet Dawn occurred in late 2462.&lt;br /&gt;
&lt;br /&gt;
Forces under Tereza’s command were able to secure the surrounding area and quickly moved to establish contact with other surviving government units across the planet, with her rising to command most of the earliest efforts to save lives and establish a safe zone in the Martian north, often without the Navy fire support the 3rd had been promised and with adverse conditions for operating most vehicles. For her actions she was promoted to Lieutenant General, then a full General, and the 22nd Army was placed under her command. In spring 2464, the 22nd — now reinforced with other troops and hardened air assets — launched the Reunification Campaign and brought Mars under Solarian control once again.&lt;br /&gt;
&lt;br /&gt;
Now Governor-General (an emergency position normally only issued during a crisis) of Mars, Tereza is a steadfast ally of the Alliance’s return to democracy. But she is hounded by controversy for her troops’ actions during civil unrest on Mars, with troops of some accused of having open fire indiscriminately on protestors in 2462. The Army denies these allegations.&lt;br /&gt;
&lt;br /&gt;
==Klaudia Szalai==&lt;br /&gt;
&#039;&#039;&#039;Date of Birth: July 09, 2428&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A native of Visegrad, Klaudia was born into a working-class family employed in Zavodskoi Interstellar’s orbital shipyards and had a humble upbringing. Commissioning into the Solarian Navy at a young age she quickly rode through the ranks to the position of fleet admiral of the 5th Middle Ring Battlegroup, stationed on Visegrad, a year prior to the start of the Solarian Civil War. Prior to the Civil War she was one of the few non-Lunans to hold the rank of fleet admiral. During her rise to the position she did not express conservative or reformist naval views, presenting herself as focused on the Southern Reaches and her oath to the Alliance before any other movement.&lt;br /&gt;
&lt;br /&gt;
At the onset of the Solarian Civil War in 2462 Klaudia quickly moved to secure Visegrad as the planet descended into civil unrest. As the civilian government struggled to maintain control over the planet she and the forces under her command stepped in and established an emergency military government — a process allowed under Solarian laws dating to the Interstellar War — which integrated the civilian administration, security forces, and significant economic assets into naval command. The Southern Solarian Military District, as it was known, became a beacon of stability in the Southern Wildlands as the nearby Southern Fleet Administration collapsed into anarchy and the Biesel-controlled Corporate Reconstruction Zone struggled with civil unrest and piracy. In 2465 Klaudia’s efforts would be rewarded as the Southern Solarian Reconstruction Mandate was formed, bringing the area under her command back into the greater Alliance.&lt;br /&gt;
&lt;br /&gt;
Now governor of the Mandate, Klaudia soon expects to hand over authority to a civilian administration as the Alliance looks to the end of the civil war and the emergency junta that has run the Alliance since 2462. Popular on Visegrad and throughout the Southern Reaches, some wonder if the fleet admiral will next attempt a career in politics, or remain in the uniform of the Navy.&lt;br /&gt;
&lt;br /&gt;
===Posthumous Figures===&lt;br /&gt;
&lt;br /&gt;
==Admiral Michael Frost==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: April 14th, 2396&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Date of Death: c. 11 November 2462&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A towering, and loathed, figure in the modern Alliance, Michael Frost was born on Luna and quickly rose through the ranks of the Solarian Navy to become the admiral of the 33rd Fleet of the Solarian Navy in 2448. Using the pretext of Biesel constructing combat robotics, Frost launched the first Solarian invasion of Biesel in 2459, following a Solarian blockade of the Republic. Assuming control as a military governor, Frost’s brief rule of Biesel was marked by forced disappearances and the enslavement of free IPCs. Frost’s invasion led to the first major engagement of Solarian Navy vessels since the Interstellar War when the Navy’s 25th Fleet intervened and forced the 33rd to surrender and abandon their occupation.&lt;br /&gt;
&lt;br /&gt;
While politically humiliating for the Alliance on an interstellar level, Frost’s invasion made him a hero of Solarian nationalists, particularly the far-right ATLAS, and Navy hardliners. In mid-2460 Frost came to power as Prime Minister of an ATLAS-led government following a Pirate attack on a Solarian Navy facility in the Sol System he and the 33rd thwarted. Frost’s government lasted for slightly under a year and was marked by corruption and paramilitary violence as ATLAS paramilitaries and Frost loyalists were placed into positions of power across the Alliance. While not the only cause of the Solarian Civil War (2462-65), it was a major contributing factor for much of the Middle and Outer Rings falling into anarchy.&lt;br /&gt;
&lt;br /&gt;
In late 2462 Frost was assassinated in the Prime Minister’s residence by a still-unknown actor and a joint military-civilian junta assumed leadership over the Alliance in the name of preserving national unity and restoring democracy. Now, years after his death, Frost is reviled in much of the Alliance and his followers — including the 33rd Fleet — have died or been taken prisoner in the Civil War. He is the only man to have ever been stripped of an admiral’s rank by the Navy, with the Solarian Admiralty doing so in January 2463.&lt;br /&gt;
&lt;br /&gt;
==Admiral Terrence Hopper==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: January 28th, 2231&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Date of Death: October 15th, 2325&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Known informally as the “Butcher of Gadpathur” during and after his life, Hopper is the only person in history to have ordered, and carried out, the total orbital bombardment and destruction of a planet (known as “glassing” in the Solarian Navy’s pre-Interstellar War doctrine). Born in the United Kingdom during the Solarian hegemonic era — the height of its power — Hopper was a hardline Solarian loyalist during the Interstellar War who was placed in command of the 223rd Fleet (Ersatz) during the opening months of the conflict, having rallied loyalist forces in the Central Solarian Frontier together after narrowly escaping his duty station in near-Himeo orbit with a reduced loyalist force. Seeking to deny rebel forces a safe port-of-call to strike the Outer Ring from, Hopper turned every gun the 223d had on Gadpathur on October 10, 2278. By October 11, it had destroyed all population centers and orbital facilities. Hopper ordered his fleet to brace for warp and traveled to meet other loyalist forces for the Siege of Xanu.&lt;br /&gt;
&lt;br /&gt;
The civilian ships that managed to escape the 223rd — either through luck, skill, or the few Navy officers who turned  a blind eye to fleeing ships — spread word of Hopper’s actions across the rebel areas, horrifying the Coalition and Solarian populations who heard of it before Solarian Navy censors downplayed the story — a trend that continues today, with the Alliance’s history textbooks either minimizing or not mentioning Hopper’s bombing. Hopper would later attempt to coup the civilian government of the Alliance following the 2287 Treaty of Xansan and the war’s end. He would escape punishment for both actions, retiring from active duty in 2301.&lt;br /&gt;
&lt;br /&gt;
After his retirement Hopper would go onto become a foundational figure in Solarian fascist thought and a creator of a mythos where the Interstellar War would have been won, were it not for cowardly, backstabbing politicians in league with the Coalition government. Perhaps no other man is more responsible for the authoritarian character of much of the Solarian Navy until the rise of major reformists than Hopper. Today, he remains a reviled figure in much of the Spur and a downplayed one in the Alliance, where few are willing to discuss him and his legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Coalition of Colonies=&lt;br /&gt;
These are individuals relevant to the [[Coalition of Colonies]].&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Chief Representative of the Coalition Reilly Sianne==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: March 14th, 2421&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Formerly a farmhand on Xanu, Reilly is the first Chief Representative of the newly reformed Coalition of Colonies. A staunch Xanu proponent of trade, she has pushed for more anti-piracy patrols in the Coalition’s south, near Zaurghis, and has advocated that the Coalition should expand its influence into the neutral zone formally. Sianne is, furthermore, a proponent of more megacorporation presence in the Coalition - a stance that has brought her into conflict with some planets within the Coalition. Sianne’s personality is difficult to decipher, with almost all of her own time dedicated to expanding on her political career. She is seen as a shut-in in this regard, with little in the way of social connections - in part due to her being elevated to the position by external forces and plucked out of a once-peaceful rural town life in her childhood.&lt;br /&gt;
&lt;br /&gt;
==First Speaker Marja-Leena Helminen==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: November 18th, 2417&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Either the second or third most important person in the Coalition of Colonies, depending upon which person is asked, Doctor Helminen is the elected leader of the United Syndicates of Himeo and at times the greatest ally and worst enemy of Chief Representative Sianne. Unlike her counterpart on Xanu, Helminen has pushed against megacorporations having a further presence in the Coalition and believes that the Coalition should pursue closer relations with Elyra instead of formally expanding into the buffer zone near the Sol Alliance. She is also well-known as a major proponent of joint Coalition-Elyra anti-piracy efforts.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=Eridani Corporate Federation=&lt;br /&gt;
These are individuals relevant to the [[Eridani Federation]].&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==The Board of Five==&lt;br /&gt;
[[File:ceo_eridani.png|thumb|Headshot photo of Emanuel Alimayu, Chief Executive Officer of the Eridani Corporate Federation Executive Board. (artwork created by Sleepywolf)]]&lt;br /&gt;
&#039;&#039;&#039;Birthdate: N/A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While not a singular person, the Eridani Corporate Federation’s Board of Five represent some of the most powerful and influential entities in the Sol Alliance. The Board’s interests remain mostly shadowy, aside from being profit-focused. The Eridani Private Military Company, the largest PMC in the Orion Spur, ultimately answers directly to them and the non-aggression principle. NanoTrasen, much to its dismay, does not have a stake in the Board of Five - Einstein Engines, which controls two of the Five, has gone to great lengths to keep its main rival out of the Board.&lt;br /&gt;
&lt;br /&gt;
==Emanuel Alimayu==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: ???, 2418&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Emaunel is an exceptional businessman and the epitome of a Eridanian &amp;quot;Corporate&amp;quot;. Sitting as the current CEO of the &amp;quot;Board of Five&amp;quot; within the Eridani Corporate Federation as well as the Chairman of the Board for Sol Governance and Senator of the Epsilon Eridani region. Born on Eridani I and educated on Earth, Emanuel has a prodigious corporate career, starting as a Regional Sales Manager for Hephaestus Industries Emanuel has worked his way up the ranks to become the current CEO of the Eridani Federation.&lt;br /&gt;
&lt;br /&gt;
==Commander Filije Thiaw==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthday: Circa 2395&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born a Dreg in the slums of Eridani I&#039;s underworld, Thiaw had absolutely nothing at birth. Her father is unknown, and her mother died of an overdose shortly after her daughter&#039;s birth. She grew up on the streets and found a family amongst a gang, until the age of eighteen - when they were captured by private military contractors. Her fellow dregs were written off as too far into gang life to be of use, but Thiaw was chosen to be reinstated and brought into the nascent Eagle Corp as a rank-and-file mercenary. Over the following decades, she has risen to be the Operations Commander of Eagle Corp through tenacity and hard work - and more than one extrajudicial killing. Commander Thiaw is the premier example of a reinstated Dreg, and is the wealthiest - and most powerful - former Eridanian Dreg in the Orion Spur. She has also been a major driving factor behind Eagle Corp&#039;s continued employment of Dregs.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Empire of Dominia=&lt;br /&gt;
These are individuals relevant to the [[Empire of Dominia]].&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==[[Keeser Royal Family|The Royal Family]]==&lt;br /&gt;
&lt;br /&gt;
The five members of the Dominian royal family, including the current Emperor, are the most important people in the Empire of Dominia despite their roots as commoners. Universally-loved throughout the young Empire, many of their subjects view them as the glue that works to hold the young Empire together following its violent origins. The Emperor and Empress are the most prominent members of Dominia&#039;s royalty, though the Crown Princess is extremely prominent in her own right with her charity work and interstellar diplomacy. The Crown Prince and the younger Princess are less well-known, but still well-regarded throughout the Empire.&lt;br /&gt;
&lt;br /&gt;
==[[Empire of Dominia#Imperial Cabinet|The Imperial Cabinet]]==&lt;br /&gt;
&lt;br /&gt;
Advisors and close confidants of the Emperor, the Imperial Cabinet holds vast sway over the modern Empire. They are:&lt;br /&gt;
* Angelika-Lina Strelitz, Colonel-in-Chief of His Majesty&#039;s Special Operations Group&lt;br /&gt;
* Izla Caladius, Chief Commissioner of Economic Development&lt;br /&gt;
* Eliza Volvalaad, Chief Commissioner of His Majesty&#039;s Imperial Military&lt;br /&gt;
* Antonio Caladius, Chief Commissioner of Imperial Sovereignty&lt;br /&gt;
* Alessandro Amadei, Chief Commissioner for Colonial Affairs&lt;br /&gt;
* Kasz Han’san, Chief Minister of Unathi Affairs&lt;br /&gt;
* Huiling Zhao, Grand Admiral of His Imperial Majesty’s Fleet&lt;br /&gt;
* Annaliese Strelitz, Chief Commissioner for Imperial Aviation&lt;br /&gt;
* Dorothea-Frieda Strelitz, High Lord General of His Majesty&#039;s Imperial Army&lt;br /&gt;
* Ngo Juric, High Seneschal of His Majesty&#039;s Justice&lt;br /&gt;
* Alojzia Molnarova, Director of His Majesty&#039;s Imperial Intelligence Directorate&lt;br /&gt;
* Theodora Gottlieb, High Inquisitrix of the Holy Tribunal&lt;br /&gt;
* Agnes Caladius, Immaculate Hand of Our Lady the Goddess&lt;br /&gt;
&lt;br /&gt;
==[[Empire of Dominia Great Houses|Great House Leaders]]==&lt;br /&gt;
&lt;br /&gt;
The masters of the five largest noble houses in the Empire, these individuals wield immense power and prestige. They are:&lt;br /&gt;
&lt;br /&gt;
* House Keeser: Emperor Boleslaw Keeser I&lt;br /&gt;
* House Strelitz: Grand Duchess-Electress Dorothea-Frieda Strelitz&lt;br /&gt;
* House Volvalaad: Grand Duchess-Electress Landi Volvalaad&lt;br /&gt;
* House Caladius: Grand Consul-Elector Marcus Caladius&lt;br /&gt;
* House Zhao: Grand Duke-Elector Qishan Zhao&lt;br /&gt;
&lt;br /&gt;
==[[Council of Imperial Governors|The Council of Imperial Governors]]==&lt;br /&gt;
&lt;br /&gt;
The seven members of the Council represent and contro the most significant possessions of the Empire. They represent the Empire&#039;s authority far from Moroz, and are trusted hands of the Emperor. They are:&lt;br /&gt;
* Territorial Prime Minister Elard Tarlev (the [[Fisanduh|Imperial Territory of Fisanduh]])&lt;br /&gt;
* Governor-General Theresia Sophie von Schulthais-Aichalden (the Imperial military&#039;s garrison in Fisanduh)&lt;br /&gt;
* Admiral-Governor Lanying Zhao (the  [[Empire of Dominia#Zhurong|Imperial Mandate of Zhurong]])&lt;br /&gt;
* Governor Alphonse Caladius (the  [[Empire of Dominia#Alterim Obrirava|Imperial Mandate of Alterim Obrirava]])&lt;br /&gt;
* Governor Victorie Caladius (the [[Empire of Dominia#Alterim Balteulis|Tribunalist Mandate of Alterim Balteulis]])&lt;br /&gt;
* Governor-Marchioness Anastazija Glavan (the [[Novi Jadran|Imperial Mandate of Novi Jadran]])&lt;br /&gt;
* Viceroy-General Herman Gaufrid-Meinrad Strelitz (the [[Sun Reach|Imperial Viceroyality of Sun Reach]])&lt;br /&gt;
&lt;br /&gt;
===Posthumous Figures===&lt;br /&gt;
&lt;br /&gt;
==His Majesty Emperor Godwin Keeser, Unifier of Moroz and Founding Father of the Empire==&lt;br /&gt;
&#039;&#039;&#039;Date of Birth: July 15, 2326&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Date of Death: December 18, 2436&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The last king of the Imperial Alliance and first Emperor of a unified Moroz under the Dominian banner, Emperor Godwin (as he is commonly known) is a towering, near-mythological figure in Dominian history whose flaws have been suppressed and virtues emphasised by Dominian state media and the royal family themselves. Separating fact from fiction regarding Godwin is difficult for non-Dominian historians. In the Empire critical views of the late Emperor are suppressed by the state, and those who critique him are often discovered to have been shell infiltrators, Elyran spies, or heretics of the foulest degree.&lt;br /&gt;
&lt;br /&gt;
What is known is that Godwin was born into the royal family of the Imperial Alliance — House Keeser — in the mid-2300s, a time of rising tensions across Moroz that descended into a full-scale war between the Alliance, its ally the Holy Kingdom of Domelkos, and the Confederated States of Fisanduh. Though fighting was bloody and spanned decades, the Alliance would eventually triumph over its enemy and claim sole control of Moroz. In 2385 Godwin declared a new state: the Empire of Dominia, and set about rapidly expanding and modernizing its economy and military to project itself over the wider Spur. He pursued closer ties with the Solarian Alliance for this purpose, bringing the Empire closer to it and proposing Dominia as a counter to Elyran influence in the southern Spur.&lt;br /&gt;
&lt;br /&gt;
At the time of his death Godwin’s domain had grown to include multiple planets and he commanded a modern, well-equipped army and navy to support it. But he had made a system based upon conquest and war which required fresh conquests to sustain it, and a large underclass which had to be fed into its military complex to fuel it. Some question if Emperor Boleslaw, his only child, has ever grasped how to make this system work without bloodshed as the Empire creeps ever nearer to a hot war with Elyra or the Hegemony.&lt;br /&gt;
&lt;br /&gt;
==Immaculate Hand Giovanna Caladius, First of the Goddess-Touched==&lt;br /&gt;
&#039;&#039;&#039;Date of Birth: March 20, 2146&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Date of Death: Unknown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arguably the most important figure in Morozian history, Giovanna was born to Valentia Caladius — a major secular figure at Landing Site Ofassel, which would someday become Domelkos — and is held by Tribunalist theology as the first to ever commune with the Goddess. From this communion arose the Moroz Holy Tribunal and its splinter faiths, which would come to dominate Moroz and the later Empire over the centuries. Much of Giovanna’s life is shrouded in myth and mythos, with Tribunalists across the Spur viewing her as a prophet and gifted seer. Official Solarian records from the colonial expedition to Moroz show her mother did exist, and contemporary records from Domelkos colonial administration list Giovanna as having existed. The matter of her existence cannot be denied, but none live who can separate the fact of Giovanna from the fiction woven around her.&lt;br /&gt;
&lt;br /&gt;
A curious detail of Giovanna’s life is there is no listed date for her death, and none have ever reported having seen her pass on. Tribunalist history claims she withdrew from the public eye in the 2270s and simply vanished, disappearing into the pages of history. Some claim her powers were so great she was able to physically enter the Kingdom of Moroz — the Tribunalist afterlife — to serve the Goddess. Others claim she was gifted with immortality and roams the modern Spur, ever watching over the Goddess’ faithful and waiting for the day she will reveal herself to the modern Empire. Some dissidents claim her body was simply hidden by the Holy Tribunal to add to her mystique.&lt;br /&gt;
&lt;br /&gt;
==Grand Elector-Duke Wei Zhao, Founder of His Imperial Majesty’s Fleet==&lt;br /&gt;
&#039;&#039;&#039;Date of Birth: November 17, 2298&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Date of Death: December 13, 2387&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born into a noble family of the Holy Kingdom of Domelkos, House Zhao, Wei was educated as an engineer and spearheaded the launch of the Holy Kingdom’s first modern spacecraft, propelling his family into the highest echelons of noble society. There, he established House Zhao as a dominant figure in the Kingdom&#039;s industry, buying out or absorbing all competitors into the family cartel and making many former rivals members or affiliates of the house in the process. Eventually he would absorb all aside from House Kaneko, which maintained a steel cartel of its own. However, favours were exchanged and the two noble families agreed to cooperate rather than compete — a deal which would eventually see House Kaneko awarded Zhurong. He quickly made an acquaintance of King Godwin Keeser of the Imperial Alliance and has long been suspected to be a major figure in the decision to invade the Confederated States of Fisanduh, seeking to claim its industry and resources for the growing businesses of House Zhao.&lt;br /&gt;
&lt;br /&gt;
As Wei aged and the war dragged on he looked to other ways of securing his prized wealth and land — if not for himself, then for his children and their children. He hired Solarian engineers and retired naval officers to design what would become the nucleus of the Imperial Fleet. With these vessels, House Strelitz forces were launched into Fisanduh’s heartlands as Imperial Army units swarmed their defenses, finally breaking through defensive lines after decades of warfare and tens of thousands of losses. While he would not live long after the Empire’s founding, his influence and successes would see House Zhao become one of the great houses of the new Empire. Today, the Imperial Fleet still honours his date of birth as Navy Day.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Serene Republic of Elyra=&lt;br /&gt;
These are individuals relevant to the [[Republic of Elyra]].&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Prime Minister Rasheed Tatenda==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: July 13th, 2421&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victor in Elyra’s most recent elections, P.M. Tatenda is a sterling representative of what Elyra is to the greater frontier. He is a published phoron researcher with some combat experience under his belt as a result of service as a reserve officer, and maintains a good appearance despite his advancing age. While Tatenda does not have the best relationship with NanoTrasen, or megacorporations more generally, his government has seen a thawing of the NT-Elyra relationship due to NanoTrasen providing cardox to Elyra. However a full thaw remains unlikely, as Tatenda’s government retains bitterness over how long it took cardox shipments to begin. Tatenda’s government has seen a strengthening of the relationship between the Coalition of Colonies and Elyra under his leadership, with the goal of further suppressing Dominian and unathi piracy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38826</id>
		<title>User:NewOriginalSchwann/Sandbox3</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38826"/>
		<updated>2026-03-26T04:52:04Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Empire of Dominia */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&lt;br /&gt;
This is a page dedicated to notable Humans across the Orion Spur. These are the most influential and important individuals whose actions sway the galaxy and its history at large.&lt;br /&gt;
&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=The Trasen Family=&lt;br /&gt;
The top of the food chain, the Trasen family’s status is legendary on the galactic scale. Virtually everybody has heard of them, and their monopoly over Phoron and stranglehold over Tau Ceti has raised them to be the most influential and powerful individuals in Human history.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Information on the Trasens can be found [[The Trasens|here]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Megacorporate CEOs=&lt;br /&gt;
Usually known as the “Big Five” prior to Chin-hae Hong&#039;s ascension as Orion Express&#039;s CEO, these are the chief executives of the megacorporations, and without a doubt the richest people in the galaxy aside from the Trasens.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Titanius Aeson==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: May 12th, 2430&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Titanius Aeson was born in Greater Olympia, [[Mars]] to construction worker Loukas Aeson and maid-for-hire Penelope Kouris. Though Aeson&#039;s official first job was working at a packaging warehouse, in interviews his go-to story is how he used to hawk his father&#039;s cigarettes at the yearly Olympian Fair for two credits a stick. Despite having a reputation as a rough-and-tumble jock who excelled in sports and gridiron, Aeson&#039;s blue-collar appearance belied a keen mind and shrewd intellect. He attended Rama Institute of Technology and Trades, and to pay his way, gave up his sports hobby to begin working as a warehouse technician at [[Hephaestus Industries]].&lt;br /&gt;
&lt;br /&gt;
Aeson likes to emphasize in interviews that he worked his way up the corporate ladder entirely of his own merit, though it should be noted that he had the financial assistance of his father and uncle (though neither were wealthy), as well as being granted a scholarship with financial aid from RITT. Nevertheless, all of his professors remember him as an excellent, if boisterous student, and he obtained a doctorate in mechanical engineering from the school in 2458. In 2460, he was declared the new CEO by his predecessor, Morgan Fletcher.&lt;br /&gt;
&lt;br /&gt;
Aeson has a surprisingly cultured reputation, being rather close to the Hegemon of [[Moghes]], [[Notable Unathi#Not&#039;zar_Izweski|Not&#039;zar Izweski]], and a personal friend of [[Notable Unathi#Yukal_T&#039;zakal|Yukal T&#039;zakal]], the sector administrator for the Izweski Hegemony. According to company insiders, he possesses several artifacts of Moghresian origin, and flaunted the presence of a taxidermied plains tyrant from before the Contact War. &lt;br /&gt;
He is a man who decries &amp;quot;laziness&amp;quot; above all else, believing firmly in meritocracy and the power of anyone to elevate themselves should they simply work hard enough. While Hephaestus&#039; policy of union-busting and anti-organization was a holdover from Morgan Fletcher as CEO, Titanius Aeson has firmly espoused this view. Curiously, in an interview with 2463, Aeson expressed what many interpreted as discomfort with the &amp;quot;[[Burzsia|Burzsian]] method&amp;quot; used on [[IPC|IPCs]] in the Burzsian belt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;[...] It&#039;s obviously something that we [...] we wouldn&#039;t do to a human, or someone else, that kind of brainwashing. And I asked [Brizio Di Moze], is that what we&#039;re doing? Is that brainwashing? Obviously it creates very effective productivity quotas, but, you know.&amp;quot; - Titanius Aeson as interviewed by Strong&#039;s Robotics Magazine, 2463&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most recently, Aeson&#039;s entire family was presumed dead after Violet Dawn destroyed Greater Olympia. Aeson was overseeing the expansion of the Hephaestus headquarters in Mendell City at the time, and has largely refused to comment on the event. Hephaestus donated several of its vessels and significant funds to relief efforts, and Aeson was seen attending the funeral of his family in Rama.&lt;br /&gt;
In his personal life, Titanius Aeson currently lives in [[Mendell City]], [[Biesel]], and married his husband Olufemi Opeyemi, a part-time novelist and travel blogger, in 2462. He is fond of expensive cigars, wrestling and MMA, and has posted several Chirps of his high scores and K/D ratio on Heroes of Tau Ceti. He seems to have developed an odd friendship with Chin-hae Hong, being one of the few executives known to actually like Orion&#039;s CEO. He and Noelle Lopez-Zhang have an intense rivalry, though Aeson seems to take Lopez-Zhang&#039;s competition in stride.&lt;br /&gt;
&lt;br /&gt;
==Liqin Hsiao-Li==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: August 16th, 2354&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roughly a decade past her hundredth birthday, Liqin Hsiao-Li still manages to be a giant in the Spur by way of [[Zeng-Hu Pharmaceuticals]]. She was born to Guangli Hsiao and Chuntao Li in Beijing, [[Earth]]; both of her parents were accountants determined to set their daughter up for as much success as possible, and early in her life encouraged her studies and pushed her into as many extracurricular activities as possible.&lt;br /&gt;
What neither of them could have anticipated was that Hsiao-Li not only took to education with aplomb, but ease. Her skills in mathematics and science were so unprecedented that her teachers suggested she be moved up through levels. Tests revealed that Hsiao-Li was a certified genius, achieving an IQ of 132 at the age of ten. Hsiao-Li entered high school-level education at thirteen, and entered university at sixteen. By age thirty, she had two doctorates; her medical degree, and her degree in genetic biology.&lt;br /&gt;
&lt;br /&gt;
Hsiao-Li’s achievements gained some recognition and fame around Earth, particularly in her home country of China. She was approached by the then-CEO of Zeng-Hu Pharmaceuticals, Vanas Peng, and asked to join as a researcher; and implicitly, his successor. Peng was briefly succeeded by Yueling Wong, and in the meantime, Hsiao-Li worked in the [[Nralakk Federation]], eventually managing to assist in the development of treatments for [[Skrell Ailments#X&#039;Lu&#039;oa|X&#039;Lu&#039;oa]]. In 2412, Liqin Hsiao-Li officially ascended to chief executive officer, and has remained there ever since.&lt;br /&gt;
&lt;br /&gt;
Now gradually approaching her twelfth decade, Hsiao-Li shows little sign of slowing down. While she is heavily augmented, possessing robotic forearms, calves, eyes, and several of her organs, she still appears much like a woman in her sixties. It is suspected but not outright confirmed that Hsiao-Li has received several anti-aging treatments from the Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
She currently resides in Hong Kong, on Earth. She and her spouse, Ming-le Kim, have adopted three children; Meishin, Liling, and Shun. In her spare time, Hsiao-Li enjoys calligraphy, practicing piano, and painting. Several of her paintings and Chinese calligraphy are hung in various Zeng-Hu facilities, and she is known to have composed an aria for piano, “Night at Heavenly Hill”. Hsiao-Li is notoriously strict in her standards, but also notoriously polite, level, and dignified to many that she meets. There is little record of her personal feelings towards the other members of the Chainlink, though she seems to maintain a friendly relationship with both Noelle Lopez-Zhang (a former employee of Zeng-Hu) and Miranda Trasen in kind.&lt;br /&gt;
&lt;br /&gt;
==Noelle Lopez-Zhang==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: December 12th, 2408&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Noelle Lopez-Zhang was born in Phoenix, on Earth, to Evan Lopez (a moderately popular local fine artist) and Martina Zhang (a geneticist). As a young woman, Lopez-Zhang was fascinated by the advances in synthetic research that had made leaps and bounds since the discovery of Skrellian technology, and channeled this passion into an education in nanotechnology and AI development at Solis Cognito, one of the Alliance’s most prestigious universities.&lt;br /&gt;
&lt;br /&gt;
She was an above-average student, but Lopez-Zhang&#039;s real talent lay in her networking capabilities; at Solis Cognito she met Sven Fleiss, who would later become the chief information officer of Terraneus Diagnostics, and the two bonded over their shared passions. Lopez-Zhang and Fleiss both attained internships with Einstein Engines over the course of their studies. After attaining her degree, Lopez-Zhang worked very briefly with Zeng-Hu Pharmaceuticals, while Fleiss started at [[Einstein Engines]]. Fleiss recommended his friend for a position, and the rest is history.&lt;br /&gt;
&lt;br /&gt;
Lopez-Zhang&#039;s intense dedication and ability to command the attention of a boardroom meant she achieved the coveted title of Chief Research Officer at a meteoric pace that left some pondering if intrigue was responsible. Regardless, Dr. Lopez-Zhang became a trusted ear to Bronte Lofgren, the then-CEO of Einstein and descendant of its original founder, Berend Lofgren. When NanoTrasen&#039;s presence in the Spur became impossible to ignore, it was Lopez-Zhang who proposed the radical restructuring of the company, with her as executive.&lt;br /&gt;
&lt;br /&gt;
Why Lofgren agreed to willingly retiring is a mystery to this day. Official Einstein correspondence states that Lofgren was aging and in poor health; while he was 84 in 2442, he died at 100 in his sleep in 2458. Further complicating matters is that Lopez-Zhang was 34 at the time of her ascension to CEO, which was already an excessively precocious age to become Chief Research Officer (particularly when Lopez-Zhang&#039;s sole doctorate was in AI development).&lt;br /&gt;
&lt;br /&gt;
Nevertheless, it cannot be denied that Noelle Lopez-Zhang is a shrewd businesswoman. When Einstein Engines was restructured, old, stagnant blood was rapidly replaced with new talent, and the brief dip in stock to focus on proper healthcare plans, benefits, and promoting a healthy workplace environment meant Einstein Engines became not just the dominant corporation in the [[Sol Alliance]], but a place workers developed a genuine loyalty to.&lt;br /&gt;
&lt;br /&gt;
Lopez-Zhang lives in Harmony City on [[Luna]], and in her private life enjoys NASCAR racing, refurbishing old cars, and playing chess against Einstein IPCs. She is not married and has no children, though rumours here and there have surfaced regarding her relationship with her old friend Sven, and her Chief Engineering Officer Alejandra Dubois-Perez. There is very little love lost between Lopez-Zhang and the other megacorporate leaders, particularly Miranda Trasen and Titanius Aeson, though she apparently has a cordial relationship with her former boss Liqin Hsiao-Li.&lt;br /&gt;
&lt;br /&gt;
==Alex Mason==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: September 6th, 2425&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While it is known that Alexander “Alex” Mason was born in Chicago, Earth, to Cassandra Mason, there is a stunning lack of information about his personal life and why he was deemed fit to suddenly head [[Idris Incorporated]]. Cassandra Mason was a single mother, working various minimum wage jobs to support her and her son, and a few scattered accounts of his time in school point to him being an ambivalent student. &lt;br /&gt;
&lt;br /&gt;
When he graduated high school, however, Mason was quietly enrolled in Yale University, a feat thought impossible by both budgetary and reputational means. He eventually graduated Yale University of Management with a Master’s in business administration. Shortly after his graduation at twenty-four, Alex Mason abruptly became a junior executive of the service branch at Idris Incorporated, and was seen several times in public with members of the Idris family, such as Leina and once, Adram Idris himself. In the meantime, Mason seemed to be brushing shoulders with the Trasens, while assorted rumours abounded to the true nature of Alex Mason’s rise to the top.&lt;br /&gt;
&lt;br /&gt;
These rumours reached a head in 2453, when Mason was officially declared the chief executive officer of Idris Incorporated and its subsidiaries. Idris family members merely stated that Mason had proven himself sufficiently skilled and dedicated to earn the position and become part of the family. Speculation as to Mason’s blood relations, particularly to known womanizer Adram Idris, were common, but could usually be shut down by the fact that the very light-skinned Mason was distinctly different from the Ivory Coast-born Adram and the rest of his progeny, largely of African descent.&lt;br /&gt;
&lt;br /&gt;
Since his ascension, little has changed about the company, and Mason’s fortune stays secured. He is alleged to be a cutthroat businessman, who at the very least is capable of delegating the busywork to his chairpeople and executives. While Mason apparently writes his own statements, which are quite precise, corporate insiders claim he has an abrasive personality when angered.&lt;br /&gt;
&lt;br /&gt;
While Mason has been seen with a series of women in public, he is not known to be married or have children. He lives in Harmony City, Luna, and rumours circulate that he is a heavy user of party drugs. Little else about his personal life is known.&lt;br /&gt;
&lt;br /&gt;
==Lyudmila Zavodskoi==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: September 1st, 2398&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;[...] Better than having Mason too involved [in the development of Project Horizon], smug little prick. We will see how much fur dust he can afford when we outstrip his security stocks.&amp;quot; - Leaked audio of Lyudmila Zavodskoi speaking about Alex Mason, 2464. &amp;quot;Fur dust&amp;quot; is assumed to be a reference to Raskara dust.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lyudmila Zavodskoi was born in Sputnikiy-Baltisk, [[Pluto]], to Evgeniy and Mariska Zavodskoi. Both were high-ranking diplomats in SPOK, the Communist Party (and only party) of Pluto, and from the beginning Zavodskoi was groomed for greatness. In university, she worked towards a bachelor&#039;s degree in weapons development and missile engineering, commissioning in the [[Solarian Armed Forces]] at 24. She completed her tour of duty and was discharged with honours as first lieutenant Lyudmila Zavodskoi.&lt;br /&gt;
&lt;br /&gt;
Zavodskoi worked towards and eventually earned a doctorate in weapons technology, and through the recommendation of her cousin Tikhon, at the time a high-ranking corporate infosec executive at Necropolis Industries, worked her way up the ranks. When Kazimir Boystov slipped into a coma, it was Zavodskoi who dramatically restructured the company into arms manufacturing, ship engineering, and defense contracting. She also expanded Zavodskoi&#039;s research department, allowing accessibility for a wide variety of non-research and development scientific careers with Zavodskoi.&lt;br /&gt;
&lt;br /&gt;
A side effect of Zavodskoi&#039;s proximity to the Empire of Dominia is that Lyudmila Zavodskoi (often called &amp;quot;Madam Zavodskoi&amp;quot; by Imperial citizens) enjoys a friendship with many nobles of the Empire, and is said to even be a personal friend of Emperor Boleslaw. Allegedly, she has become something of a mentor to Princess Priscilla despite Zavodskoi&#039;s famously acerbic demeanor, guiding the royal family into further corporate dealings.&lt;br /&gt;
&lt;br /&gt;
Lyudmila Zavodskoi currently resides in Mira Sancta, [[Moroz]]. She is married to Gennadiy Voronin, a fellow officer from her Armed Forces days, and has two children, Mikhail and Lyudmila II. According to company insiders, Mikhail has long been estranged from his mother and father, but further information about him (including if he even bears the Zavodskoi name) is scant. Lyudmila the younger is a software development researcher in her mother&#039;s company, though in an interview she claims that she has had the ascend through the ranks on her own merit and is not seen as a viable successor.&lt;br /&gt;
&lt;br /&gt;
Zavodskoi is an avid game hunter, and is known to have accompanied the [[Keeser Royal Family|Imperial family]] on several hunts. She possesses her own hunting shuttle, the &#039;&#039;Baba Yaga&#039;&#039;, which she uses to hunt stellar fauna such as carp, sharks, and even eels. She apparently also enjoys croquet. While one may assume she has a rivalry with Titanius Aeson due to their competing markets, it seems that Zavodskoi reserves most of her ire for Alex Mason, and her relationship with Liqin Hsiao-Li is rather frosty.&lt;br /&gt;
&lt;br /&gt;
== Kubra Mobolaji ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: June 17th, circa. 2390s&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kubra Mobolaji was born at the tail end of [[Eridani|Eridani&#039;s]] century of expansion in Madiwa, to the suit couple Jean-Marie and Omolola Mobolaji. Like most of his counterparts within the Board of Five, his early life is heavily censored and subject to much speculation. He is known to have been sickly as a child, which he supplemented with extensive yet subtle augmentation and personal training; how much of his powerful build is cybernetics or willpower and physical training is ambiguous. Whatever the case, he was deemed physically fit enough to be accepted into APEX Military Academy in his early twenties, sometime in the 2410s. Whatever his qualifications were (the records are censored and heavily encrypted), they were sufficient enough to permit him entry into Ringspire, Eridani&#039;s most notorious PMC.&lt;br /&gt;
&lt;br /&gt;
Mobolaji began his time in Ringspire as a point man for the squad of Task Force 44, a position that required keen situational awareness and excellent reaction time. He cut his teeth in the Coalition frontier and the Badlands throughout the 2420s and 30s, gradually ascending through experience and the fact of his continued survival, eventually becoming the commander of Task Force 44.&lt;br /&gt;
&lt;br /&gt;
The first defining moment of Mobolaji&#039;s career was the [[Adhomai|Adhomaian]] theatre during the [[Tajara#The_Second_Revolution|Second Revolution]], in which Ringspire was enlisted to become part of the S&#039;randmarr Coalition. Along with other corporate forces, Ringspire and Task Force 44 were stationed at the Ras&#039;nrr Front. While the S&#039;randmarr Coalition managed to halt the advance of the Adhomai Liberation Army, it did so just barely. Many of Ringspire&#039;s brutal mercenary tactics had been employed against a disorganised, materially weaker populace; few of the PMC&#039;s squads were prepared for Adhomai&#039;s bitter conditions or the ALA&#039;s tactics and training.&lt;br /&gt;
&lt;br /&gt;
But despite being in the thick of fighting, Task Force 44 managed to hold itself together. Mobolaji&#039;s presence and quick thinking allowed the contractors to make a slow, steady retreat back to the main defense of the S&#039;randmarr Coalition. The victory was pyrrhic; two other Ringspire task forces had been completely routed, with four decimated. 44 had come out with the fewest casualties of the entire conflict, and many of the members credited Mobolaji&#039;s leadership as allowing them to survive.&lt;br /&gt;
&lt;br /&gt;
In the aftermath of the S&#039;rendmarr Coalition, many of Mobolaji&#039;s rivals in Ringspire had been killed or badly disabled; Mobolaji himself lost his organic arm, which is now a synthskin prosthetic. His reward was promotion to Ringspire&#039;s board of directors, and a brief stint as the president of APEX Military Academy, where he also helped oversee the education of one Nathan Trasen.&lt;br /&gt;
&lt;br /&gt;
During his tenure as president of the academy, Mobolaji was expected to make a move for the seat of Speaker of the Board of Five, the top echelon of the Eridanian government. The Chief of System Security and then-CEO of Ringspire, Mbanzu Eboru, hardly expected his rival to buy out his own seat. Mobolaji persuaded (or forced) Eboru to step down as Ringspire chief executive officer a year later.&lt;br /&gt;
&lt;br /&gt;
The other defining moment of his career came in 2463. Facing the instability of the phoron scarcity and rebellion in the Corporate Reconstruction Zone, the Stellar Corporate Conglomerate approached Mobolaji to pioneer a deal that would create the Private Military Contracting Group. Now, he serves as its chief executive officer, despite the vastly-differing goals and ranges of the PMCs under its umbrella. At the end of the day, all of its profit is his.&lt;br /&gt;
&lt;br /&gt;
Little is known about Mobolaji&#039;s personal life, except for his deceptively jovial demeanor and a friendship with Nathan Trasen. He potentially has a wife and children, though if they even exist, their identities are well-hidden from Mobolaji&#039;s many enemies and rivals. His &amp;quot;calling card&amp;quot; (a suit&#039;s unique element of their fashion) is a pair of silver cufflinks and a matching pin in his brass-coloured tie, shaped like a stylised vulture. According to the profiles on the Board of Five, he enjoys tabletop wargaming and his favourite vacation spot is Binyaria, [[Venus]].&lt;br /&gt;
&lt;br /&gt;
==Chin-Hae Hong==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: March 18th, 2431&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[What’s it like working with Ms. Hong?] “Being completely honest, they’re… there’s an expression, ‘acquired taste’. That’s best how I can describe her. I thought she was a bit close to the tides, that one, but she has the makings of a supernova. I appreciate her especially in an environment like this, and I hope we’ll go to great places. Under my guidance, of course. [warbles]”&#039;&#039; - Tuiqi Xao’Luup, chief external affairs officer for [[Orion Express]], as questioned by Verona Falk from the Mendell City Bugle.&lt;br /&gt;
&lt;br /&gt;
Chin-hae Hong, born in Aoyama, [[Konyang]], to train conductor Seon-min Hong and housewife Tae-yoon Moon, was never expected to achieve particularly much. Something of an outcast in her childhood, in interviews she described having an obsessive passion for logistics and her father’s line of work, as most of the conducting he did involved shipping goods all across Konyang. Hong worked towards a diploma in logistics and supply chain management at Aoyama Polytechnic, a trade school, though her odd personality and perceived grating attitude kept her from having many friends. Later, Hong became a first officer at Aoyama’s Transportation Council, and her timely attitude and being a stickler for rules meant she was one of the best for the job.&lt;br /&gt;
&lt;br /&gt;
What her unusual mannerisms did not keep her from, however, was opportunity. In 2462, the SCC was still developing a logistics-focused corporation for their interests, and needed an appropriate chief executive officer. Of all people, it was Hephaestus’ director of robotics, Ischyros, who discovered Hong while talent-scouting on Konyang. Ischyros passed word to Titanius Aeson, who interviewed Hong and introduced her to Miranda Trasen herself. Hong claims, somewhat sardonically, that she and Trasen “[got] on like a house on fire” and she was quickly appointed future chief executive officer of Orion Express.&lt;br /&gt;
&lt;br /&gt;
Insider rumours persist in the SCC that precious few among the upper echelons are personally fond of Hong. She is, however, popular among her Hephaestus counterparts, and her board of directors describe her as an excellent CEO to work under. Tuiqi Xao’Luup, Orion’s chief external affairs officer, bluntly described Hong as an “acquired taste”, but elaborated that they found her stewardship refreshing, and hoped to see Orion succeed under her leadership.&lt;br /&gt;
&lt;br /&gt;
Hong is not married and has no children, though she has apparently been seen in public on Konyang with an unknown female Shell, and describes her two Shih Tzu, Momo and Soo, as her “fur children”. She enjoys model trains, video games, Konyanimation, and apparently has a good friendship with Titanius Aeson.&lt;br /&gt;
&lt;br /&gt;
==Kazimir Boytsov==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January 23rd, 2312 - September 27th, 2465&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kazimir Boytsov was once chief among the most infamous arms manufacturers in the galaxy. After he was passed down the position of chief executive officer by his father, Yevgeniy Dementyev, he developed Necropolis Industries into one of the premier research and development corporations in the galaxy. Seeking to guide the hand of conflict and turn out profit by any means possible, Necropolis Industries began selling weapons to militaries, private security contractors, and conflict zones across the Orion Spur. &lt;br /&gt;
&lt;br /&gt;
In 2462, Boytsov and Necropolis&#039; board of directors were accused of insider trading, supplying the black market with weapons, and corruption and bribery. Shortly after these accusations broke, Boytsov fell into a coma. He and his former directors were quickly replaced by Lyudmila Zavodskoi and her hand-picked team, and Necropolis Industries was rebranded to Zavodskoi Interstellar.&lt;br /&gt;
&lt;br /&gt;
After three years in a coma, Boytsov died in 2465. With his death, Zavodskoi&#039;s former identity as Necropolis has been almost entirely erased.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Republic of Biesel=&lt;br /&gt;
These are individuals relevant to the [[Republic of Biesel]].&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Former President Joseph Dorn==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: January 9th, 2406&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The former president of the Republic of Biesel, President Joseph Dorn was the first leader of the nation, and guided it through a series of threats to its continued existence throughout his ten year reign. Now in retirement, his legacy is mostly defined by the later years of his presidency; the creation of the Corporate Reconstruction Zone, the deployment of TCFL troops as peacekeepers within the CRZ, the disastrous Peacekeeper Mandate, and the civil unrest that came along with all of this. His party was ravaged in the election of 2466, and is now relegated to being a minor party within the republic’s politics. After his defeat Dorn retired from political life entirely, and now lives at the Top of the World, writing memoirs that focus on the early parts of his life and career; one of which, The First President - The Founding of the Republic of Biesel was recently released with solid reviews. It is likely that the remaining time the former president has left will be peaceful, living safely in a country he helped found. It is rumoured by tabloids that he has weekly coffee with Miranda Trasen herself.&lt;br /&gt;
&lt;br /&gt;
== Prime Minister Ladislao de Santos ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: May 18th, 2418&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prime Minister Ladislao de Santos is considered by many to be a rather charismatic individual, who won the election for Prime Minister of Mictlan in early 2462 by the will of the people, and the power of his moustache. His primary campaigning point being that of standing against the Solarian Alliance, and putting Mictlan first, was popular among those and the planet - and is the likely reason why he won the election in a landslide. However, with the collapse of the [[Sol Alliance| Solarian Alliance]], and independence becoming a possibility, Prime Minister Ladislao de Santos has been accused of having shirked the promise to his people, and instead opted to allow the [[Republic of Biesel]] to claim [[Mictlan]] and allow the proliferation of megacorporations across Mictlan.  Many have protested against the decision, with some even taking arms against it and fighting for their freedom. &lt;br /&gt;
&lt;br /&gt;
To most, Prime Minister Ladislao de Santos was meant to be the people’s Prime Minister, a politician that had a bleeding heart for the people of Mictlan. His speeches, even today, are filled with compassionate remarks and often incur sympathy within the minds of those listening. With protests flaring up over his recent decisions regarding the governing of Mictlan across the major population centres, those who stand against him have begun referring to him as the true antagonist against the freedom of his planet, allowing [[Mictlan]] to be exploited to line his own pockets. Despite these claims, Ladislao de Santos has asserted that a strong Mictlan can only exist with the help of the [[Republic of Biesel]] and the [[Stellar Corporate Conglomerate]] - especially in the face of the phoron scarcity and the [[Human Wildlands| Solarian Warlords]]. &lt;br /&gt;
&lt;br /&gt;
== President Åke Torvald ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: August 13th, 2387&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to becoming president, Åke Torvald was largely an elusive individual - hardly seen or heard outside of the New Gibson Parliament, where he had been presiding speaker. Born within an Understad in close proximity to [[New Gibson| Fallanland]], Torvald eventually went on to study law at New Gibson University, graduating in 2412. He was employed as a [[Biesellite Security and Law | Biesel Intelligence Service]] intelligence officer for 25 years, rising high and fast among the ranks, before resigning in 2437 to begin a political career in the New Gibson Parliament. Having eventually secured enough votes to be a representative, Torvald eventually procured enough support from other representatives to be elected as Deputy Presiding Speaker of the New Gibson Parliamentary Republic in 2448 - serving under Presiding Speaker Xin Hengsha. He would eventually ascend to the rank of Presiding Speaker following the death of Xin Hengsha in 2453 as a result of an unforeseen accident regarding a glacier brick that they were aboard.&lt;br /&gt;
&lt;br /&gt;
In 2466 he would run for President as an independent against the incumbent Dorn, going on to win the presidency and become the 2nd President of the Republic of Biesel. As president, Torvald is much more often in the public eye than he was as Presiding Speaker, and where he was once elusive he is now enigmatic. Those news sources close to the administration often remark that there is a stark difference between Ake’s public personality and his private one, and how it can be difficult to tell if he’s just saying something for political gain, or because it’s what he thinks. This extends to even his goals at times, as from an outside perspective he is inconsistent with his positions and principles, seemingly at random. Something may be gleaned from a quote Ake has had inscribed on his desk&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;center&amp;gt;“Without a clear goal and efforts to reach it, no man can live.”&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The best possible description of Ake Torvald when it comes to his life, personality, and politics is Machiavellian. He is the distilled essence of a politician, and in his climb to power has demonstrated his frightening intelligence and ruthlessness. However, he, like Dorn before him, does not represent the true power in Biesel, and still dances to the tune Miranda tells them to; a requirement if one wishes to become a powerful politician within the Republic. Unlike Dorn though, Ake has a degree of independence, and is not a complete and total puppet. What he will do with this independence is unknown, as no-one is certain exactly what his end goals are.&lt;br /&gt;
&lt;br /&gt;
== Xiomara Salvo ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: March 14th, 2419&#039;&#039;&#039;&lt;br /&gt;
[[File:Xiomara Salvo.png|thumb|A photograph of Salvo, circa 2464.]]&lt;br /&gt;
&#039;&#039;“For more than twenty years I’ve kept myself going with the belief I served my planet. I’ve done things I regret, seen things nobody should remember, and I told myself it was all for a good cause. I should have come to the conclusion long ago; we do not fight for our planet, or our people, we fight for whoever is oppressing us, and our oppressors reward those who do so well.”&#039;&#039;&lt;br /&gt;
- First Sergeant Xiomara Salvo addressing her company after their officer had gone to meet members of the TCFL after the establishment of the Peacekeeper Mandate.&lt;br /&gt;
&lt;br /&gt;
Despite remaining in hiding, Xiomara Salvo has become a well-known face across Mictlan. Born in the city of Saladas, she grew up shuttled from foster home to foster home after the death of her mother (her father, on her birth records, is listed as an unknown). At the age of eighteen, she enlisted in the Mictlan Defense Force, reaching the rank of first sergeant after several years of distinguished service. Considered an exemplary NCO, commentary from squadmates and her commanding officers claimed her to be a strong-willed, yet charismatic and courteous individual who led her own squad of enlisted in a manner described as “familial”. MDF records prior to the Peacekeeper Mandate, which have since been redacted, show that Salvo received a “Golden Cross” medal for personal heroism, after she risked life and limb in a disaster relief operation carrying two paraplegic hospital patients to safety after a flood in Caxacoatl. One MDF lieutenant described her as a “human can-opener”, and she was often stationed on military bases that her superiors believed required stronger discipline. &lt;br /&gt;
In contrast to her exemplary record, Salvo had begun to become disillusioned with Mictlan&#039;s government, and the Solarian Alliance. Shortly prior to the Collapse, she anonymously published via a variety magazine an edited collection of diaries and poetry, titled The Windmill Crusader. In the book, Salvo recounted witnessing corruption and bribery, the mire of bureaucracy, and the suffering that poverty and mismanagement inflicted on the Mictlani people. After she rose to prominence as the commander of the Samaritans, The Windmill Crusader was revealed to be her work and officially published, where it soared in popularity. The book itself was banned by the Peacekeeper Mandate, but this did not stop its circulation.&lt;br /&gt;
&lt;br /&gt;
By 2462, Salvo had become something of a revered, and even slightly feared, figure among the enlisted in the Defense Force. Her forceful personality and willingness to stand up to high command decisions made her a celebrity among the enlisted not only under her command, but across the MDF. During the Solarian Collapse, the MDF found itself suddenly cut off from Alliance support, and pay and supplies rapidly dwindled. Lower-ranked enlisted began to struggle to feed themselves, and medical supplies that the MDF used to treat victims of disasters and their own troops ran so low that some army hospitals had to resort to using sugary drinks as an intravenous rehydration solution. &lt;br /&gt;
&lt;br /&gt;
In her later writings, which were published in late 2464, Salvo claims she began to question the government’s motivations and her purpose as a soldier during the months between the Solarian retreat. Her company was usually assigned to protect corporate property or the neighborhoods of the wealthy, rather than offering aid to the less fortunate. But as Mictlan began to establish itself as a trade partner apart from Sol, and when it looked like the worst ripple effects of the Collapse might be over, the Tau Ceti Foreign Legion touched down on the surface. To the shock of many, Mictlan was absorbed into the Corporate Reconstruction Zone, and megacorporate influence began to assert itself over the Republic of Biesel’s newfound colony. &lt;br /&gt;
&lt;br /&gt;
During negotiations between the MDF and the TCFL, Salvo made a statement; exposing her belief that the armed forces should not serve yet another oppressor, but work towards the liberation and protection of the planet and its people. While desertions had been rampant the past months,hearing the legendary Xiomara Salvo openly decry the chains of command sent shockwaves through the company. As she departed the MDF, first her squad, then hundreds, then thousands of enlisted and officers alike began to desert en masse. Entire bases were looted of weapons, supplies, and technology as word spread further, leaving the soldiers that aligned themselves with the planetary government still to join the TCFL.&lt;br /&gt;
&lt;br /&gt;
In her writings Salvo had always reserved light scorn for commissioned officers, generally ascribing stereotypes of rich busybodies or clueless bureaucrats to them. But as she established her movement on the continent of Huitzilopochtli, the consensus to name her as general of the newly-christened Samaritans was clear. Now, she leads an insurgency group hundreds of thousands strong, fighting a protracted guerilla war against the Republic’s occupation.&lt;br /&gt;
&lt;br /&gt;
== Isabel Alvarez ==&lt;br /&gt;
&#039;&#039;“You extremists look at her and see someone spineless. I will tell you right now, she has more will and spine than any of you. To not strike back in the face of atrocity is the hardest thing of all.”&#039;&#039;&lt;br /&gt;
- An unknown supporter of Isabel Alvarez’ within the Founding Movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: April 19th, 2419&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Isabel Alvarez was born to Joao Silva, a best-selling writer and poet, and Angela Alvarez, a physician previously commissioned in the Mictlan Defense Force. Both of them were activists who rallied others against Mictlan as a Solarian state. While their activities were non-violent, centered mainly around organization, peaceful protests, and promoting political candidates who also supported Mictlan’s independence, they nonetheless caught the attention of Solarian authorities on the planet. When Alvarez was nineteen, Silva was killed in an abrupt car crash which Alvarez would later loudly speculate was a reaction to a recent pro-independence rally he headed, with turnout reaching thousands of citizens.&lt;br /&gt;
&lt;br /&gt;
The incident pushed Alvarez into furious action, and she worked towards a degree in political sciences while gathering a group of like-minded Solarian dissidents in university. She and her group of friends would become the Founding Movement (or Movimiento Fundación), named after the original government that had wrested control of Mictlan away from the tyrannical Captain Tlaloc. After Alvarez’s graduation, the Founding Movement was later officially established as a left-wing party promoting Mictlan’s cultural diversity and multi-species population, and most notably, its independence from Sol.&lt;br /&gt;
&lt;br /&gt;
The party grew to have a notable presence in the planet’s parliament, but did not grow to outsize proportions owing to the population’s general contentment with the relatively loose grip that Sol had on the Middle Ring, and among some, a dislike for the pan-speciesism that the party held claim to. Alvarez herself would drift in and out of the party’s leadership, generally sharing the position with her compatriots from her school days; Leon de Rosas, Corazon Santanas, and Miguel Maia.&lt;br /&gt;
&lt;br /&gt;
The party suddenly rocketed to prominence in 2462 after the collapse of the Alliance. Chaos had come to the Wildlands, and in the midst of it all the Founding Movement campaigned harder than ever, hoping to gain some semblance of control in the aftermath of Solarian retreat.&lt;br /&gt;
&lt;br /&gt;
Then came the Peacekeeper Mandate, and Mictlan’s absorption into the Corporate Reconstruction Zone. Alvarez unsuccessfully railed against Laslo de Santos’ acceptance of Biesellite rule, with the Founding Movement attempting to rally against corporate projects on the planet’s surface. In the meantime, association or voting with the Founding Movement could quickly get a citizen blacklisted from megacorporate employment, particularly with NanoTrasen. With rising costs of living, more Mictlani than ever were choosing to go gently and be employed with the megacorporations, remaining on the planet to become citizens of the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
Despite Alvarez’s disavowment of violence, the movement she heads has been branded as a terrorist organization by the Republic of Biesel, due to riots and protests where the symbol of the Founding Movement is displayed. As a result, Alvarez has entered hiding, having become one of the top targets for Biesel and the Corporate Special Action Groups. She has evaded Biesel/Corporate Intelligence services many times, her location constantly changing. &lt;br /&gt;
Alvarez has not forgotten her roots as an organizer, and now continues to rely on speeches posted on social media and desperate attempts at political pressure to limit mega corporate influence on her beloved planet. Her status as a wanted terrorist leader has meant these attempts have gone ignored by those still in Mictlan’s parliament and the wider media; despite her many condemnations of those who use violence under the Founding Movement’s banner, these sentiments have not been quoted or mentioned in the media outside of those organizations who lean heavily anti-corporate.&lt;br /&gt;
Causing further friction, suspicions have arisen that Alvarez is closer with the dissidents than she lets on. Xiomara Salvo was publically supportive of Alvarez’s political campaign prior to her dishonorable discharge, which has not gone unnoticed by Tau Ceti media. It remains to be seen whether Alvarez’s efforts will prove beneficial, or even effective in the long-term.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=Sol Alliance=&lt;br /&gt;
These are individuals relevant to the [[Sol Alliance]].&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Acting Prime Minister Henrik Strom==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: January 18th, 2396&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born on Venus to a working-class Jintarian family, Henrik “Henry” Strom was the only member of his family to go to college. Disgusted by the excess he had seen working in Binyaria as a dishwasher to pay for his education, Strom joined the civil service after finishing his master’s degree and set about investigating and rooting out corruption in the Venusian government. Quickly finding himself frustrated with government inaction, he resigned his post and ran for a local representative’s position on an anti-corruption, pro-Jintarian platform. He won in a landslide.&lt;br /&gt;
&lt;br /&gt;
In Venus’ government Strom’s dull, grey business suits stuck out amongst Cytherean fashion and he quickly rallied an anti-corruption coalition around himself. Many of his efforts concentrated around public services and his greatest accomplishment was, to him, breaking up pricing cartels for power services. As his fame grew he began to form a populist movement around himself which accused corporations, and an uncaring Solarian government, of neglecting the common Solarian in favor of cheap alien labor and quick profits. He rode the populist wave to the Solarian Senate, where he worked to ban tajara from the Alliance.&lt;br /&gt;
&lt;br /&gt;
In 2462, following Frost’s assassination, Strom was picked to replace him as “acting” Governor of the Sol System — de facto becoming the new Prime Minister — by the junta. As the highest civilian authority in the junta, Strom has seen sweeping anti-corporate policies enacted and is more popular than ever following the end of the Solarian Civil War in 2465. To many, he is the likely next leader of the Alliance.&lt;br /&gt;
&lt;br /&gt;
==Senator Le Hanh Trang==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: February 22nd, 2419&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born in Cua Song, New Hai Phong, to two civil servants, Tran served as an Assistant Solarian Alliance Attorney for the crime-addled Ton Gwai Pei before entering into politics following a corruption scandal that accused the city’s Solarian Attorney’s Office of conspiring with the Pou Zyu Sau, an organized crime group, to lighten sentence for its members. With her name already stained by association Tran entered politics in the city, winning on a local socialist party’s platform that called for a nationalistic Sol-first policy.&lt;br /&gt;
&lt;br /&gt;
In office Tran became known for her hard stance on Hephaestus Industries and the megacorporation’s control of the planet. Reforms proposed by Tran and her New Hai Phongese Socialist Party did result in some divestment of Hephaestus but, to her, it was never enough and she took herself — and her party — into the Solarian Senate in the late 2450s, where they were involved in several brawls with ATLAS members in the Senate. She first became famous in the Alliance for a photo of her raising her fist, with her knuckles bloodied, as an piece of anti-corruption legislation she had advocated for was passed in 2459. In 2460, when Frosr came to power, Tran and her party were back-benched aside from the Third Tajara Ban, which they managed to attach anti-corporate legislation to.&lt;br /&gt;
&lt;br /&gt;
In 2462 Tran was brought in by the junta to be the Speaker of the Senate, which has remained in a diminished form after ATLAS was evicted from the government. There, she was instrumental in passing anti-corporate legislation in 2463 and retains much of her influence. Now, some see her as the likely next Prime Minister, though her connections to Einstein Engines — and failure to totally evict Hephaestus from New Hai Phong — continue to haunt her.&lt;br /&gt;
&lt;br /&gt;
==Secretary of Defense Lucien Courtois==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: March 14th, 2429&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born in Harmony City, Luna, as the eldest child of a wealthy naval family, Lucien was always destined for service in the Solarian Navy. He showed exceptional dedication to the Alliance and remarkable leadership, quickly proving himself an asset to the Admiralty and becoming a full admiral at the young age of 30, assuming command over the 29th Fleet in 2459, an understrength fleet assigned as a garrison for New Hai Phong. Why the rising star was given an understrength fleet remains unknown, but some historians say this was a punishment by the Admiralty for his well-known reformist views. Three years later his leadership would be tested as the Solarian Civil War began and the 67th Fleet assaulted New Hai Phong in November 2462, hoping to seize it for itself. &lt;br /&gt;
&lt;br /&gt;
Faced with a numerically larger force and with reinforcements unavailable during the early Civil War’s widespread communications issues, Lucien used repurposed civilian vessels and prepared defensive positions to drive off the 67th with minimal losses to the 29th and severe losses to the 67th, which later defected to the Anti-Corporate League and was totally destroyed in 2465. Lucien became a hero overnight and the 29th became a renowned fleet as it quickly moved to secure the border with the “Wildlands” near New Hai Phong. He would ride the wave of heroism into 2464, when he became the Alliance’s youngest Secretary of Defense.&lt;br /&gt;
&lt;br /&gt;
As Secretary, Lucien has seen massive reforms to the Solarian Navy and Admiralty carried out that have allowed its successes in the Solarian Civil War, which was brought to an end in mid-2465 as a the final breakaway states either capitulated or reintegrated into the Alliance. With the worst of the conflict behind the Alliance, many wonder what is next for Lucien and the Solarian Armed Forces. Will they continue to look inwards, or look outwards to the remaining systems that broke away from Sol in 2462?&lt;br /&gt;
&lt;br /&gt;
==Fleet Admiral Ingrid von Varnhagen und Langenburg==&lt;br /&gt;
&#039;&#039;&#039;Date of Birth: September 23, 2425&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born the first child of the elite von Varnhagen und Langenburg family, a union of two prominent naval families known for service dating back to the Alliance’s founding, Ingrid’s only destiny was serving in the Solarian Navy. All other goals would have to be pushed aside in favour of this, and thus keeping the family’s honour intact. Exceptionally gifted and lavished with the best tutors money could afford, she entered into the naval academy and graduated top of her class alongside future Minister of Defense Lucien Courtois, who has become a lifelong friend of hers.&lt;br /&gt;
&lt;br /&gt;
Though descended from naval aristocracy, Ingrid had become known as a reformer within the Navy. She frequently criticised the Admiralty and Frost, and only her surnames kept her from being sacked or reassigned to the Outer Ring. She instead rapidly ascended the Navy to become the commander of the venerable First Battlegroup — the Navy’s oldest and arguably most elite formation — in 2461. The First and Ingrid would be vital in ensuring the success of the anti-Frost coup after his death, seizing vital communications relays and orbital installations during the coup. She then worked to establish the reformed 1st Battlegroup in 2463, bringing it up to the task of intervening in the Solarian Civil War in 2465 and re-securing most of the Northern Reaches, becoming the first Solarian government representative to meet the leaders of the besieged San Colette.&lt;br /&gt;
&lt;br /&gt;
Now, with the Northern Reaches once again under Solarian control, Ingrid and her fleet look across the border at Konyang and the Republic of Biesel’s  Corporate Reconstruction Zone. Some on Konyang and in the Republic worry the Fleet Admiral will eventually cross their borders, bringing the full strength of ten Solarian fleets to bear — whether or not she is ordered to. Ingrid’s aims — often bolstered by Solarian intelligence reports — are known only to herself, and the upper echelons of the Alliance. Others must simply wait, watch, and worry.&lt;br /&gt;
&lt;br /&gt;
==Governor-General Tereza Varzieva==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: October 19th, 2429&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born on Silversun to a prominent family of naturalists originally from Visegrad, Tereza was the first person from her family to join the Solarian military and started her career as a Second Lieutenant in the 12th Silversunner Coastal Infantry Division. Quickly rising through the ranks and assuming overall command of the 3rd Brigade of the 22nd Army (Sol System Command ([SOLSYSCOM]) in 2460, Teresa’s forces were transferred to Martian forces (MARSCOM) in late 2461 due to increasing unrest, arriving in full strength in early 2462 as the Third Tajara Ban came into effect and civil unrest began to spread across the planet. Tasked with securing the Kunlun-Free Kunlun Zone and bolstering police forces there, the 3rd Brigade was in close proximity to one another when Violet Dawn occurred in late 2462.&lt;br /&gt;
&lt;br /&gt;
Forces under Tereza’s command were able to secure the surrounding area and quickly moved to establish contact with other surviving government units across the planet, with her rising to command most of the earliest efforts to save lives and establish a safe zone in the Martian north, often without the Navy fire support the 3rd had been promised and with adverse conditions for operating most vehicles. For her actions she was promoted to Lieutenant General, then a full General, and the 22nd Army was placed under her command. In spring 2464, the 22nd — now reinforced with other troops and hardened air assets — launched the Reunification Campaign and brought Mars under Solarian control once again.&lt;br /&gt;
&lt;br /&gt;
Now Governor-General (an emergency position normally only issued during a crisis) of Mars, Tereza is a steadfast ally of the Alliance’s return to democracy. But she is hounded by controversy for her troops’ actions during civil unrest on Mars, with troops of some accused of having open fire indiscriminately on protestors in 2462. The Army denies these allegations.&lt;br /&gt;
&lt;br /&gt;
==Klaudia Szalai==&lt;br /&gt;
&#039;&#039;&#039;Date of Birth: July 09, 2428&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A native of Visegrad, Klaudia was born into a working-class family employed in Zavodskoi Interstellar’s orbital shipyards and had a humble upbringing. Commissioning into the Solarian Navy at a young age she quickly rode through the ranks to the position of fleet admiral of the 5th Middle Ring Battlegroup, stationed on Visegrad, a year prior to the start of the Solarian Civil War. Prior to the Civil War she was one of the few non-Lunans to hold the rank of fleet admiral. During her rise to the position she did not express conservative or reformist naval views, presenting herself as focused on the Southern Reaches and her oath to the Alliance before any other movement.&lt;br /&gt;
&lt;br /&gt;
At the onset of the Solarian Civil War in 2462 Klaudia quickly moved to secure Visegrad as the planet descended into civil unrest. As the civilian government struggled to maintain control over the planet she and the forces under her command stepped in and established an emergency military government — a process allowed under Solarian laws dating to the Interstellar War — which integrated the civilian administration, security forces, and significant economic assets into naval command. The Southern Solarian Military District, as it was known, became a beacon of stability in the Southern Wildlands as the nearby Southern Fleet Administration collapsed into anarchy and the Biesel-controlled Corporate Reconstruction Zone struggled with civil unrest and piracy. In 2465 Klaudia’s efforts would be rewarded as the Southern Solarian Reconstruction Mandate was formed, bringing the area under her command back into the greater Alliance.&lt;br /&gt;
&lt;br /&gt;
Now governor of the Mandate, Klaudia soon expects to hand over authority to a civilian administration as the Alliance looks to the end of the civil war and the emergency junta that has run the Alliance since 2462. Popular on Visegrad and throughout the Southern Reaches, some wonder if the fleet admiral will next attempt a career in politics, or remain in the uniform of the Navy.&lt;br /&gt;
&lt;br /&gt;
===Posthumous Figures===&lt;br /&gt;
&lt;br /&gt;
==Admiral Michael Frost==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: April 14th, 2396&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Date of Death: c. 11 November 2462&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A towering, and loathed, figure in the modern Alliance, Michael Frost was born on Luna and quickly rose through the ranks of the Solarian Navy to become the admiral of the 33rd Fleet of the Solarian Navy in 2448. Using the pretext of Biesel constructing combat robotics, Frost launched the first Solarian invasion of Biesel in 2459, following a Solarian blockade of the Republic. Assuming control as a military governor, Frost’s brief rule of Biesel was marked by forced disappearances and the enslavement of free IPCs. Frost’s invasion led to the first major engagement of Solarian Navy vessels since the Interstellar War when the Navy’s 25th Fleet intervened and forced the 33rd to surrender and abandon their occupation.&lt;br /&gt;
&lt;br /&gt;
While politically humiliating for the Alliance on an interstellar level, Frost’s invasion made him a hero of Solarian nationalists, particularly the far-right ATLAS, and Navy hardliners. In mid-2460 Frost came to power as Prime Minister of an ATLAS-led government following a Pirate attack on a Solarian Navy facility in the Sol System he and the 33rd thwarted. Frost’s government lasted for slightly under a year and was marked by corruption and paramilitary violence as ATLAS paramilitaries and Frost loyalists were placed into positions of power across the Alliance. While not the only cause of the Solarian Civil War (2462-65), it was a major contributing factor for much of the Middle and Outer Rings falling into anarchy.&lt;br /&gt;
&lt;br /&gt;
In late 2462 Frost was assassinated in the Prime Minister’s residence by a still-unknown actor and a joint military-civilian junta assumed leadership over the Alliance in the name of preserving national unity and restoring democracy. Now, years after his death, Frost is reviled in much of the Alliance and his followers — including the 33rd Fleet — have died or been taken prisoner in the Civil War. He is the only man to have ever been stripped of an admiral’s rank by the Navy, with the Solarian Admiralty doing so in January 2463.&lt;br /&gt;
&lt;br /&gt;
==Admiral Terrence Hopper==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: January 28th, 2231&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Date of Death: October 15th, 2325&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Known informally as the “Butcher of Gadpathur” during and after his life, Hopper is the only person in history to have ordered, and carried out, the total orbital bombardment and destruction of a planet (known as “glassing” in the Solarian Navy’s pre-Interstellar War doctrine). Born in the United Kingdom during the Solarian hegemonic era — the height of its power — Hopper was a hardline Solarian loyalist during the Interstellar War who was placed in command of the 223rd Fleet (Ersatz) during the opening months of the conflict, having rallied loyalist forces in the Central Solarian Frontier together after narrowly escaping his duty station in near-Himeo orbit with a reduced loyalist force. Seeking to deny rebel forces a safe port-of-call to strike the Outer Ring from, Hopper turned every gun the 223d had on Gadpathur on October 10, 2278. By October 11, it had destroyed all population centers and orbital facilities. Hopper ordered his fleet to brace for warp and traveled to meet other loyalist forces for the Siege of Xanu.&lt;br /&gt;
&lt;br /&gt;
The civilian ships that managed to escape the 223rd — either through luck, skill, or the few Navy officers who turned  a blind eye to fleeing ships — spread word of Hopper’s actions across the rebel areas, horrifying the Coalition and Solarian populations who heard of it before Solarian Navy censors downplayed the story — a trend that continues today, with the Alliance’s history textbooks either minimizing or not mentioning Hopper’s bombing. Hopper would later attempt to coup the civilian government of the Alliance following the 2287 Treaty of Xansan and the war’s end. He would escape punishment for both actions, retiring from active duty in 2301.&lt;br /&gt;
&lt;br /&gt;
After his retirement Hopper would go onto become a foundational figure in Solarian fascist thought and a creator of a mythos where the Interstellar War would have been won, were it not for cowardly, backstabbing politicians in league with the Coalition government. Perhaps no other man is more responsible for the authoritarian character of much of the Solarian Navy until the rise of major reformists than Hopper. Today, he remains a reviled figure in much of the Spur and a downplayed one in the Alliance, where few are willing to discuss him and his legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Coalition of Colonies=&lt;br /&gt;
These are individuals relevant to the [[Coalition of Colonies]].&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Chief Representative of the Coalition Reilly Sianne==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: March 14th, 2421&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Formerly a farmhand on Xanu, Reilly is the first Chief Representative of the newly reformed Coalition of Colonies. A staunch Xanu proponent of trade, she has pushed for more anti-piracy patrols in the Coalition’s south, near Zaurghis, and has advocated that the Coalition should expand its influence into the neutral zone formally. Sianne is, furthermore, a proponent of more megacorporation presence in the Coalition - a stance that has brought her into conflict with some planets within the Coalition. Sianne’s personality is difficult to decipher, with almost all of her own time dedicated to expanding on her political career. She is seen as a shut-in in this regard, with little in the way of social connections - in part due to her being elevated to the position by external forces and plucked out of a once-peaceful rural town life in her childhood.&lt;br /&gt;
&lt;br /&gt;
==First Speaker Marja-Leena Helminen==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: November 18th, 2417&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Either the second or third most important person in the Coalition of Colonies, depending upon which person is asked, Doctor Helminen is the elected leader of the United Syndicates of Himeo and at times the greatest ally and worst enemy of Chief Representative Sianne. Unlike her counterpart on Xanu, Helminen has pushed against megacorporations having a further presence in the Coalition and believes that the Coalition should pursue closer relations with Elyra instead of formally expanding into the buffer zone near the Sol Alliance. She is also well-known as a major proponent of joint Coalition-Elyra anti-piracy efforts.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=Eridani Corporate Federation=&lt;br /&gt;
These are individuals relevant to the [[Eridani Federation]].&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==The Board of Five==&lt;br /&gt;
[[File:ceo_eridani.png|thumb|Headshot photo of Emanuel Alimayu, Chief Executive Officer of the Eridani Corporate Federation Executive Board. (artwork created by Sleepywolf)]]&lt;br /&gt;
&#039;&#039;&#039;Birthdate: N/A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While not a singular person, the Eridani Corporate Federation’s Board of Five represent some of the most powerful and influential entities in the Sol Alliance. The Board’s interests remain mostly shadowy, aside from being profit-focused. The Eridani Private Military Company, the largest PMC in the Orion Spur, ultimately answers directly to them and the non-aggression principle. NanoTrasen, much to its dismay, does not have a stake in the Board of Five - Einstein Engines, which controls two of the Five, has gone to great lengths to keep its main rival out of the Board.&lt;br /&gt;
&lt;br /&gt;
==Emanuel Alimayu==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: ???, 2418&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Emaunel is an exceptional businessman and the epitome of a Eridanian &amp;quot;Corporate&amp;quot;. Sitting as the current CEO of the &amp;quot;Board of Five&amp;quot; within the Eridani Corporate Federation as well as the Chairman of the Board for Sol Governance and Senator of the Epsilon Eridani region. Born on Eridani I and educated on Earth, Emanuel has a prodigious corporate career, starting as a Regional Sales Manager for Hephaestus Industries Emanuel has worked his way up the ranks to become the current CEO of the Eridani Federation.&lt;br /&gt;
&lt;br /&gt;
==Commander Filije Thiaw==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthday: Circa 2395&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born a Dreg in the slums of Eridani I&#039;s underworld, Thiaw had absolutely nothing at birth. Her father is unknown, and her mother died of an overdose shortly after her daughter&#039;s birth. She grew up on the streets and found a family amongst a gang, until the age of eighteen - when they were captured by private military contractors. Her fellow dregs were written off as too far into gang life to be of use, but Thiaw was chosen to be reinstated and brought into the nascent Eagle Corp as a rank-and-file mercenary. Over the following decades, she has risen to be the Operations Commander of Eagle Corp through tenacity and hard work - and more than one extrajudicial killing. Commander Thiaw is the premier example of a reinstated Dreg, and is the wealthiest - and most powerful - former Eridanian Dreg in the Orion Spur. She has also been a major driving factor behind Eagle Corp&#039;s continued employment of Dregs.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Empire of Dominia=&lt;br /&gt;
These are individuals relevant to the [[Empire of Dominia]].&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==[[Keeser Royal Family|The Royal Family]]==&lt;br /&gt;
&lt;br /&gt;
The five members of the Dominian royal family, including the current Emperor, are the most important people in the Empire of Dominia despite their roots as commoners. Universally-loved throughout the young Empire, many of their subjects view them as the glue that works to hold the young Empire together following its violent origins. The Emperor and Empress are the most prominent members of Dominia&#039;s royalty, though the Crown Princess is extremely prominent in her own right with her charity work and interstellar diplomacy. The Crown Prince and the younger Princess are less well-known, but still well-regarded throughout the Empire.&lt;br /&gt;
&lt;br /&gt;
==[[Empire of Dominia#Imperial Cabinet|The Imperial Cabinet]]==&lt;br /&gt;
&lt;br /&gt;
Advisors and close confidants of the Emperor, the Imperial Cabinet holds vast sway over the modern Empire. They are:&lt;br /&gt;
* Angelika-Lina Strelitz, Colonel-in-Chief of His Majesty&#039;s Special Operations Group&lt;br /&gt;
* Izla Caladius, Chief Commissioner of Economic Development&lt;br /&gt;
* Eliza Volvalaad, Chief Commissioner of His Majesty&#039;s Imperial Military&lt;br /&gt;
* Antonio Caladius, Chief Commissioner of Imperial Sovereignty&lt;br /&gt;
* Alessandro Amadei, Chief Commissioner for Colonial Affairs&lt;br /&gt;
* Kasz Han’san, Chief Minister of Unathi Affairs&lt;br /&gt;
* Huiling Zhao, Grand Admiral of His Imperial Majesty’s Fleet&lt;br /&gt;
* Annaliese Strelitz, Chief Commissioner for Imperial Aviation&lt;br /&gt;
* Dorothea-Frieda Strelitz, High Lord General of His Majesty&#039;s Imperial Army&lt;br /&gt;
* Ngo Juric, High Seneschal of His Majesty&#039;s Justice&lt;br /&gt;
* Alojzia Molnarova, Director of His Majesty&#039;s Imperial Intelligence Directorate&lt;br /&gt;
* Theodora Gottlieb, High Inquisitrix of the Holy Tribunal&lt;br /&gt;
* Agnes Caladius, Immaculate Hand of Our Lady the Goddess&lt;br /&gt;
&lt;br /&gt;
==[[Empire of Dominia Great Houses|Great House Leaders]]==&lt;br /&gt;
&lt;br /&gt;
The masters of the five largest noble houses in the Empire, these individuals wield immense power and prestige. They are:&lt;br /&gt;
&lt;br /&gt;
* House Keeser: Emperor Boleslaw Keeser I&lt;br /&gt;
* House Strelitz: Grand Duchess-Electress Dorothea-Frieda Strelitz&lt;br /&gt;
* House Volvalaad: Grand Duchess-Electress Landi Volvalaad&lt;br /&gt;
* House Caladius: Grand Consul-Elector Marcus Caladius&lt;br /&gt;
* House Zhao: Grand Duke-Elector Qishan Zhao&lt;br /&gt;
&lt;br /&gt;
==[[Council of Imperial Governors|The Council of Imperial Governors]]==&lt;br /&gt;
&lt;br /&gt;
The seven members of the Council represent and contro the most significant possessions of the Empire. They represent the Empire&#039;s authority far from Moroz, and are trusted hands of the Emperor. They are:&lt;br /&gt;
* Territorial Prime Minister Elard Tarlev (the [[Fisanduh|Imperial Territory of Fisanduh]])&lt;br /&gt;
* Governor-General Theresia Sophie von Schulthais-Aichalden (the Imperial military&#039;s garrison in Fisanduh)&lt;br /&gt;
* Admiral-Governor Lanying Zhao (the  [[Empire of Dominia#Zhurong|Imperial Mandate of Zhurong]])&lt;br /&gt;
* Governor Alphonse Caladius (the  [[Empire of Dominia#Alterim Obrirava|Imperial Mandate of Alterim Obrirava]])&lt;br /&gt;
* Governor Victorie Caladius (the [[Empire of Dominia#Alterim Balteulis|Tribunalist Mandate of Alterim Balteulis]])&lt;br /&gt;
* Governor-Marchioness Anastazija Glavan (the [[Novi Jadran|Imperial Mandate of Novi Jadran]])&lt;br /&gt;
* Viceroy-General Herman Gaufrid-Meinrad Strelitz (the [[Sun Reach|Imperial Viceroyality of Sun Reach]])&lt;br /&gt;
&lt;br /&gt;
===Posthumous Figures===&lt;br /&gt;
&lt;br /&gt;
==His Majesty Emperor Godwin Keeser, Unifier of Moroz and Founding Father of the Empire==&lt;br /&gt;
&#039;&#039;&#039;Date of Birth: July 15, 2326&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Date of Death: December 18, 2436&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The last king of the Imperial Alliance and first Emperor of a unified Moroz under the Dominian banner, Emperor Godwin (as he is commonly known) is a towering, near-mythological figure in Dominian history whose flaws have been suppressed and virtues emphasised by Dominian state media and the royal family themselves. Separating fact from fiction regarding Godwin is difficult for non-Dominian historians. In the Empire critical views of the late Emperor are suppressed by the state, and those who critique him are often discovered to have been shell infiltrators, Elyran spies, or heretics of the foulest degree.&lt;br /&gt;
&lt;br /&gt;
What is known is that Godwin was born into the royal family of the Imperial Alliance — House Keeser — in the mid-2300s, a time of rising tensions across Moroz that descended into a full-scale war between the Alliance, its ally the Holy Kingdom of Domelkos, and the Confederated States of Fisanduh. Though fighting was bloody and spanned decades, the Alliance would eventually triumph over its enemy and claim sole control of Moroz. In 2385 Godwin declared a new state: the Empire of Dominia, and set about rapidly expanding and modernizing its economy and military to project itself over the wider Spur. He pursued closer ties with the Solarian Alliance for this purpose, bringing the Empire closer to it and proposing Dominia as a counter to Elyran influence in the southern Spur.&lt;br /&gt;
&lt;br /&gt;
At the time of his death Godwin’s domain had grown to include multiple planets and he commanded a modern, well-equipped army and navy to support it. But he had made a system based upon conquest and war which required fresh conquests to sustain it, and a large underclass which had to be fed into its military complex to fuel it. Some question if Emperor Boleslaw, his only child, has ever grasped how to make this system work without bloodshed as the Empire creeps ever nearer to a hot war with Elyra or the Hegemony.&lt;br /&gt;
&lt;br /&gt;
==Immaculate Hand Giovanna Caladius, First of the Goddess-Touched==&lt;br /&gt;
&#039;&#039;&#039;Date of Birth: March 20, 2146&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Date of Death: Unknown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arguably the most important figure in Morozian history, Giovanna was born to Valentia Caladius — a major secular figure at Landing Site Ofassel, which would someday become Domelkos — and is held by Tribunalist theology as the first to ever commune with the Goddess. From this communion arose the Moroz Holy Tribunal and its splinter faiths, which would come to dominate Moroz and the later Empire over the centuries. Much of Giovanna’s life is shrouded in myth and mythos, with Tribunalists across the Spur viewing her as a prophet and gifted seer. Official Solarian records from the colonial expedition to Moroz show her mother did exist, and contemporary records from Domelkos colonial administration list Giovanna as having existed. The matter of her existence cannot be denied, but none live who can separate the fact of Giovanna from the fiction woven around her.&lt;br /&gt;
&lt;br /&gt;
A curious detail of Giovanna’s life is there is no listed date for her death, and none have ever reported having seen her pass on. Tribunalist history claims she withdrew from the public eye in the 2270s and simply vanished, disappearing into the pages of history. Some claim her powers were so great she was able to physically enter the Kingdom of Moroz — the Tribunalist afterlife — to serve the Goddess. Others claim she was gifted with immortality and roams the modern Spur, ever watching over the Goddess’ faithful and waiting for the day she will reveal herself to the modern Empire. Some dissidents claim her body was simply hidden by the Holy Tribunal to add to her mystique.&lt;br /&gt;
&lt;br /&gt;
==Grand Elector-Duke Wei Zhao, Founder of His Imperial Majesty’s Fleet==&lt;br /&gt;
&#039;&#039;&#039;Date of Birth: November 17, 2298&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Date of Death: December 13, 2387&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born into a noble family of the Holy Kingdom of Domelkos, House Zhao, Wei was educated as an engineer and spearheaded the launch of the Holy Kingdom’s first modern spacecraft, propelling his family into the highest echelons of noble society. There, he established House Zhao as a dominant figure in the Kingdom&#039;s industry, buying out or absorbing all competitors into the family cartel and making many former rivals members or affiliates of the house in the process. Eventually he would absorb all aside from House Kaneko, which maintained a steel cartel of its own. However, favours were exchanged and the two noble families agreed to cooperate rather than compete — a deal which would eventually see House Kaneko awarded Zhurong. He quickly made an acquaintance of King Godwin Keeser of the Imperial Alliance and has long been suspected to be a major figure in the decision to invade the Confederated States of Fisanduh, seeking to claim its industry and resources for the growing businesses of House Zhao.&lt;br /&gt;
&lt;br /&gt;
As Wei aged and the war dragged on he looked to other ways of securing his prized wealth and land — if not for himself, then for his children and their children. He hired Solarian engineers and retired naval officers to design what would become the nucleus of the Imperial Fleet. With these vessels, House Strelitz forces were launched into Fisanduh’s heartlands as Imperial Army units swarmed their defenses, finally breaking through defensive lines after decades of warfare and tens of thousands of losses. While he would not live long after the Empire’s founding, his influence and successes would see House Zhao become one of the great houses of the new Empire. Today, the Imperial Fleet still honours his date of birth as Navy Day.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Serene Republic of Elyra=&lt;br /&gt;
These are individuals relevant to the [[Republic of Elyra]].&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Prime Minister Rasheed Tatenda==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: July 13th, 2421&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victor in Elyra’s most recent elections, P.M. Tatenda is a sterling representative of what Elyra is to the greater frontier. He is a published phoron researcher with some combat experience under his belt as a result of service as a reserve officer, and maintains a good appearance despite his advancing age. While Tatenda does not have the best relationship with NanoTrasen, or megacorporations more generally, his government has seen a thawing of the NT-Elyra relationship due to NanoTrasen providing cardox to Elyra. However a full thaw remains unlikely, as Tatenda’s government retains bitterness over how long it took cardox shipments to begin. Tatenda’s government has seen a strengthening of the relationship between the Coalition of Colonies and Elyra under his leadership, with the goal of further suppressing Dominian and unathi piracy.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Pages]]&lt;br /&gt;
[[Category:Humanity]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
	<entry>
		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38825</id>
		<title>User:NewOriginalSchwann/Sandbox3</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox3&amp;diff=38825"/>
		<updated>2026-03-26T04:50:17Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Empire of Dominia */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
&lt;br /&gt;
This is a page dedicated to notable Humans across the Orion Spur. These are the most influential and important individuals whose actions sway the galaxy and its history at large.&lt;br /&gt;
&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=The Trasen Family=&lt;br /&gt;
The top of the food chain, the Trasen family’s status is legendary on the galactic scale. Virtually everybody has heard of them, and their monopoly over Phoron and stranglehold over Tau Ceti has raised them to be the most influential and powerful individuals in Human history.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Information on the Trasens can be found [[The Trasens|here]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Megacorporate CEOs=&lt;br /&gt;
Usually known as the “Big Five” prior to Chin-hae Hong&#039;s ascension as Orion Express&#039;s CEO, these are the chief executives of the megacorporations, and without a doubt the richest people in the galaxy aside from the Trasens.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Titanius Aeson==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: May 12th, 2430&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Titanius Aeson was born in Greater Olympia, [[Mars]] to construction worker Loukas Aeson and maid-for-hire Penelope Kouris. Though Aeson&#039;s official first job was working at a packaging warehouse, in interviews his go-to story is how he used to hawk his father&#039;s cigarettes at the yearly Olympian Fair for two credits a stick. Despite having a reputation as a rough-and-tumble jock who excelled in sports and gridiron, Aeson&#039;s blue-collar appearance belied a keen mind and shrewd intellect. He attended Rama Institute of Technology and Trades, and to pay his way, gave up his sports hobby to begin working as a warehouse technician at [[Hephaestus Industries]].&lt;br /&gt;
&lt;br /&gt;
Aeson likes to emphasize in interviews that he worked his way up the corporate ladder entirely of his own merit, though it should be noted that he had the financial assistance of his father and uncle (though neither were wealthy), as well as being granted a scholarship with financial aid from RITT. Nevertheless, all of his professors remember him as an excellent, if boisterous student, and he obtained a doctorate in mechanical engineering from the school in 2458. In 2460, he was declared the new CEO by his predecessor, Morgan Fletcher.&lt;br /&gt;
&lt;br /&gt;
Aeson has a surprisingly cultured reputation, being rather close to the Hegemon of [[Moghes]], [[Notable Unathi#Not&#039;zar_Izweski|Not&#039;zar Izweski]], and a personal friend of [[Notable Unathi#Yukal_T&#039;zakal|Yukal T&#039;zakal]], the sector administrator for the Izweski Hegemony. According to company insiders, he possesses several artifacts of Moghresian origin, and flaunted the presence of a taxidermied plains tyrant from before the Contact War. &lt;br /&gt;
He is a man who decries &amp;quot;laziness&amp;quot; above all else, believing firmly in meritocracy and the power of anyone to elevate themselves should they simply work hard enough. While Hephaestus&#039; policy of union-busting and anti-organization was a holdover from Morgan Fletcher as CEO, Titanius Aeson has firmly espoused this view. Curiously, in an interview with 2463, Aeson expressed what many interpreted as discomfort with the &amp;quot;[[Burzsia|Burzsian]] method&amp;quot; used on [[IPC|IPCs]] in the Burzsian belt.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;[...] It&#039;s obviously something that we [...] we wouldn&#039;t do to a human, or someone else, that kind of brainwashing. And I asked [Brizio Di Moze], is that what we&#039;re doing? Is that brainwashing? Obviously it creates very effective productivity quotas, but, you know.&amp;quot; - Titanius Aeson as interviewed by Strong&#039;s Robotics Magazine, 2463&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Most recently, Aeson&#039;s entire family was presumed dead after Violet Dawn destroyed Greater Olympia. Aeson was overseeing the expansion of the Hephaestus headquarters in Mendell City at the time, and has largely refused to comment on the event. Hephaestus donated several of its vessels and significant funds to relief efforts, and Aeson was seen attending the funeral of his family in Rama.&lt;br /&gt;
In his personal life, Titanius Aeson currently lives in [[Mendell City]], [[Biesel]], and married his husband Olufemi Opeyemi, a part-time novelist and travel blogger, in 2462. He is fond of expensive cigars, wrestling and MMA, and has posted several Chirps of his high scores and K/D ratio on Heroes of Tau Ceti. He seems to have developed an odd friendship with Chin-hae Hong, being one of the few executives known to actually like Orion&#039;s CEO. He and Noelle Lopez-Zhang have an intense rivalry, though Aeson seems to take Lopez-Zhang&#039;s competition in stride.&lt;br /&gt;
&lt;br /&gt;
==Liqin Hsiao-Li==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: August 16th, 2354&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Roughly a decade past her hundredth birthday, Liqin Hsiao-Li still manages to be a giant in the Spur by way of [[Zeng-Hu Pharmaceuticals]]. She was born to Guangli Hsiao and Chuntao Li in Beijing, [[Earth]]; both of her parents were accountants determined to set their daughter up for as much success as possible, and early in her life encouraged her studies and pushed her into as many extracurricular activities as possible.&lt;br /&gt;
What neither of them could have anticipated was that Hsiao-Li not only took to education with aplomb, but ease. Her skills in mathematics and science were so unprecedented that her teachers suggested she be moved up through levels. Tests revealed that Hsiao-Li was a certified genius, achieving an IQ of 132 at the age of ten. Hsiao-Li entered high school-level education at thirteen, and entered university at sixteen. By age thirty, she had two doctorates; her medical degree, and her degree in genetic biology.&lt;br /&gt;
&lt;br /&gt;
Hsiao-Li’s achievements gained some recognition and fame around Earth, particularly in her home country of China. She was approached by the then-CEO of Zeng-Hu Pharmaceuticals, Vanas Peng, and asked to join as a researcher; and implicitly, his successor. Peng was briefly succeeded by Yueling Wong, and in the meantime, Hsiao-Li worked in the [[Nralakk Federation]], eventually managing to assist in the development of treatments for [[Skrell Ailments#X&#039;Lu&#039;oa|X&#039;Lu&#039;oa]]. In 2412, Liqin Hsiao-Li officially ascended to chief executive officer, and has remained there ever since.&lt;br /&gt;
&lt;br /&gt;
Now gradually approaching her twelfth decade, Hsiao-Li shows little sign of slowing down. While she is heavily augmented, possessing robotic forearms, calves, eyes, and several of her organs, she still appears much like a woman in her sixties. It is suspected but not outright confirmed that Hsiao-Li has received several anti-aging treatments from the Nralakk Federation.&lt;br /&gt;
&lt;br /&gt;
She currently resides in Hong Kong, on Earth. She and her spouse, Ming-le Kim, have adopted three children; Meishin, Liling, and Shun. In her spare time, Hsiao-Li enjoys calligraphy, practicing piano, and painting. Several of her paintings and Chinese calligraphy are hung in various Zeng-Hu facilities, and she is known to have composed an aria for piano, “Night at Heavenly Hill”. Hsiao-Li is notoriously strict in her standards, but also notoriously polite, level, and dignified to many that she meets. There is little record of her personal feelings towards the other members of the Chainlink, though she seems to maintain a friendly relationship with both Noelle Lopez-Zhang (a former employee of Zeng-Hu) and Miranda Trasen in kind.&lt;br /&gt;
&lt;br /&gt;
==Noelle Lopez-Zhang==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: December 12th, 2408&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Noelle Lopez-Zhang was born in Phoenix, on Earth, to Evan Lopez (a moderately popular local fine artist) and Martina Zhang (a geneticist). As a young woman, Lopez-Zhang was fascinated by the advances in synthetic research that had made leaps and bounds since the discovery of Skrellian technology, and channeled this passion into an education in nanotechnology and AI development at Solis Cognito, one of the Alliance’s most prestigious universities.&lt;br /&gt;
&lt;br /&gt;
She was an above-average student, but Lopez-Zhang&#039;s real talent lay in her networking capabilities; at Solis Cognito she met Sven Fleiss, who would later become the chief information officer of Terraneus Diagnostics, and the two bonded over their shared passions. Lopez-Zhang and Fleiss both attained internships with Einstein Engines over the course of their studies. After attaining her degree, Lopez-Zhang worked very briefly with Zeng-Hu Pharmaceuticals, while Fleiss started at [[Einstein Engines]]. Fleiss recommended his friend for a position, and the rest is history.&lt;br /&gt;
&lt;br /&gt;
Lopez-Zhang&#039;s intense dedication and ability to command the attention of a boardroom meant she achieved the coveted title of Chief Research Officer at a meteoric pace that left some pondering if intrigue was responsible. Regardless, Dr. Lopez-Zhang became a trusted ear to Bronte Lofgren, the then-CEO of Einstein and descendant of its original founder, Berend Lofgren. When NanoTrasen&#039;s presence in the Spur became impossible to ignore, it was Lopez-Zhang who proposed the radical restructuring of the company, with her as executive.&lt;br /&gt;
&lt;br /&gt;
Why Lofgren agreed to willingly retiring is a mystery to this day. Official Einstein correspondence states that Lofgren was aging and in poor health; while he was 84 in 2442, he died at 100 in his sleep in 2458. Further complicating matters is that Lopez-Zhang was 34 at the time of her ascension to CEO, which was already an excessively precocious age to become Chief Research Officer (particularly when Lopez-Zhang&#039;s sole doctorate was in AI development).&lt;br /&gt;
&lt;br /&gt;
Nevertheless, it cannot be denied that Noelle Lopez-Zhang is a shrewd businesswoman. When Einstein Engines was restructured, old, stagnant blood was rapidly replaced with new talent, and the brief dip in stock to focus on proper healthcare plans, benefits, and promoting a healthy workplace environment meant Einstein Engines became not just the dominant corporation in the [[Sol Alliance]], but a place workers developed a genuine loyalty to.&lt;br /&gt;
&lt;br /&gt;
Lopez-Zhang lives in Harmony City on [[Luna]], and in her private life enjoys NASCAR racing, refurbishing old cars, and playing chess against Einstein IPCs. She is not married and has no children, though rumours here and there have surfaced regarding her relationship with her old friend Sven, and her Chief Engineering Officer Alejandra Dubois-Perez. There is very little love lost between Lopez-Zhang and the other megacorporate leaders, particularly Miranda Trasen and Titanius Aeson, though she apparently has a cordial relationship with her former boss Liqin Hsiao-Li.&lt;br /&gt;
&lt;br /&gt;
==Alex Mason==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: September 6th, 2425&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While it is known that Alexander “Alex” Mason was born in Chicago, Earth, to Cassandra Mason, there is a stunning lack of information about his personal life and why he was deemed fit to suddenly head [[Idris Incorporated]]. Cassandra Mason was a single mother, working various minimum wage jobs to support her and her son, and a few scattered accounts of his time in school point to him being an ambivalent student. &lt;br /&gt;
&lt;br /&gt;
When he graduated high school, however, Mason was quietly enrolled in Yale University, a feat thought impossible by both budgetary and reputational means. He eventually graduated Yale University of Management with a Master’s in business administration. Shortly after his graduation at twenty-four, Alex Mason abruptly became a junior executive of the service branch at Idris Incorporated, and was seen several times in public with members of the Idris family, such as Leina and once, Adram Idris himself. In the meantime, Mason seemed to be brushing shoulders with the Trasens, while assorted rumours abounded to the true nature of Alex Mason’s rise to the top.&lt;br /&gt;
&lt;br /&gt;
These rumours reached a head in 2453, when Mason was officially declared the chief executive officer of Idris Incorporated and its subsidiaries. Idris family members merely stated that Mason had proven himself sufficiently skilled and dedicated to earn the position and become part of the family. Speculation as to Mason’s blood relations, particularly to known womanizer Adram Idris, were common, but could usually be shut down by the fact that the very light-skinned Mason was distinctly different from the Ivory Coast-born Adram and the rest of his progeny, largely of African descent.&lt;br /&gt;
&lt;br /&gt;
Since his ascension, little has changed about the company, and Mason’s fortune stays secured. He is alleged to be a cutthroat businessman, who at the very least is capable of delegating the busywork to his chairpeople and executives. While Mason apparently writes his own statements, which are quite precise, corporate insiders claim he has an abrasive personality when angered.&lt;br /&gt;
&lt;br /&gt;
While Mason has been seen with a series of women in public, he is not known to be married or have children. He lives in Harmony City, Luna, and rumours circulate that he is a heavy user of party drugs. Little else about his personal life is known.&lt;br /&gt;
&lt;br /&gt;
==Lyudmila Zavodskoi==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: September 1st, 2398&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;[...] Better than having Mason too involved [in the development of Project Horizon], smug little prick. We will see how much fur dust he can afford when we outstrip his security stocks.&amp;quot; - Leaked audio of Lyudmila Zavodskoi speaking about Alex Mason, 2464. &amp;quot;Fur dust&amp;quot; is assumed to be a reference to Raskara dust.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lyudmila Zavodskoi was born in Sputnikiy-Baltisk, [[Pluto]], to Evgeniy and Mariska Zavodskoi. Both were high-ranking diplomats in SPOK, the Communist Party (and only party) of Pluto, and from the beginning Zavodskoi was groomed for greatness. In university, she worked towards a bachelor&#039;s degree in weapons development and missile engineering, commissioning in the [[Solarian Armed Forces]] at 24. She completed her tour of duty and was discharged with honours as first lieutenant Lyudmila Zavodskoi.&lt;br /&gt;
&lt;br /&gt;
Zavodskoi worked towards and eventually earned a doctorate in weapons technology, and through the recommendation of her cousin Tikhon, at the time a high-ranking corporate infosec executive at Necropolis Industries, worked her way up the ranks. When Kazimir Boystov slipped into a coma, it was Zavodskoi who dramatically restructured the company into arms manufacturing, ship engineering, and defense contracting. She also expanded Zavodskoi&#039;s research department, allowing accessibility for a wide variety of non-research and development scientific careers with Zavodskoi.&lt;br /&gt;
&lt;br /&gt;
A side effect of Zavodskoi&#039;s proximity to the Empire of Dominia is that Lyudmila Zavodskoi (often called &amp;quot;Madam Zavodskoi&amp;quot; by Imperial citizens) enjoys a friendship with many nobles of the Empire, and is said to even be a personal friend of Emperor Boleslaw. Allegedly, she has become something of a mentor to Princess Priscilla despite Zavodskoi&#039;s famously acerbic demeanor, guiding the royal family into further corporate dealings.&lt;br /&gt;
&lt;br /&gt;
Lyudmila Zavodskoi currently resides in Mira Sancta, [[Moroz]]. She is married to Gennadiy Voronin, a fellow officer from her Armed Forces days, and has two children, Mikhail and Lyudmila II. According to company insiders, Mikhail has long been estranged from his mother and father, but further information about him (including if he even bears the Zavodskoi name) is scant. Lyudmila the younger is a software development researcher in her mother&#039;s company, though in an interview she claims that she has had the ascend through the ranks on her own merit and is not seen as a viable successor.&lt;br /&gt;
&lt;br /&gt;
Zavodskoi is an avid game hunter, and is known to have accompanied the [[Keeser Royal Family|Imperial family]] on several hunts. She possesses her own hunting shuttle, the &#039;&#039;Baba Yaga&#039;&#039;, which she uses to hunt stellar fauna such as carp, sharks, and even eels. She apparently also enjoys croquet. While one may assume she has a rivalry with Titanius Aeson due to their competing markets, it seems that Zavodskoi reserves most of her ire for Alex Mason, and her relationship with Liqin Hsiao-Li is rather frosty.&lt;br /&gt;
&lt;br /&gt;
== Kubra Mobolaji ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: June 17th, circa. 2390s&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kubra Mobolaji was born at the tail end of [[Eridani|Eridani&#039;s]] century of expansion in Madiwa, to the suit couple Jean-Marie and Omolola Mobolaji. Like most of his counterparts within the Board of Five, his early life is heavily censored and subject to much speculation. He is known to have been sickly as a child, which he supplemented with extensive yet subtle augmentation and personal training; how much of his powerful build is cybernetics or willpower and physical training is ambiguous. Whatever the case, he was deemed physically fit enough to be accepted into APEX Military Academy in his early twenties, sometime in the 2410s. Whatever his qualifications were (the records are censored and heavily encrypted), they were sufficient enough to permit him entry into Ringspire, Eridani&#039;s most notorious PMC.&lt;br /&gt;
&lt;br /&gt;
Mobolaji began his time in Ringspire as a point man for the squad of Task Force 44, a position that required keen situational awareness and excellent reaction time. He cut his teeth in the Coalition frontier and the Badlands throughout the 2420s and 30s, gradually ascending through experience and the fact of his continued survival, eventually becoming the commander of Task Force 44.&lt;br /&gt;
&lt;br /&gt;
The first defining moment of Mobolaji&#039;s career was the [[Adhomai|Adhomaian]] theatre during the [[Tajara#The_Second_Revolution|Second Revolution]], in which Ringspire was enlisted to become part of the S&#039;randmarr Coalition. Along with other corporate forces, Ringspire and Task Force 44 were stationed at the Ras&#039;nrr Front. While the S&#039;randmarr Coalition managed to halt the advance of the Adhomai Liberation Army, it did so just barely. Many of Ringspire&#039;s brutal mercenary tactics had been employed against a disorganised, materially weaker populace; few of the PMC&#039;s squads were prepared for Adhomai&#039;s bitter conditions or the ALA&#039;s tactics and training.&lt;br /&gt;
&lt;br /&gt;
But despite being in the thick of fighting, Task Force 44 managed to hold itself together. Mobolaji&#039;s presence and quick thinking allowed the contractors to make a slow, steady retreat back to the main defense of the S&#039;randmarr Coalition. The victory was pyrrhic; two other Ringspire task forces had been completely routed, with four decimated. 44 had come out with the fewest casualties of the entire conflict, and many of the members credited Mobolaji&#039;s leadership as allowing them to survive.&lt;br /&gt;
&lt;br /&gt;
In the aftermath of the S&#039;rendmarr Coalition, many of Mobolaji&#039;s rivals in Ringspire had been killed or badly disabled; Mobolaji himself lost his organic arm, which is now a synthskin prosthetic. His reward was promotion to Ringspire&#039;s board of directors, and a brief stint as the president of APEX Military Academy, where he also helped oversee the education of one Nathan Trasen.&lt;br /&gt;
&lt;br /&gt;
During his tenure as president of the academy, Mobolaji was expected to make a move for the seat of Speaker of the Board of Five, the top echelon of the Eridanian government. The Chief of System Security and then-CEO of Ringspire, Mbanzu Eboru, hardly expected his rival to buy out his own seat. Mobolaji persuaded (or forced) Eboru to step down as Ringspire chief executive officer a year later.&lt;br /&gt;
&lt;br /&gt;
The other defining moment of his career came in 2463. Facing the instability of the phoron scarcity and rebellion in the Corporate Reconstruction Zone, the Stellar Corporate Conglomerate approached Mobolaji to pioneer a deal that would create the Private Military Contracting Group. Now, he serves as its chief executive officer, despite the vastly-differing goals and ranges of the PMCs under its umbrella. At the end of the day, all of its profit is his.&lt;br /&gt;
&lt;br /&gt;
Little is known about Mobolaji&#039;s personal life, except for his deceptively jovial demeanor and a friendship with Nathan Trasen. He potentially has a wife and children, though if they even exist, their identities are well-hidden from Mobolaji&#039;s many enemies and rivals. His &amp;quot;calling card&amp;quot; (a suit&#039;s unique element of their fashion) is a pair of silver cufflinks and a matching pin in his brass-coloured tie, shaped like a stylised vulture. According to the profiles on the Board of Five, he enjoys tabletop wargaming and his favourite vacation spot is Binyaria, [[Venus]].&lt;br /&gt;
&lt;br /&gt;
==Chin-Hae Hong==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: March 18th, 2431&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;[What’s it like working with Ms. Hong?] “Being completely honest, they’re… there’s an expression, ‘acquired taste’. That’s best how I can describe her. I thought she was a bit close to the tides, that one, but she has the makings of a supernova. I appreciate her especially in an environment like this, and I hope we’ll go to great places. Under my guidance, of course. [warbles]”&#039;&#039; - Tuiqi Xao’Luup, chief external affairs officer for [[Orion Express]], as questioned by Verona Falk from the Mendell City Bugle.&lt;br /&gt;
&lt;br /&gt;
Chin-hae Hong, born in Aoyama, [[Konyang]], to train conductor Seon-min Hong and housewife Tae-yoon Moon, was never expected to achieve particularly much. Something of an outcast in her childhood, in interviews she described having an obsessive passion for logistics and her father’s line of work, as most of the conducting he did involved shipping goods all across Konyang. Hong worked towards a diploma in logistics and supply chain management at Aoyama Polytechnic, a trade school, though her odd personality and perceived grating attitude kept her from having many friends. Later, Hong became a first officer at Aoyama’s Transportation Council, and her timely attitude and being a stickler for rules meant she was one of the best for the job.&lt;br /&gt;
&lt;br /&gt;
What her unusual mannerisms did not keep her from, however, was opportunity. In 2462, the SCC was still developing a logistics-focused corporation for their interests, and needed an appropriate chief executive officer. Of all people, it was Hephaestus’ director of robotics, Ischyros, who discovered Hong while talent-scouting on Konyang. Ischyros passed word to Titanius Aeson, who interviewed Hong and introduced her to Miranda Trasen herself. Hong claims, somewhat sardonically, that she and Trasen “[got] on like a house on fire” and she was quickly appointed future chief executive officer of Orion Express.&lt;br /&gt;
&lt;br /&gt;
Insider rumours persist in the SCC that precious few among the upper echelons are personally fond of Hong. She is, however, popular among her Hephaestus counterparts, and her board of directors describe her as an excellent CEO to work under. Tuiqi Xao’Luup, Orion’s chief external affairs officer, bluntly described Hong as an “acquired taste”, but elaborated that they found her stewardship refreshing, and hoped to see Orion succeed under her leadership.&lt;br /&gt;
&lt;br /&gt;
Hong is not married and has no children, though she has apparently been seen in public on Konyang with an unknown female Shell, and describes her two Shih Tzu, Momo and Soo, as her “fur children”. She enjoys model trains, video games, Konyanimation, and apparently has a good friendship with Titanius Aeson.&lt;br /&gt;
&lt;br /&gt;
==Kazimir Boytsov==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;January 23rd, 2312 - September 27th, 2465&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Kazimir Boytsov was once chief among the most infamous arms manufacturers in the galaxy. After he was passed down the position of chief executive officer by his father, Yevgeniy Dementyev, he developed Necropolis Industries into one of the premier research and development corporations in the galaxy. Seeking to guide the hand of conflict and turn out profit by any means possible, Necropolis Industries began selling weapons to militaries, private security contractors, and conflict zones across the Orion Spur. &lt;br /&gt;
&lt;br /&gt;
In 2462, Boytsov and Necropolis&#039; board of directors were accused of insider trading, supplying the black market with weapons, and corruption and bribery. Shortly after these accusations broke, Boytsov fell into a coma. He and his former directors were quickly replaced by Lyudmila Zavodskoi and her hand-picked team, and Necropolis Industries was rebranded to Zavodskoi Interstellar.&lt;br /&gt;
&lt;br /&gt;
After three years in a coma, Boytsov died in 2465. With his death, Zavodskoi&#039;s former identity as Necropolis has been almost entirely erased.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Republic of Biesel=&lt;br /&gt;
These are individuals relevant to the [[Republic of Biesel]].&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Former President Joseph Dorn==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: January 9th, 2406&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The former president of the Republic of Biesel, President Joseph Dorn was the first leader of the nation, and guided it through a series of threats to its continued existence throughout his ten year reign. Now in retirement, his legacy is mostly defined by the later years of his presidency; the creation of the Corporate Reconstruction Zone, the deployment of TCFL troops as peacekeepers within the CRZ, the disastrous Peacekeeper Mandate, and the civil unrest that came along with all of this. His party was ravaged in the election of 2466, and is now relegated to being a minor party within the republic’s politics. After his defeat Dorn retired from political life entirely, and now lives at the Top of the World, writing memoirs that focus on the early parts of his life and career; one of which, The First President - The Founding of the Republic of Biesel was recently released with solid reviews. It is likely that the remaining time the former president has left will be peaceful, living safely in a country he helped found. It is rumoured by tabloids that he has weekly coffee with Miranda Trasen herself.&lt;br /&gt;
&lt;br /&gt;
== Prime Minister Ladislao de Santos ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: May 18th, 2418&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prime Minister Ladislao de Santos is considered by many to be a rather charismatic individual, who won the election for Prime Minister of Mictlan in early 2462 by the will of the people, and the power of his moustache. His primary campaigning point being that of standing against the Solarian Alliance, and putting Mictlan first, was popular among those and the planet - and is the likely reason why he won the election in a landslide. However, with the collapse of the [[Sol Alliance| Solarian Alliance]], and independence becoming a possibility, Prime Minister Ladislao de Santos has been accused of having shirked the promise to his people, and instead opted to allow the [[Republic of Biesel]] to claim [[Mictlan]] and allow the proliferation of megacorporations across Mictlan.  Many have protested against the decision, with some even taking arms against it and fighting for their freedom. &lt;br /&gt;
&lt;br /&gt;
To most, Prime Minister Ladislao de Santos was meant to be the people’s Prime Minister, a politician that had a bleeding heart for the people of Mictlan. His speeches, even today, are filled with compassionate remarks and often incur sympathy within the minds of those listening. With protests flaring up over his recent decisions regarding the governing of Mictlan across the major population centres, those who stand against him have begun referring to him as the true antagonist against the freedom of his planet, allowing [[Mictlan]] to be exploited to line his own pockets. Despite these claims, Ladislao de Santos has asserted that a strong Mictlan can only exist with the help of the [[Republic of Biesel]] and the [[Stellar Corporate Conglomerate]] - especially in the face of the phoron scarcity and the [[Human Wildlands| Solarian Warlords]]. &lt;br /&gt;
&lt;br /&gt;
== President Åke Torvald ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: August 13th, 2387&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to becoming president, Åke Torvald was largely an elusive individual - hardly seen or heard outside of the New Gibson Parliament, where he had been presiding speaker. Born within an Understad in close proximity to [[New Gibson| Fallanland]], Torvald eventually went on to study law at New Gibson University, graduating in 2412. He was employed as a [[Biesellite Security and Law | Biesel Intelligence Service]] intelligence officer for 25 years, rising high and fast among the ranks, before resigning in 2437 to begin a political career in the New Gibson Parliament. Having eventually secured enough votes to be a representative, Torvald eventually procured enough support from other representatives to be elected as Deputy Presiding Speaker of the New Gibson Parliamentary Republic in 2448 - serving under Presiding Speaker Xin Hengsha. He would eventually ascend to the rank of Presiding Speaker following the death of Xin Hengsha in 2453 as a result of an unforeseen accident regarding a glacier brick that they were aboard.&lt;br /&gt;
&lt;br /&gt;
In 2466 he would run for President as an independent against the incumbent Dorn, going on to win the presidency and become the 2nd President of the Republic of Biesel. As president, Torvald is much more often in the public eye than he was as Presiding Speaker, and where he was once elusive he is now enigmatic. Those news sources close to the administration often remark that there is a stark difference between Ake’s public personality and his private one, and how it can be difficult to tell if he’s just saying something for political gain, or because it’s what he thinks. This extends to even his goals at times, as from an outside perspective he is inconsistent with his positions and principles, seemingly at random. Something may be gleaned from a quote Ake has had inscribed on his desk&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;center&amp;gt;“Without a clear goal and efforts to reach it, no man can live.”&amp;lt;/center&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The best possible description of Ake Torvald when it comes to his life, personality, and politics is Machiavellian. He is the distilled essence of a politician, and in his climb to power has demonstrated his frightening intelligence and ruthlessness. However, he, like Dorn before him, does not represent the true power in Biesel, and still dances to the tune Miranda tells them to; a requirement if one wishes to become a powerful politician within the Republic. Unlike Dorn though, Ake has a degree of independence, and is not a complete and total puppet. What he will do with this independence is unknown, as no-one is certain exactly what his end goals are.&lt;br /&gt;
&lt;br /&gt;
== Xiomara Salvo ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: March 14th, 2419&#039;&#039;&#039;&lt;br /&gt;
[[File:Xiomara Salvo.png|thumb|A photograph of Salvo, circa 2464.]]&lt;br /&gt;
&#039;&#039;“For more than twenty years I’ve kept myself going with the belief I served my planet. I’ve done things I regret, seen things nobody should remember, and I told myself it was all for a good cause. I should have come to the conclusion long ago; we do not fight for our planet, or our people, we fight for whoever is oppressing us, and our oppressors reward those who do so well.”&#039;&#039;&lt;br /&gt;
- First Sergeant Xiomara Salvo addressing her company after their officer had gone to meet members of the TCFL after the establishment of the Peacekeeper Mandate.&lt;br /&gt;
&lt;br /&gt;
Despite remaining in hiding, Xiomara Salvo has become a well-known face across Mictlan. Born in the city of Saladas, she grew up shuttled from foster home to foster home after the death of her mother (her father, on her birth records, is listed as an unknown). At the age of eighteen, she enlisted in the Mictlan Defense Force, reaching the rank of first sergeant after several years of distinguished service. Considered an exemplary NCO, commentary from squadmates and her commanding officers claimed her to be a strong-willed, yet charismatic and courteous individual who led her own squad of enlisted in a manner described as “familial”. MDF records prior to the Peacekeeper Mandate, which have since been redacted, show that Salvo received a “Golden Cross” medal for personal heroism, after she risked life and limb in a disaster relief operation carrying two paraplegic hospital patients to safety after a flood in Caxacoatl. One MDF lieutenant described her as a “human can-opener”, and she was often stationed on military bases that her superiors believed required stronger discipline. &lt;br /&gt;
In contrast to her exemplary record, Salvo had begun to become disillusioned with Mictlan&#039;s government, and the Solarian Alliance. Shortly prior to the Collapse, she anonymously published via a variety magazine an edited collection of diaries and poetry, titled The Windmill Crusader. In the book, Salvo recounted witnessing corruption and bribery, the mire of bureaucracy, and the suffering that poverty and mismanagement inflicted on the Mictlani people. After she rose to prominence as the commander of the Samaritans, The Windmill Crusader was revealed to be her work and officially published, where it soared in popularity. The book itself was banned by the Peacekeeper Mandate, but this did not stop its circulation.&lt;br /&gt;
&lt;br /&gt;
By 2462, Salvo had become something of a revered, and even slightly feared, figure among the enlisted in the Defense Force. Her forceful personality and willingness to stand up to high command decisions made her a celebrity among the enlisted not only under her command, but across the MDF. During the Solarian Collapse, the MDF found itself suddenly cut off from Alliance support, and pay and supplies rapidly dwindled. Lower-ranked enlisted began to struggle to feed themselves, and medical supplies that the MDF used to treat victims of disasters and their own troops ran so low that some army hospitals had to resort to using sugary drinks as an intravenous rehydration solution. &lt;br /&gt;
&lt;br /&gt;
In her later writings, which were published in late 2464, Salvo claims she began to question the government’s motivations and her purpose as a soldier during the months between the Solarian retreat. Her company was usually assigned to protect corporate property or the neighborhoods of the wealthy, rather than offering aid to the less fortunate. But as Mictlan began to establish itself as a trade partner apart from Sol, and when it looked like the worst ripple effects of the Collapse might be over, the Tau Ceti Foreign Legion touched down on the surface. To the shock of many, Mictlan was absorbed into the Corporate Reconstruction Zone, and megacorporate influence began to assert itself over the Republic of Biesel’s newfound colony. &lt;br /&gt;
&lt;br /&gt;
During negotiations between the MDF and the TCFL, Salvo made a statement; exposing her belief that the armed forces should not serve yet another oppressor, but work towards the liberation and protection of the planet and its people. While desertions had been rampant the past months,hearing the legendary Xiomara Salvo openly decry the chains of command sent shockwaves through the company. As she departed the MDF, first her squad, then hundreds, then thousands of enlisted and officers alike began to desert en masse. Entire bases were looted of weapons, supplies, and technology as word spread further, leaving the soldiers that aligned themselves with the planetary government still to join the TCFL.&lt;br /&gt;
&lt;br /&gt;
In her writings Salvo had always reserved light scorn for commissioned officers, generally ascribing stereotypes of rich busybodies or clueless bureaucrats to them. But as she established her movement on the continent of Huitzilopochtli, the consensus to name her as general of the newly-christened Samaritans was clear. Now, she leads an insurgency group hundreds of thousands strong, fighting a protracted guerilla war against the Republic’s occupation.&lt;br /&gt;
&lt;br /&gt;
== Isabel Alvarez ==&lt;br /&gt;
&#039;&#039;“You extremists look at her and see someone spineless. I will tell you right now, she has more will and spine than any of you. To not strike back in the face of atrocity is the hardest thing of all.”&#039;&#039;&lt;br /&gt;
- An unknown supporter of Isabel Alvarez’ within the Founding Movement.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: April 19th, 2419&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Isabel Alvarez was born to Joao Silva, a best-selling writer and poet, and Angela Alvarez, a physician previously commissioned in the Mictlan Defense Force. Both of them were activists who rallied others against Mictlan as a Solarian state. While their activities were non-violent, centered mainly around organization, peaceful protests, and promoting political candidates who also supported Mictlan’s independence, they nonetheless caught the attention of Solarian authorities on the planet. When Alvarez was nineteen, Silva was killed in an abrupt car crash which Alvarez would later loudly speculate was a reaction to a recent pro-independence rally he headed, with turnout reaching thousands of citizens.&lt;br /&gt;
&lt;br /&gt;
The incident pushed Alvarez into furious action, and she worked towards a degree in political sciences while gathering a group of like-minded Solarian dissidents in university. She and her group of friends would become the Founding Movement (or Movimiento Fundación), named after the original government that had wrested control of Mictlan away from the tyrannical Captain Tlaloc. After Alvarez’s graduation, the Founding Movement was later officially established as a left-wing party promoting Mictlan’s cultural diversity and multi-species population, and most notably, its independence from Sol.&lt;br /&gt;
&lt;br /&gt;
The party grew to have a notable presence in the planet’s parliament, but did not grow to outsize proportions owing to the population’s general contentment with the relatively loose grip that Sol had on the Middle Ring, and among some, a dislike for the pan-speciesism that the party held claim to. Alvarez herself would drift in and out of the party’s leadership, generally sharing the position with her compatriots from her school days; Leon de Rosas, Corazon Santanas, and Miguel Maia.&lt;br /&gt;
&lt;br /&gt;
The party suddenly rocketed to prominence in 2462 after the collapse of the Alliance. Chaos had come to the Wildlands, and in the midst of it all the Founding Movement campaigned harder than ever, hoping to gain some semblance of control in the aftermath of Solarian retreat.&lt;br /&gt;
&lt;br /&gt;
Then came the Peacekeeper Mandate, and Mictlan’s absorption into the Corporate Reconstruction Zone. Alvarez unsuccessfully railed against Laslo de Santos’ acceptance of Biesellite rule, with the Founding Movement attempting to rally against corporate projects on the planet’s surface. In the meantime, association or voting with the Founding Movement could quickly get a citizen blacklisted from megacorporate employment, particularly with NanoTrasen. With rising costs of living, more Mictlani than ever were choosing to go gently and be employed with the megacorporations, remaining on the planet to become citizens of the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
Despite Alvarez’s disavowment of violence, the movement she heads has been branded as a terrorist organization by the Republic of Biesel, due to riots and protests where the symbol of the Founding Movement is displayed. As a result, Alvarez has entered hiding, having become one of the top targets for Biesel and the Corporate Special Action Groups. She has evaded Biesel/Corporate Intelligence services many times, her location constantly changing. &lt;br /&gt;
Alvarez has not forgotten her roots as an organizer, and now continues to rely on speeches posted on social media and desperate attempts at political pressure to limit mega corporate influence on her beloved planet. Her status as a wanted terrorist leader has meant these attempts have gone ignored by those still in Mictlan’s parliament and the wider media; despite her many condemnations of those who use violence under the Founding Movement’s banner, these sentiments have not been quoted or mentioned in the media outside of those organizations who lean heavily anti-corporate.&lt;br /&gt;
Causing further friction, suspicions have arisen that Alvarez is closer with the dissidents than she lets on. Xiomara Salvo was publically supportive of Alvarez’s political campaign prior to her dishonorable discharge, which has not gone unnoticed by Tau Ceti media. It remains to be seen whether Alvarez’s efforts will prove beneficial, or even effective in the long-term.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
=Sol Alliance=&lt;br /&gt;
These are individuals relevant to the [[Sol Alliance]].&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Acting Prime Minister Henrik Strom==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: January 18th, 2396&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born on Venus to a working-class Jintarian family, Henrik “Henry” Strom was the only member of his family to go to college. Disgusted by the excess he had seen working in Binyaria as a dishwasher to pay for his education, Strom joined the civil service after finishing his master’s degree and set about investigating and rooting out corruption in the Venusian government. Quickly finding himself frustrated with government inaction, he resigned his post and ran for a local representative’s position on an anti-corruption, pro-Jintarian platform. He won in a landslide.&lt;br /&gt;
&lt;br /&gt;
In Venus’ government Strom’s dull, grey business suits stuck out amongst Cytherean fashion and he quickly rallied an anti-corruption coalition around himself. Many of his efforts concentrated around public services and his greatest accomplishment was, to him, breaking up pricing cartels for power services. As his fame grew he began to form a populist movement around himself which accused corporations, and an uncaring Solarian government, of neglecting the common Solarian in favor of cheap alien labor and quick profits. He rode the populist wave to the Solarian Senate, where he worked to ban tajara from the Alliance.&lt;br /&gt;
&lt;br /&gt;
In 2462, following Frost’s assassination, Strom was picked to replace him as “acting” Governor of the Sol System — de facto becoming the new Prime Minister — by the junta. As the highest civilian authority in the junta, Strom has seen sweeping anti-corporate policies enacted and is more popular than ever following the end of the Solarian Civil War in 2465. To many, he is the likely next leader of the Alliance.&lt;br /&gt;
&lt;br /&gt;
==Senator Le Hanh Trang==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: February 22nd, 2419&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born in Cua Song, New Hai Phong, to two civil servants, Tran served as an Assistant Solarian Alliance Attorney for the crime-addled Ton Gwai Pei before entering into politics following a corruption scandal that accused the city’s Solarian Attorney’s Office of conspiring with the Pou Zyu Sau, an organized crime group, to lighten sentence for its members. With her name already stained by association Tran entered politics in the city, winning on a local socialist party’s platform that called for a nationalistic Sol-first policy.&lt;br /&gt;
&lt;br /&gt;
In office Tran became known for her hard stance on Hephaestus Industries and the megacorporation’s control of the planet. Reforms proposed by Tran and her New Hai Phongese Socialist Party did result in some divestment of Hephaestus but, to her, it was never enough and she took herself — and her party — into the Solarian Senate in the late 2450s, where they were involved in several brawls with ATLAS members in the Senate. She first became famous in the Alliance for a photo of her raising her fist, with her knuckles bloodied, as an piece of anti-corruption legislation she had advocated for was passed in 2459. In 2460, when Frosr came to power, Tran and her party were back-benched aside from the Third Tajara Ban, which they managed to attach anti-corporate legislation to.&lt;br /&gt;
&lt;br /&gt;
In 2462 Tran was brought in by the junta to be the Speaker of the Senate, which has remained in a diminished form after ATLAS was evicted from the government. There, she was instrumental in passing anti-corporate legislation in 2463 and retains much of her influence. Now, some see her as the likely next Prime Minister, though her connections to Einstein Engines — and failure to totally evict Hephaestus from New Hai Phong — continue to haunt her.&lt;br /&gt;
&lt;br /&gt;
==Secretary of Defense Lucien Courtois==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: March 14th, 2429&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born in Harmony City, Luna, as the eldest child of a wealthy naval family, Lucien was always destined for service in the Solarian Navy. He showed exceptional dedication to the Alliance and remarkable leadership, quickly proving himself an asset to the Admiralty and becoming a full admiral at the young age of 30, assuming command over the 29th Fleet in 2459, an understrength fleet assigned as a garrison for New Hai Phong. Why the rising star was given an understrength fleet remains unknown, but some historians say this was a punishment by the Admiralty for his well-known reformist views. Three years later his leadership would be tested as the Solarian Civil War began and the 67th Fleet assaulted New Hai Phong in November 2462, hoping to seize it for itself. &lt;br /&gt;
&lt;br /&gt;
Faced with a numerically larger force and with reinforcements unavailable during the early Civil War’s widespread communications issues, Lucien used repurposed civilian vessels and prepared defensive positions to drive off the 67th with minimal losses to the 29th and severe losses to the 67th, which later defected to the Anti-Corporate League and was totally destroyed in 2465. Lucien became a hero overnight and the 29th became a renowned fleet as it quickly moved to secure the border with the “Wildlands” near New Hai Phong. He would ride the wave of heroism into 2464, when he became the Alliance’s youngest Secretary of Defense.&lt;br /&gt;
&lt;br /&gt;
As Secretary, Lucien has seen massive reforms to the Solarian Navy and Admiralty carried out that have allowed its successes in the Solarian Civil War, which was brought to an end in mid-2465 as a the final breakaway states either capitulated or reintegrated into the Alliance. With the worst of the conflict behind the Alliance, many wonder what is next for Lucien and the Solarian Armed Forces. Will they continue to look inwards, or look outwards to the remaining systems that broke away from Sol in 2462?&lt;br /&gt;
&lt;br /&gt;
==Fleet Admiral Ingrid von Varnhagen und Langenburg==&lt;br /&gt;
&#039;&#039;&#039;Date of Birth: September 23, 2425&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born the first child of the elite von Varnhagen und Langenburg family, a union of two prominent naval families known for service dating back to the Alliance’s founding, Ingrid’s only destiny was serving in the Solarian Navy. All other goals would have to be pushed aside in favour of this, and thus keeping the family’s honour intact. Exceptionally gifted and lavished with the best tutors money could afford, she entered into the naval academy and graduated top of her class alongside future Minister of Defense Lucien Courtois, who has become a lifelong friend of hers.&lt;br /&gt;
&lt;br /&gt;
Though descended from naval aristocracy, Ingrid had become known as a reformer within the Navy. She frequently criticised the Admiralty and Frost, and only her surnames kept her from being sacked or reassigned to the Outer Ring. She instead rapidly ascended the Navy to become the commander of the venerable First Battlegroup — the Navy’s oldest and arguably most elite formation — in 2461. The First and Ingrid would be vital in ensuring the success of the anti-Frost coup after his death, seizing vital communications relays and orbital installations during the coup. She then worked to establish the reformed 1st Battlegroup in 2463, bringing it up to the task of intervening in the Solarian Civil War in 2465 and re-securing most of the Northern Reaches, becoming the first Solarian government representative to meet the leaders of the besieged San Colette.&lt;br /&gt;
&lt;br /&gt;
Now, with the Northern Reaches once again under Solarian control, Ingrid and her fleet look across the border at Konyang and the Republic of Biesel’s  Corporate Reconstruction Zone. Some on Konyang and in the Republic worry the Fleet Admiral will eventually cross their borders, bringing the full strength of ten Solarian fleets to bear — whether or not she is ordered to. Ingrid’s aims — often bolstered by Solarian intelligence reports — are known only to herself, and the upper echelons of the Alliance. Others must simply wait, watch, and worry.&lt;br /&gt;
&lt;br /&gt;
==Governor-General Tereza Varzieva==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: October 19th, 2429&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born on Silversun to a prominent family of naturalists originally from Visegrad, Tereza was the first person from her family to join the Solarian military and started her career as a Second Lieutenant in the 12th Silversunner Coastal Infantry Division. Quickly rising through the ranks and assuming overall command of the 3rd Brigade of the 22nd Army (Sol System Command ([SOLSYSCOM]) in 2460, Teresa’s forces were transferred to Martian forces (MARSCOM) in late 2461 due to increasing unrest, arriving in full strength in early 2462 as the Third Tajara Ban came into effect and civil unrest began to spread across the planet. Tasked with securing the Kunlun-Free Kunlun Zone and bolstering police forces there, the 3rd Brigade was in close proximity to one another when Violet Dawn occurred in late 2462.&lt;br /&gt;
&lt;br /&gt;
Forces under Tereza’s command were able to secure the surrounding area and quickly moved to establish contact with other surviving government units across the planet, with her rising to command most of the earliest efforts to save lives and establish a safe zone in the Martian north, often without the Navy fire support the 3rd had been promised and with adverse conditions for operating most vehicles. For her actions she was promoted to Lieutenant General, then a full General, and the 22nd Army was placed under her command. In spring 2464, the 22nd — now reinforced with other troops and hardened air assets — launched the Reunification Campaign and brought Mars under Solarian control once again.&lt;br /&gt;
&lt;br /&gt;
Now Governor-General (an emergency position normally only issued during a crisis) of Mars, Tereza is a steadfast ally of the Alliance’s return to democracy. But she is hounded by controversy for her troops’ actions during civil unrest on Mars, with troops of some accused of having open fire indiscriminately on protestors in 2462. The Army denies these allegations.&lt;br /&gt;
&lt;br /&gt;
==Klaudia Szalai==&lt;br /&gt;
&#039;&#039;&#039;Date of Birth: July 09, 2428&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A native of Visegrad, Klaudia was born into a working-class family employed in Zavodskoi Interstellar’s orbital shipyards and had a humble upbringing. Commissioning into the Solarian Navy at a young age she quickly rode through the ranks to the position of fleet admiral of the 5th Middle Ring Battlegroup, stationed on Visegrad, a year prior to the start of the Solarian Civil War. Prior to the Civil War she was one of the few non-Lunans to hold the rank of fleet admiral. During her rise to the position she did not express conservative or reformist naval views, presenting herself as focused on the Southern Reaches and her oath to the Alliance before any other movement.&lt;br /&gt;
&lt;br /&gt;
At the onset of the Solarian Civil War in 2462 Klaudia quickly moved to secure Visegrad as the planet descended into civil unrest. As the civilian government struggled to maintain control over the planet she and the forces under her command stepped in and established an emergency military government — a process allowed under Solarian laws dating to the Interstellar War — which integrated the civilian administration, security forces, and significant economic assets into naval command. The Southern Solarian Military District, as it was known, became a beacon of stability in the Southern Wildlands as the nearby Southern Fleet Administration collapsed into anarchy and the Biesel-controlled Corporate Reconstruction Zone struggled with civil unrest and piracy. In 2465 Klaudia’s efforts would be rewarded as the Southern Solarian Reconstruction Mandate was formed, bringing the area under her command back into the greater Alliance.&lt;br /&gt;
&lt;br /&gt;
Now governor of the Mandate, Klaudia soon expects to hand over authority to a civilian administration as the Alliance looks to the end of the civil war and the emergency junta that has run the Alliance since 2462. Popular on Visegrad and throughout the Southern Reaches, some wonder if the fleet admiral will next attempt a career in politics, or remain in the uniform of the Navy.&lt;br /&gt;
&lt;br /&gt;
===Posthumous Figures===&lt;br /&gt;
&lt;br /&gt;
==Admiral Michael Frost==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: April 14th, 2396&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Date of Death: c. 11 November 2462&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A towering, and loathed, figure in the modern Alliance, Michael Frost was born on Luna and quickly rose through the ranks of the Solarian Navy to become the admiral of the 33rd Fleet of the Solarian Navy in 2448. Using the pretext of Biesel constructing combat robotics, Frost launched the first Solarian invasion of Biesel in 2459, following a Solarian blockade of the Republic. Assuming control as a military governor, Frost’s brief rule of Biesel was marked by forced disappearances and the enslavement of free IPCs. Frost’s invasion led to the first major engagement of Solarian Navy vessels since the Interstellar War when the Navy’s 25th Fleet intervened and forced the 33rd to surrender and abandon their occupation.&lt;br /&gt;
&lt;br /&gt;
While politically humiliating for the Alliance on an interstellar level, Frost’s invasion made him a hero of Solarian nationalists, particularly the far-right ATLAS, and Navy hardliners. In mid-2460 Frost came to power as Prime Minister of an ATLAS-led government following a Pirate attack on a Solarian Navy facility in the Sol System he and the 33rd thwarted. Frost’s government lasted for slightly under a year and was marked by corruption and paramilitary violence as ATLAS paramilitaries and Frost loyalists were placed into positions of power across the Alliance. While not the only cause of the Solarian Civil War (2462-65), it was a major contributing factor for much of the Middle and Outer Rings falling into anarchy.&lt;br /&gt;
&lt;br /&gt;
In late 2462 Frost was assassinated in the Prime Minister’s residence by a still-unknown actor and a joint military-civilian junta assumed leadership over the Alliance in the name of preserving national unity and restoring democracy. Now, years after his death, Frost is reviled in much of the Alliance and his followers — including the 33rd Fleet — have died or been taken prisoner in the Civil War. He is the only man to have ever been stripped of an admiral’s rank by the Navy, with the Solarian Admiralty doing so in January 2463.&lt;br /&gt;
&lt;br /&gt;
==Admiral Terrence Hopper==&lt;br /&gt;
&#039;&#039;&#039;Birthdate: January 28th, 2231&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Date of Death: October 15th, 2325&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Known informally as the “Butcher of Gadpathur” during and after his life, Hopper is the only person in history to have ordered, and carried out, the total orbital bombardment and destruction of a planet (known as “glassing” in the Solarian Navy’s pre-Interstellar War doctrine). Born in the United Kingdom during the Solarian hegemonic era — the height of its power — Hopper was a hardline Solarian loyalist during the Interstellar War who was placed in command of the 223rd Fleet (Ersatz) during the opening months of the conflict, having rallied loyalist forces in the Central Solarian Frontier together after narrowly escaping his duty station in near-Himeo orbit with a reduced loyalist force. Seeking to deny rebel forces a safe port-of-call to strike the Outer Ring from, Hopper turned every gun the 223d had on Gadpathur on October 10, 2278. By October 11, it had destroyed all population centers and orbital facilities. Hopper ordered his fleet to brace for warp and traveled to meet other loyalist forces for the Siege of Xanu.&lt;br /&gt;
&lt;br /&gt;
The civilian ships that managed to escape the 223rd — either through luck, skill, or the few Navy officers who turned  a blind eye to fleeing ships — spread word of Hopper’s actions across the rebel areas, horrifying the Coalition and Solarian populations who heard of it before Solarian Navy censors downplayed the story — a trend that continues today, with the Alliance’s history textbooks either minimizing or not mentioning Hopper’s bombing. Hopper would later attempt to coup the civilian government of the Alliance following the 2287 Treaty of Xansan and the war’s end. He would escape punishment for both actions, retiring from active duty in 2301.&lt;br /&gt;
&lt;br /&gt;
After his retirement Hopper would go onto become a foundational figure in Solarian fascist thought and a creator of a mythos where the Interstellar War would have been won, were it not for cowardly, backstabbing politicians in league with the Coalition government. Perhaps no other man is more responsible for the authoritarian character of much of the Solarian Navy until the rise of major reformists than Hopper. Today, he remains a reviled figure in much of the Spur and a downplayed one in the Alliance, where few are willing to discuss him and his legacy.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=Coalition of Colonies=&lt;br /&gt;
These are individuals relevant to the [[Coalition of Colonies]].&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
==Chief Representative of the Coalition Reilly Sianne==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: March 14th, 2421&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Formerly a farmhand on Xanu, Reilly is the first Chief Representative of the newly reformed Coalition of Colonies. A staunch Xanu proponent of trade, she has pushed for more anti-piracy patrols in the Coalition’s south, near Zaurghis, and has advocated that the Coalition should expand its influence into the neutral zone formally. Sianne is, furthermore, a proponent of more megacorporation presence in the Coalition - a stance that has brought her into conflict with some planets within the Coalition. Sianne’s personality is difficult to decipher, with almost all of her own time dedicated to expanding on her political career. She is seen as a shut-in in this regard, with little in the way of social connections - in part due to her being elevated to the position by external forces and plucked out of a once-peaceful rural town life in her childhood.&lt;br /&gt;
&lt;br /&gt;
==First Speaker Marja-Leena Helminen==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: November 18th, 2417&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Either the second or third most important person in the Coalition of Colonies, depending upon which person is asked, Doctor Helminen is the elected leader of the United Syndicates of Himeo and at times the greatest ally and worst enemy of Chief Representative Sianne. Unlike her counterpart on Xanu, Helminen has pushed against megacorporations having a further presence in the Coalition and believes that the Coalition should pursue closer relations with Elyra instead of formally expanding into the buffer zone near the Sol Alliance. She is also well-known as a major proponent of joint Coalition-Elyra anti-piracy efforts.&lt;br /&gt;
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=Eridani Corporate Federation=&lt;br /&gt;
These are individuals relevant to the [[Eridani Federation]].&lt;br /&gt;
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==The Board of Five==&lt;br /&gt;
[[File:ceo_eridani.png|thumb|Headshot photo of Emanuel Alimayu, Chief Executive Officer of the Eridani Corporate Federation Executive Board. (artwork created by Sleepywolf)]]&lt;br /&gt;
&#039;&#039;&#039;Birthdate: N/A&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While not a singular person, the Eridani Corporate Federation’s Board of Five represent some of the most powerful and influential entities in the Sol Alliance. The Board’s interests remain mostly shadowy, aside from being profit-focused. The Eridani Private Military Company, the largest PMC in the Orion Spur, ultimately answers directly to them and the non-aggression principle. NanoTrasen, much to its dismay, does not have a stake in the Board of Five - Einstein Engines, which controls two of the Five, has gone to great lengths to keep its main rival out of the Board.&lt;br /&gt;
&lt;br /&gt;
==Emanuel Alimayu==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Birthdate: ???, 2418&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Emaunel is an exceptional businessman and the epitome of a Eridanian &amp;quot;Corporate&amp;quot;. Sitting as the current CEO of the &amp;quot;Board of Five&amp;quot; within the Eridani Corporate Federation as well as the Chairman of the Board for Sol Governance and Senator of the Epsilon Eridani region. Born on Eridani I and educated on Earth, Emanuel has a prodigious corporate career, starting as a Regional Sales Manager for Hephaestus Industries Emanuel has worked his way up the ranks to become the current CEO of the Eridani Federation.&lt;br /&gt;
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==Commander Filije Thiaw==&lt;br /&gt;
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&#039;&#039;&#039;Birthday: Circa 2395&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Born a Dreg in the slums of Eridani I&#039;s underworld, Thiaw had absolutely nothing at birth. Her father is unknown, and her mother died of an overdose shortly after her daughter&#039;s birth. She grew up on the streets and found a family amongst a gang, until the age of eighteen - when they were captured by private military contractors. Her fellow dregs were written off as too far into gang life to be of use, but Thiaw was chosen to be reinstated and brought into the nascent Eagle Corp as a rank-and-file mercenary. Over the following decades, she has risen to be the Operations Commander of Eagle Corp through tenacity and hard work - and more than one extrajudicial killing. Commander Thiaw is the premier example of a reinstated Dreg, and is the wealthiest - and most powerful - former Eridanian Dreg in the Orion Spur. She has also been a major driving factor behind Eagle Corp&#039;s continued employment of Dregs.&lt;br /&gt;
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=Empire of Dominia=&lt;br /&gt;
These are individuals relevant to the [[Empire of Dominia]].&lt;br /&gt;
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==[[Keeser Royal Family|The Royal Family]]==&lt;br /&gt;
&lt;br /&gt;
The five members of the Dominian royal family, including the current Emperor, are the most important people in the Empire of Dominia despite their roots as commoners. Universally-loved throughout the young Empire, many of their subjects view them as the glue that works to hold the young Empire together following its violent origins. The Emperor and Empress are the most prominent members of Dominia&#039;s royalty, though the Crown Princess is extremely prominent in her own right with her charity work and interstellar diplomacy. The Crown Prince and the younger Princess are less well-known, but still well-regarded throughout the Empire.&lt;br /&gt;
&lt;br /&gt;
==[[Empire of Dominia#Imperial Cabinet|The Imperial Cabinet]]==&lt;br /&gt;
&lt;br /&gt;
Advisors and close confidants of the Emperor, the Imperial Cabinet holds vast sway over the modern Empire. They are:&lt;br /&gt;
* Angelika-Lina Strelitz, Colonel-in-Chief of His Majesty&#039;s Special Operations Group&lt;br /&gt;
* Izla Caladius, Chief Commissioner of Economic Development&lt;br /&gt;
* Eliza Volvalaad, Chief Commissioner of His Majesty&#039;s Imperial Military&lt;br /&gt;
* Antonio Caladius, Chief Commissioner of Imperial Sovereignty&lt;br /&gt;
* Alessandro Amadei, Chief Commissioner for Colonial Affairs&lt;br /&gt;
* Kasz Han’san, Chief Minister of Unathi Affairs&lt;br /&gt;
* Huiling Zhao, Grand Admiral of His Imperial Majesty’s Fleet&lt;br /&gt;
* Annaliese Strelitz, Chief Commissioner for Imperial Aviation&lt;br /&gt;
* Dorothea-Frieda Strelitz, High Lord General of His Majesty&#039;s Imperial Army&lt;br /&gt;
* Ngo Juric, High Seneschal of His Majesty&#039;s Justice&lt;br /&gt;
* Alojzia Molnarova, Director of His Majesty&#039;s Imperial Intelligence Directorate&lt;br /&gt;
* Theodora Gottlieb, High Inquisitrix of the Holy Tribunal&lt;br /&gt;
* Agnes Caladius, Immaculate Hand of Our Lady the Goddess&lt;br /&gt;
&lt;br /&gt;
==[[Empire of Dominia Great Houses|Great House Leaders]]==&lt;br /&gt;
&lt;br /&gt;
The masters of the five largest noble houses in the Empire, these individuals wield immense power and prestige. They are:&lt;br /&gt;
&lt;br /&gt;
* House Keeser: Emperor Boleslaw Keeser I&lt;br /&gt;
* House Strelitz: Grand Duchess-Electress Dorothea-Frieda Strelitz&lt;br /&gt;
* House Volvalaad: Grand Duchess-Electress Landi Volvalaad&lt;br /&gt;
* House Caladius: Grand Consul-Elector Marcus Caladius&lt;br /&gt;
* House Zhao: Grand Duke-Elector Qishan Zhao&lt;br /&gt;
&lt;br /&gt;
==[[Council of Imperial Governors|The Council of Imperial Governors]]==&lt;br /&gt;
&lt;br /&gt;
The seven members of the Council represent and contro the most significant possessions of the Empire. They represent the Empire&#039;s authority far from Moroz, and are trusted hands of the Emperor. They are:&lt;br /&gt;
* Territorial Prime Minister Elard Tarlev (the [[Fisanduh|Imperial Territory of Fisanduh]])&lt;br /&gt;
* Governor-General Theresia Sophie von Schulthais-Aichalden (the Imperial military&#039;s garrison in Fisanduh)&lt;br /&gt;
* Admiral-Governor Lanying Zhao (the  [[Empire of Dominia#Zhurong|Imperial Mandate of Zhurong]])&lt;br /&gt;
* Governor Alphonse Caladius (the  [[Empire of Dominia#Alterim Obrirava|Imperial Mandate of Alterim Obrirava]])&lt;br /&gt;
* Governor Victorie Caladius (the [[Empire of Dominia#Alterim Balteulis|Tribunalist Mandate of Alterim Balteulis]])&lt;br /&gt;
* Governor-Marchioness Anastazija Glavan (the [[Novi Jadran|Imperial Mandate of Novi Jadran]])&lt;br /&gt;
* Viceroy-General Herman Gaufrid-Meinrad Strelitz (the [[Sun Reach|Imperial Viceroyality of Sun Reach]])&lt;br /&gt;
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=Serene Republic of Elyra=&lt;br /&gt;
These are individuals relevant to the [[Republic of Elyra]].&lt;br /&gt;
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==Prime Minister Rasheed Tatenda==&lt;br /&gt;
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&#039;&#039;&#039;Birthdate: July 13th, 2421&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The victor in Elyra’s most recent elections, P.M. Tatenda is a sterling representative of what Elyra is to the greater frontier. He is a published phoron researcher with some combat experience under his belt as a result of service as a reserve officer, and maintains a good appearance despite his advancing age. While Tatenda does not have the best relationship with NanoTrasen, or megacorporations more generally, his government has seen a thawing of the NT-Elyra relationship due to NanoTrasen providing cardox to Elyra. However a full thaw remains unlikely, as Tatenda’s government retains bitterness over how long it took cardox shipments to begin. Tatenda’s government has seen a strengthening of the relationship between the Coalition of Colonies and Elyra under his leadership, with the goal of further suppressing Dominian and unathi piracy.&lt;br /&gt;
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		<id>https://wiki.aurorastation.org/index.php?title=Empire_of_Dominia&amp;diff=38824</id>
		<title>Empire of Dominia</title>
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		<updated>2026-03-26T04:48:10Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: Made the formatting prettier.&lt;/p&gt;
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&lt;div&gt;{{Outdated (Phoron Scarcity)}}&lt;br /&gt;
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 {{Infobox Nations&lt;br /&gt;
 |Nation = Empire of Dominia&lt;br /&gt;
 |Shortname = Dominia&lt;br /&gt;
 |Flag = Dominian Flag Horizontal.png&lt;br /&gt;
 |Galatic Position = Position Dominia.png&lt;br /&gt;
 |Capital City = Nova Luxembourg&lt;br /&gt;
 |Capital Planet = [[Moroz]]&lt;br /&gt;
 |Language = Vulgar Morozi (Sol Common)&amp;lt;br&amp;gt;High Morozi (Tradeband)&lt;br /&gt;
 |Species = Human (Majority)&amp;lt;br&amp;gt;[[Unathi in Dominia|Unathi]] (Minority)&lt;br /&gt;
 |Religion = [[Moroz Holy Tribunal]]&lt;br /&gt;
 |Demonym = Dominian&lt;br /&gt;
 |Government = Unitary Absolute Monarchy&lt;br /&gt;
 |Head of State = Emperor Boleslaw Keeser I&lt;br /&gt;
 |Legislature = Consultative Assembly&lt;br /&gt;
 |Upper House = Imperial Cabinet&lt;br /&gt;
 |Lower House = Imperial Council of Electors&lt;br /&gt;
 |Established = 29th July 2385&lt;br /&gt;
 }}&lt;br /&gt;
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The &#039;&#039;&#039;Empire of Dominia&#039;&#039;&#039;, often simply referred to as “the Empire,” is a heavily religious absolute monarchy with its capital, Nova Luxembourg, on the planet of Moroz in the Mira Sancta System. This autocratic state is presently ruled by His Imperial Majesty &#039;&#039;&#039;Emperor Boleslaw Keeser I&#039;&#039;&#039;. The Empire of Dominia was proclaimed in 2385 by Emperor Godwin Keeser, the father of Boleslaw Keeser. Imperial society is dominated by the Great and Minor Houses under the Emperor and is very socioeconomically stratified due to the so-called blood debt, known as the Mor’iz’al. All citizens are born with the Mor’iz’al debt in exchange for the privileges of citizenship, a debt that takes some a lifetime or more to pay off. Imperial society is heavily divided by class and the Mor’iz’al blood debt is a very important part of Imperial society. Many in the Empire follow a strict code of honor, which originates with its great houses. The Empire is considered by many to be a threat to the free frontier. Its state religion is the Moroz Holy Tribunal which lays a heavy hand upon the Imperial government, with their edicts enforceable as law and those that violate its edicts being referred to as “edict breakers,” a class of unpersons actively hunted down by the government. Perhaps the most famous export of the Empire is the gene-boosting techniques it has carefully developed over centuries, though they lag behind the Skrell. It remains highly imperialistic and somewhat isolated but has recently made strides to enter further into the galactic stage. “In the Goddess’ Name, so Shall it be Done” is commonly regarded as the unofficial motto of the Empire, due to the association of the phrase with the Tribunal.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==Population and Planets==&lt;br /&gt;
&lt;br /&gt;
Based on the 2459 Imperial Census, the total population of the Empire is roughly fifteen billion, though this number has grown in the intervening years. Citizens from the Imperial Core tend to be extremely devout in their belief in the Tribunal due to their proximity to the heart of the Tribunal&#039;s power. As one travels outwards from the Imperial Core loyalty to both Emperor and Goddess slowly fades, and the presence of the Imperial Army increases in response.&lt;br /&gt;
&lt;br /&gt;
Citizens of the Outer Empire or &amp;quot;Imperial Frontier&amp;quot; tend to lack loyalty to both the throne and the Tribunal, largely due to being conquered by force rather than colonized by Morozians as the Dominian core worlds were. Many subjects are new to the Empire in these regions and are unwilling to bend the knee, leading to a great number of military units being stationed here. Imperial frontier subjects have a reputation for being uncivilized in the Inner Empire. They tend to be unwilling to convert, with these regions seeing higher amounts of edict-based executions.&lt;br /&gt;
&lt;br /&gt;
====[[Moroz]]====&lt;br /&gt;
The capital planet the Empire with roughly six billion residents. The planet is largely dominated by its large polar circles which encompass around 70% of the planet’s surface. Moroz is by far the wealthiest settlement in the Empire and owes much of its wealth to the extraction-based economics of Dominian imperialism, which has led to some resentment from other planets in the young Empire.&lt;br /&gt;
&lt;br /&gt;
====Zhurong====&lt;br /&gt;
Colonized in 2367 by the combined efforts of the Imperial Alliance and Holy Kingdom of Domelkos, the Imperial Mandate of Zhurong is the Empire’s oldest continuous colony. Zhurong is home to plentiful mineral deposits which form the backbone of the local economy, and have ensured the planet is the beating industrial heart of the Empire and its Fleet. Its capital Hongse Chengbao, literally translated as Red Castle, is in one of the few stable regions of the planet and takes its name from the large Imperial Fleet Arsenal which was established there in the early 2370s. Much of the planet’s surface outside of the stable regions is constantly shifting and exposing new mineral deposits which the Empire readily exploits by using large mobile mining walkers designed to withstand the frequent earthquakes and volcanic activity Zhurong is known for. The planet is known to be far hotter than Moroz and local fashion discards the long sleeves and heavy coats of Moroz for short sleeves and lighter fabrics.&lt;br /&gt;
&lt;br /&gt;
In both the present day and historically Zhurong has served as a critical industrial hub for the Empire which produces many of its weapons of war, ranging from humble infantry rifles to the venerable Moroz-class dreadnoughts of the Imperial Fleet. Most in House Zhao, which has long dominated Zhurong, believe the War of Moroz was won in Zhurong’s factories and orbital shipyards. The ever-increasing demands of the Empire’s colonial conquests has resulted in the Admiral-Governors of Zhurong creating the Red Castle System: a decree which divides the planet into a series of counties which are ruled by minor nobles or qualified Secondaries affiliated with House Zhao. Appointed by the Admiral-Governor, these Counts and Countesses are responsible for ensuring the quotas set for Zhurong by the Imperial Council are met. If they are not met, the rulers can simply be removed. Despite the risk of removal some families have had a great deal of success as Counts minted by the Red Castle, and have made themselves and their holdings immensely wealthy in the process.&lt;br /&gt;
&lt;br /&gt;
Perhaps the most successful of the Red Castle Counts is the Kaneko family, a group of minor nobles who are responsible for large-scale steel production in Kaneko County. Unfailing in their loyalty to House Zhao and the broader Empire, House Kaneko is known for its fair and relatively meritocratic policies towards its subordinates, including its Ma’zal workers, and has never once failed to meet its assigned quotas. Their family crest — a yastr holding a forging hammer in its claws — is stamped on every piece of steel they forge and is a common sight throughout the Imperial military. House Kaneko’s motto — Zhurong Steel — has become a slang term in many corners of the Empire for a high-quality product which will not fail. The family has consistently refused offers to integrate it into House Zhao, citing their role as servants of House Zhao above all things. More cynical souls have pointed to House Kaneko’s independence allowing for it to more easily interact with foreign companies, such as Zavodskoi Interstellar.&lt;br /&gt;
&lt;br /&gt;
Those beneath these Counts and Countesses are primarily Ma’zals and less wealthy Secondaries, though some minor nobles can be found in administrative positions across the planet. The factories and mineral fields of Zhurong are a common destination for Ma’zals looking to quickly work off their Mo’ri’zal, and those of their family, despite the hazards associated with working in the mineral fields. Earthquakes and volcanic activity are two major hazards which face the mining walkers of Zhurong, and injuries can be quite common among the planet’s miners despite safety standards and protective equipment demanded by the Admiral-Governor for all miners. In the factories in orbital works of Zhurong life is significantly safer but pay is lower. Zavodskoi Interstellar, a recent partner of the Empire, has begun to invest large amounts of funds into the planet’s industrial infrastructure, and Zhurong’s fortunes seem to have improved greatly through cooperation with Zavodskoi. Some in the broader Spur have whispered of Zavodskoi’s intent to turn Zhurong into their version of [[New Hai Phong]] — an industrial planet which they can cite as a major accomplishment and source of income.&lt;br /&gt;
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====Zhurong Imperial Shipbuilding====&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Let me phrase this in a way even you can understand, Grand Consul. A sculptor cannot function without her materials, yes? The resources you will be diverting into this pet project of yours are my materials, and my sculpture is our Empire!”&amp;lt;/i&amp;gt; — Grand Admiral Huiling Zhao during discussions preceding the creation of ZIS.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Zhurong Imperial Shipbuilding&#039;&#039;&#039; is a Zavodskoi Interstellar affiliated company subordinate to the larger Zhao-run Zhurong Imperial Naval Arsenal (ZINA) which is located on the Empire of Dominia’s industrialized core world of Zhurong. The ZIS is focused around, as the name implies, the construction of ships but has a focus on civilian hulls rather than military ones. Founded in 2462 after the construction of multiple shipyards in orbit of the industrial planet [[Empire_of_Dominia#Zhurong | Zhurong]] by House Zhao and funded by House Caladius, ZIS is  a successful attempt by the Empire to force Hephaestus Industries out of a market, in this case the need for civilian and industrial vessels within the Empire of Dominia, and replace it with a native Dominian company. &lt;br /&gt;
&lt;br /&gt;
Contemporary Operations and Influence: Currently, the ZIS profits along the Great Houses of the Empire, using the raw resources of newly conquered frontier worlds to build the vessels which transport those resources from the frontier worlds. By cooperating with both  House Zhao and Caladius and focusing their efforts on civilian vessels rather than military ones, ZIS has come to hold a near monopoly over the construction of those vessels within the Empire, and limitations on other megacorporations places by the Chief Commissioner of Economic Development ensure their position remains secure. Outside the empire they currently compete with Hegeranzi Starworks, a Hephaestus subsidiary for markets not only in the Badlands but across the Spur. Currently, the Starworks has a leading edge due to the help of Hephaestus Industries and ZIS’ focus on serving the Dominian market first. However, ZIS is increasingly finding an edge in more specialized vessels and equipment compared to the mass production design of the Starworks. ZIS works closely with Zavodskoi Industries, who buys their ships for sale outside of the Empire. Zavodskoi also provides many skilled engineers for the ZIS through a work contract program. Most ZIS employees not affiliated with Zavodskoi are Ma’zals from the Imperial Frontier seeking better work and higher wages to pay off their Mo’ri’zal. These Ma’zals are typically supervised by Secondaries, who make up the vast number of white-collar jobs found in both ZIS and its parent company, ZINA.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executives&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Lord Master of the Shipyard (CEO): Lanying Zhao&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Though criticized by many in House Caladius for being clear evidence of Imperial Fleet meddling in the affairs of civilian shipbuilding, the Admiral-Governor of Zhurong has doggedly maintained her position as Lord Master of the Shipyard through her own influence, vast talents, and the patronage of the Grand Admiral. Lanying’s tenure as ZIS’ first, and so far only, leader has been relatively unpopular with House Caladius due to her repeated choices to direct ZIS resources into ZINA, which she also controls, despite protests by many merchants. Conversely, these choices have made her quite popular with her own house. Rumors have recently spoken of the Admiral-Governor, a woman bored half to death by her duties, resigning her position as soon as a successor emerges. Only time will tell if these are true.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of Production: Xiu Zhao&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The mind behind many ships used by civilian and military actors across the Empire, Xiu Zhao is often regarded as one of the house’s greatest contemporary engineers. Serving as Master of Production is something of a retirement for the old engineer as he is now responsible more for production schedules than military vessels. Some say it is more a punishment than retirement for his promotion and production of the somewhat inefficient Empire-class cruiser, but House Zhao has been quick to deny these rumors. Regardless of why he is there Xiu has proven to be an effective technical mind, though he often finds himself in conflict with Lanying over how best to allocate resources.&lt;br /&gt;
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&#039;&#039;&#039;Commissioner of Finance: Annette Caladius&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The comptroller of ZIS’ budget, Annette Caladius — otherwise known as the Countess of Saint’s Landing on Alterim Obrirava — is a woman often frustrated by her associates on the executive committee. Much of her time is spent thwarting Zhao plots to funnel more money away from ZIS and its merchant ship production. The time which is not spent doing this is often instead spent managing the affairs of her distant, though religiously important, holding or meeting with the myriad House Caladius-affiliated merchants. Countess Caladius is almost always surrounded by a throng of Secondary and Ma’zal clerks, secretaries, and functionaries who work tirelessly to ensure the will of House Caladius is carried out at ZIS. While the Countess has won great approval in her position she has long yearned for more, and some believe she is merely using ZIS as a springboard to launch herself into the position of Grand Consul — House Caladius’ elected leader.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chief Supervisor of the Shipyard: Henryk Gottfried&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An Imperial Knight with a long history of service in the Imperial Fleet, Sir Gottfried is the only Secondary on ZIS’ executive committee. A former Fleet logistics officer assigned to the elite First Battlefleet, his organizational skills — and family connections to House Zhao — made him an ideal candidate for the position of Chief Supervisor of the Shipyard, and he is now responsible for much of the day-to-day running of ZIS. A Fleet man to the core, Gottfried is not unwilling to shift ZIS resources to Fleet projects if the Governor-Admiral or Grand Admiral deem it needed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;History&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the shipyards of the Zhao-dominated Zhurong Imperial Naval Arsenal almost entirely focused on the construction of military vessels and their accessories, the Empire, and House Caladius, found itself struggling to transport resources from their expanding frontier colonies to the Imperial Core for use in heavy industries or other economic activities. The Empire, ever wary of outside influence, curtailed the expansion of [[Hephaestus Industries]], who had been attempting to enter the market with their ships produced by [[Unathi_Guilds#Hegeranzi Starworks | Hegeranzi Starworks]], one of their subsidiaries. House Zhao was instructed by the Emperor and Chief Commissioner of Economic Development Izla Caladius to create an imperial company to supply ships for the empire&#039;s industry, being the great house most familiar with shipbuilding. As the Zhaos were more obsessed with their military shipyards however, they came to an agreement to work closely with Zavodskoi Interstellar, a well respected company in the empire, to accomplish their orders with minimal effort. Were it not for Zavodskoi, the ZIS would be an often ignored and poorly supplied organization. &lt;br /&gt;
&lt;br /&gt;
Many in House Zhao, including — according to the Fleet’s rumor mill — the Grand Admiral herself, resent ZIS for taking up valuable manpower, resources, and time which could have instead been diverted to the Imperial Fleet’s arsenal, and perhaps allowed for the construction of a third of the feared Moroz-class dreadnoughts. But the House and the Imperial Fleet are not blind to the reality of the situation: while the existence of ZIS may result in a small decrease in materials sent toward what truly matters, more ships for the ever-complaining House Caladius will allow the Fleet to divert its cargo transports toward more important tasks. &lt;br /&gt;
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====Alterim Obrirava====&lt;br /&gt;
&lt;br /&gt;
A lush and Earthlike planet in a system rich in Helium-3, the Imperial Mandate of Alterim Obrirava is a wealthy core world of the Empire of Dominia and a key hub of its fuel industry. Colonized alongside Alterim Balteulis in 2379 during the tail end of the War of Moroz, Obrirava is dominated by Houses Caladius and Zhao. The two great houses do not typically agree on the matter of selling the planet’s bountiful Helium-3 abroad: the Caladius advocate for it, the Zhao advocate against it, and the governor rounds himself caught in the crosshairs of the great houses. Despite Zhao-dictates restrictions on selling its most valuable resource abroad, the planet’s capital, Ilstel, is home to a thriving foreign merchant community sponsored by House Caladius. The planet’s environment is pleasant and many of its residents are immigrants from Moroz who have migrated from the frozen capital of the Empire for greener climates. Clothing on Alterim Obrirava is lighter and more colorful than its counterparts on Moroz.&lt;br /&gt;
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The pleasant and green environment shows signs of having been terraformed at some point by an unknown, likely now extinct, galactic power. Some have theorized the terraforming may date to the Glorsh era but the Empire has consistently refused foreign researchers access to the planet for the purpose of studying its biosphere. House Caladius and much of the broader Empire have claimed the idyllic environment of Alterim Obrirava are a clear indication of the Goddess blessing the Empire with boons. House Volvalaad has long allegedly researched the biosphere alongside the other great houses but has yet to release any information beyond the Empire’s scientific community. More Goddess-touched — the rare women gifted with the ability to “hear” the Goddess — have originated from Alterim Obrirava than any other planet in the Empire.&lt;br /&gt;
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The tourism industry is one of the largest employers of Obrirava’s residents aside from the Helium-3 industry, which employs more Obriravans than any other single industry. Most tourists are other Dominians, and they tend to be either Primaries or wealthy Secondaries. The Secondaries and Ma’zals which make up the service sector of the planet hold themselves to the highest standards to ensure they satisfy the wants and demands of these rich Dominians, and often find themselves employed by [[Idris Incorporated]] when they go abroad. Those who do not work in the service sector are often Ma’zals who are employed in the planet’s orbital Helium-3 mining and refining industry. While not as hazardous as Zhurong by any stretch of the imagination the asteroid fields which the system’s Helium-3 is harvested from are located far in space and demand painstaking EVA work to harvest. Zavodskoi Interstellar is a recent entrant to the Helium-3 mining industry in the system and has established several joint ventures with the engineers of House Zhao.&lt;br /&gt;
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====Alterim Balteulis====&lt;br /&gt;
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The dry and hot Tribunalist Mandate of Alterim Balteulis was originally colonized in 2379 by devout members of House Caladius who felt called to spread the Moroz Holy Tribunal beyond Moroz itself. They established the planetary capital of Casotania and quickly set to work constructing shrines and churches to honor the Goddess’ conquest of this uninhabited world. Alterim Balteulis is home to vast, dry savannahs and hot deserts which encourage the planet’s dominant form of extreme weather: sandstorms. While they can be devastating to unprepared crops and settlers the residents of Alterim Balteulis have overcome these obstacles through faith and clever engineering techniques such as shielded farms and protected railroads.&lt;br /&gt;
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The primary draw of Alterim Balteulis is its immense number of Tribunalist churches, including the massive Grand Cathedral of the Holy Tribunal – an extravagantly expensive structure commissioned by House Caladius to demonstrate their unwavering commitment to the Goddess and built in an area painstakingly terraformed with assistance from House Volvalaad to resemble an idyllic settlement outside Domelkos on Moroz. While some more liberal Tribunalists have balked at this expense the religious grandiosity of the planet has attracted many migrants and pilgrims from across the Empire, some of which opt to settle upon the planet’s dusty surface.&lt;br /&gt;
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Due to its climate Alterim Balteulis is home to a large amount of the Empire’s [[Unathi]] population, but they remain a small minority on the planet.&lt;br /&gt;
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====[[Novi Jadran]]====&lt;br /&gt;
[[Image:Imperial_Frontier.png|thumb|The flag of the Empire&#039;s frontier regions. Its colors symbolically represent Houses Caladius, Zhao, and Strelitz in addition to the Empire itself.]]&lt;br /&gt;
A tundra planet initially colonized by inhabitants of the Adriatic coasts with a population of roughly 100 million people, located near the edge of the Empire&#039;s westernmost frontier. Predominantly cold and icy with short summers, this climate has kept the economy primarily rural and much of the planet underdeveloped, with most living in small cities dotted around the coast and major waterways. A few major population centers exist, such as the capital of Nova Rijeka, that have a semblance of a modern service-based or industrial economy, though these are typically based around processing the foodstuffs the planet is well-known for. Noble authority on the edge of the Empire in Novi Jadran is quite strong, with many people viewing themselves as loyal to their local nobles first and the greater Empire second.&lt;br /&gt;
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Novi Jadran has been under firmly the Empire&#039;s control since its peaceful annexation in 2389, and has proved itself to be a loyal colony despite not contributing much to the Imperial treasury. Many in the Empire view it as the “model colony” of the Dominian frontier and it is visited by many functionaries on tours due to this status, with the Chief Commissioner for Colonial Affairs visiting the planet twice a year. These visits are major events for the planet’s inhabitants and bring with their best offerings for the visiting Primaries in hopes of attracting attention, and the benefits from having a Primary’s eye upon you. These gifts are usually finely crafted feasts and food, though it is not uncommon for horses and other animals to be presented.&lt;br /&gt;
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Planetary cuisine holds true to its Adriatic roots, with many Croatian and Italian elements still present. Fish-based diets are ubiquitous among the rural people as the vast oceans make for perfect fishing conditions and much of the ground is too cold to properly till. The raising of livestock is common towards the equator of the planet, but is not as prevalent as fishing.&lt;br /&gt;
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Despite its status as the “model colony” the planet is not without its problems. Many local nobles are negligent regarding the needs of the rural population and often refuse to carry out mandated infrastructure or electrical reforms. Many of the rural inhabitants in far-flung regions still have either no electricity, or very little. The petty nobility that oversees the various settlements and cities often protests this mismanagement, but the dukes keep them in check through vast and indulgent parties and balls. Calls for a new administration have been spreading around the planet for some months, but only time can tell if the nobility will be reigned in by the Empire or not.&lt;br /&gt;
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====[[Sun Reach]]====&lt;br /&gt;
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Fully conquered by the Imperial Dominian Army in 2422, the Imperial Viceroyalty of Sun Reach is the least populous of the Empire’s major worlds and derives its name from the planet’s largest settlement — a small town which has been transformed into a metropolis over the last forty years due to House Caladius’ investments into its infrastructure and the system’s incredible amounts of Helium-3, the lifeblood of the Imperial Fleet. Sun Reach is a world commonly known through the Empire for the hot, wet climate which supports large fields of algae farmed by those citizens of the planet not employed by the Helium-3 industry. Much of the planet’s surface is dominated by mangroves and swamps which make building infrastructure difficult, and what infrastructure is built through these regions must be painstakingly maintained lest it falls into disrepair and ruin. A resident of Sun Reach is generally referred to as either a Sun Reacher or, more informally, a Reacher.&lt;br /&gt;
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Prior to its annexation by the Empire — described in official Viceroyalty histories as a triumphant rescue from the banditry and anarchy which had ruled the planet, and by dissidents as a brutal occupation which has continued for four decades — Sun Reach was one of dozens of post-Solarian Hegemonic Era colonies, worlds colonized during the pre-Interstellar War era during the Alliance’s golden age and abandoned in the Alliance’s [[Sol Alliance History#2302: Elyra’s Secession and the Collapse of the Southern Solarian Frontier|retreat from the Southern Solarian Frontier after 2302]]. Utilized by the [[Solarian Armed Forces#Solarian Navy|Solarian Navy]], much like the later Imperial Fleet, it was abandoned with valuable assets such as its Helium-3 industry and limited shipbuilding facilities intact. In the intervening years Sun Reach’s colonial government — left behind during the retreat — turned itself from a Solarian government into a bandit state which relied upon its Helium-3 resources and shipbuilding to dominate its poorer and weaker neighbors, and had successfully a small piratical empire of its own by the late 24th century. These Pirate Lords, descended from the original colonial administration, enriched themselves but not the planet’s people, causing resentment to build in a poor, mostly rural population kept in check through fear and intimidation.&lt;br /&gt;
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But by the dawn of the 25th century, the beginning of the end for the Pirate Lords was in sight. The rise of the nearby and much more powerful Empire of Dominia had created an opponent they could not hope to best, and the former tributary states of the [[Human Piracy|pirate empire]] beseeched [[Moroz]] for protection — as did a small group of [[Moroz Holy Tribunal|Tribunalist]] faithful on the planet. A minor skirmish between Pirate Lord-aligned vessels and the [[Dominian Imperial Military#Notable Fleet Forces and Equipment|Imperial Fleet’s 1st Battlefleet]] in 2422 was utilized by the Empire to launch a formal invasion of the planet within the same year, and the Pirate Lords rapidly found themselves defeated, tried, and mostly executed by the triumphant Empire — though some escaped to the [[Republic of Elyra]] or [[Coalition of Colonies]]. Some of the population, ecstatic to be free of the Pirate Lords, accepted the Empire with open arms, while others saw it as trading of one despot for the other.&lt;br /&gt;
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In the forty years since its conquest the Viceroyalty has done much to both endear itself to and aggravate the Empire. While much of the population — particularly those in the Imperial capital of Sun Reach and the fertile “Algae Belt” around the planet’s equator — are steadfast in their loyalty to the Empire, the swamps and mangroves which define much of the planet&#039;s surface have proven themselves to be a persistent source of trouble for the Empire. Dissident Sun Reachers, or [[Dominian Imperial Military#The Imperial Army|Imperial Army]] deserters, will often flee into these areas and from there, launch guerilla attacks against Imperial forces and loyalists. A longstanding campaign by forces of the Imperial Army, [[Dominian Imperial Military#Notable Imperial Army Units|local militias]], and [[Dominian Imperial Military#The Imperial Flying Corps|Imperial Flying Corps]] has suppressed these guerrillas, but has not entirely eliminated what the Viceroyalty described as, “rural banditry,” on the planet. Problems with development due to the planet’s environment still remain and many Sun Reachers live as sustenance algae farmers, with only a career in the He-3 industry that dominates its industrial centers or a life in the Imperial Military as exits. Perhaps in honor of their piratical heritage, many Sun Reachers join the [[Dominian Imperial Military#His Imperial Majesty’s Fleet|Imperial Fleet]] or, failing that, the [[Human Piracy#Empire of Dominia-Affiliated Privateers|Goddess’ Flotilla]].&lt;br /&gt;
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====The Eastern Military Frontier====&lt;br /&gt;
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Beyond Sun Reach and to the Empire’s west lies a region known as the &#039;&#039;&#039;Eastern Military Frontier Area&#039;&#039;&#039;, or &#039;&#039;&#039;EMFA&#039;&#039;&#039;, which covers the recent conquests made under the watchful eye of Emperor Boleslaw Keeser, first of his name. Intended to act as a shield — if not a sword — against aggression by other powers such as Elyra, the EMFA is home to a large Imperial military presence, ranging from the mighty warships of the Fleet to the humble infantrymen of the Army and the noble pilots of the Flying Corps.&lt;br /&gt;
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As a military frontier it has an unusual governmental structure where authority is shared jointly between the local Governor-Viceroy, Gauthier Caladius, and the regional naval commander, Vice Grand Admiral Xuiling Zhao — twin sister of Grand Admiral Huiling Zhao and commander of the venerable HIMFS &#039;&#039;Emperor Godwin&#039;&#039;, one of only two Moroz-class dreadnoughts in the Spur. Below them are an eclectic collection of local notables, military officers, and colonial bureaucrats who keep the military frontier running in its day-to-day operations, whether those are extracting resources from its planets, building new military bases, or repressing civil dissent.&lt;br /&gt;
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=====Caria=====&lt;br /&gt;
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A former tributary state of the Pirate Lords integrated peacefully into the Empire in 2424, the &#039;&#039;&#039;Imperial Viceroyalty of Caria&#039;&#039;&#039; is a tidally-locked planet referred to by many Dominians as the “Witch-World” due to its inhabited side being constantly shrouded in semi-twilight. It is located in the Paegilini System, and its residents are known as Carians. The planet is only kept from absolute darkness by its highly reflective and orbitally-locked moon, Caria Minoris, which the planet’s native religion — referred to as Carianism by Imperial scholars — claimed to be the home of their ancestor-god, the Great Mother. Caria’s surface is cold and its population centers are concentrated around geothermal vents Carians previously claim were opened by the Great Mother with a mighty sword, and now hold the Goddess opened for them. The planet’s capital is Yaeksyna, the oldest and grandest of the vent-cities and the center of the Empire’s civil and religious authority on the planet. In orbit dwell a series of long-abandoned structures resembling Solarian hegemonic-era warp gates, though long dead and mostly broken — or dismantled by the Empire. Carian mythology claims their world was a site of Solarian experiments in advanced warp technology, and refer to the act of warping as, “veil-jumping.” Reasonably prosperous by the standards of the Empire’s hinterlands, Caria is permitted a hands-off approach to governance by the Empire so long as it maintains its faith to the Goddess and Emperor alike, and continues to provide resources to the Imperial Core.&lt;br /&gt;
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Carians are regarded as an unusual, even accursed, people due to the darkness of their native world and its insular nature — the soft hand of the colonial bureaucracy over it has contributed to these rumors, with some claiming Carians used sorcery to ensure their independence. Rumors claim they can see in absolute darkness and actively practice sorcery such as blood magic and [[Moroz Holy Tribunal#Witchfinding and Witchwork|witch spirit]]-calling out of the view of the Goddess and Empire alike. The unusual appearance of Carians contributes further to these rumors: they are often pale-skinned and of dark hair, with unusually bright eye colors — some even being purple. Officially referred to as a local genetic variation by the Empire, some Dominians whisper their unusual appearances are the result of long-forgotten — or still-classified — experiments by the [[Sol Alliance|Alliance]], a curse by the [[Moroz Holy Tribunal#The Goddess|Goddess Herself]] for a past sin, or that they are not of this [[Orion Spur|Spur]], but instead brought to it by some warp experiment carried out by the Alliance. Carians who go abroad in the Empire thus tend to face [[Dominian Society and Class Structure#Ma&#039;zals|significant discrimination]] from others, with many choosing not to go abroad at all. Further compounding rumors surrounding them is that their planet produces a larger population of Goddess-touched than its size would otherwise imply.&lt;br /&gt;
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Carianism — the native faith of the planet — is officially dead in the Empire, having been replaced by Holy Tribunalism spread throughout the planet by the Empire. It called for worship of an entity known as the Great Mother and heavily relied upon astrological divination to interpret the god’s will. Tribunalism’s spread was aided by Carianism’s belief in a female creator deity and a willingness for missionaries to overlook a degree of syncretism if it benefited the Goddess and Empire: Carians were taught their Great Mother was simply a misinterpretation of the Goddess, and that She had been their true savior. Many believed — or chose to believe — this, and Tribunalism entrenched itself. However, like Reacher Tribunalism, Carian Tribunalism has a degree of local variation: it still heavily relies upon astrology and divination — many Tribunalist churches here have a locally-recruited astrologer or other form of diviner on their staff. For accurate divination a Carian diviner must supply a small amount of their blood, typically done by pricking their finger with a small, silvered knife known as a divining blade or tuning blade. Katarinians claim the Tribunal could — if they had the resources and will — stamp out the borderline-heresy and witchwork divination of the Carians. But resources are limited and the loose hand of the Empire ensures the Witch-World is cooperative. Thus the state apparatus which would be used here to pacify a rebellious world can be used elsewhere, such as on Xiang-Xia.&lt;br /&gt;
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Caria’s local government is unique by Dominian standards: due to reasons unknown to those outside of the [[Empire of Dominia#Imperial Cabinet|Imperial Cabinet]] and [[Keeser Royal Family|royal family]] it has been allowed to retain a modicum of self-governance, though now answering to the Tribunal, Emperor, and colonial administration alike — though this self-governance is said to only last as long as it remains both productive and loyal. Carians elect a local planetary leader from their patrician families known as the Grand Estate-Holder, who answers directly to the regional viceroy. The current Grand Estate Holder is Rhian Hargest, leader of an ancient merchant family in Yaeksyna with close ties to House Caladius. She answers to Governor-Viceroy Gauthier Caladius, himself a veteran bureaucrat of the colonial administration. The Empire maintains a small garrison here and mostly relies upon local collaboration, freeing up its forces — particularly the army — for more important theaters elsewhere.&lt;br /&gt;
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=====Xiang-Xia=====&lt;br /&gt;
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Another Pirate Lord tributary state conquered by the Empire, the &#039;&#039;&#039;Imperial Viceroyalty of Xiang-Xia&#039;&#039;&#039; is a hot, desert-covered world in the Yi System where what few people inhabit it crowd into a series of oasis-based bunker cities designed to survive the planet’s massive sandstorms. Few try their luck in the countryside, where water is scarce and massive sandstorms can last for weeks on end. However, Xiang-Xia’s countryside is incredibly mineral-rich – there are plentiful deposits of valuable minerals buried beneath the planet’s sandy terrain. These mineral deposits have made the planet into a strategically important one for the Empire and much of its native population now works to extract its mineral wealth. Little of this wealth returns, with the profits — and materials — going to the Imperial Core, and the planet is one of the poorest in the Empire. Residents of the planet — Xians — often joke, out of the hearing of colonial officials, their world is most known for its three nos: no water, no money, and no future.&lt;br /&gt;
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Xiang-Xia did not join the Empire peacefully. In 2423 the remains of the Lords concentrated their forces here and opted to make a last stand against the Empire, which invaded the planet later that year. It was subjugated by 2424, with the last of its oasis-cities surrendering to the [[Dominian Imperial Military#The Imperial Army|Imperial Army]] in March. A desire to make money back on what had been a large investment — the campaign against Sun Reach — led to the imposition of a harsh military-run colonial regime through the 2420s focused on crushing any remaining dissent and turning the colony into a productive one at minimal cost to the bureaucracy. The military government based itself in what it renamed Godwin’s Oasis, a well-developed oasis-settlement that became the planet’s capital as colonial operations expanded. Imperial prospectors found vast mineral deposits under the dunes, and heavy-duty mining equipment was brought in from Zhurong to exploit them. All the while, the Imperial Army’s local administration paid only lip service to the idea of developing the world for Xians.&lt;br /&gt;
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Life for Xians is a difficult, unpleasant one split between months underground sheltering from massive sandstorms and backbreaking work in the mineral fields that employ most of the world’s population. Above them are the colonial bureaucrats — [[Novi Jadran|Jadraner]] and [[Moroz|Morozian]] — the [[Moroz Holy Tribunal|Tribunal]], the [[Dominian Imperial Military|military]], and the entire Empire. Below them is nothing but the wealth of their world, which is shipped abroad to factories as far afield as Moroz once extracted. Little wealth returns to them, and they are often depicted in the broader Empire as destitute even by the standards of the Imperial Frontier. Poverty has ensured the typical Xian has close relationships with their fellows in a kind of informal economy, with particularly successful families sharing their wealth — mostly food — during a productive year in the expectation they will be aided in turn if their fortunes sour. Family units are tightly-knit due to the struggle to make ends meet, and it is common for several generations to live in the same house or apartment. Some families will pool their resources to send one member abroad in the Empire, to the mineral fields of Zhurong or the factories of Novi Jadran, in the expectation they will send back some of their wages, as salaries are generally higher off-world. The military is, as always in Dominia, an option for its poorest, and many of the boots on the ground in [[Fisanduh]] or on [[Sun Reach]] originate from Xiang-Xia. Some rare few instead find employment with [[Zavodskoi Interstellar]], which offers wages unfathomable to most on the planet — more than enough to live comfortably and send a stipend back to one&#039;s relatives.&lt;br /&gt;
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Xiang-Xia’s government, centered around the capital of Godwin’s Oasis, is divided between a military and civilian government, with the civilian government handling much of the mineral resources and the military government handling the population. The military government lies under the authority of &#039;&#039;&#039;Colonel-General Klaus-Peter Holzknecht&#039;&#039;&#039;, one of the Army’s highest-ranked [[Dominian Society and Class Structure#Commoners|Morozian Secondaries]] and a seasoned veteran of the invasions of Sun Reach and Xia-Xiang. Known as “Our Nasty Yastr” by his troops due to both his keen strategic mind and short temper with fellow officers, Holzknecht is an able — if often distant — administrator who shows no particular sympathy for Xians, viewing them as barely removed from uncivilized frontiersmen. His opposite is &#039;&#039;&#039;Colonial Director Prachi Gadhavi&#039;&#039;&#039;, a [[Dominian Society and Class Structure#Petty Nobility|minor noblewoman]] from Alterim Obrirava and close affiliate of House Zhao. Prachi is a technocrat who likewise cares little for the inhabitants of the planet, and only seeks to ensure minerals continue flowing from its ports. She is not hesitant to call on constables and the Imperial Army to enforce quotas, and has a reputation for harshness. &#039;&#039;&#039;This combination of an impassively cruel government and extraction-based economy is common across the Imperial Frontier&#039;&#039;&#039; and is a major reason for the continued wealth in the Imperial Core. &#039;&#039;&#039;Without the extraction-based system of the colonial regions, the core worlds would not be nearly as wealthy.&#039;&#039;&#039;&lt;br /&gt;
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The grip of Imperial control is tightest on Xiang-Xia. While the troops and [[Dominian Security and Law#His Imperial Majesty&#039;s Constable Service|constables]] stationed on it could have be moved elsewhere, the Empire has deemed the resources here too valuable to lose. With only so many ground troops available, most are concentrated in its oasis-cities to defend Imperial interests and keep the population from revolting. This concentration has led to a looser grip on the other worlds of the military frontier the Empire has deemed acceptable, but one that has caused whispers of concern: if the mighty Imperial Army cannot commit enough troops to secure every world here, how far can colonial expansion go? And if it stops, what will become of the Imperial Core’s wealth and prosperity?&lt;br /&gt;
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=====Chaldea=====&lt;br /&gt;
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Located in the Youdu System, the &#039;&#039;&#039;Imperial Viceroyalty of Chaldea&#039;&#039;&#039; is a pan-thalassic world covered in shallow seas and mineral-rich seafloors. With no true land to build on, the cities of Chaldea are built on sea mounds — points where the seafloor reaches nearly to the surface where it is easier to sink the reinforcements needed to construct the planet’s sea-cities. Chaldea submitted to the [[Dominian Imperial Military#The Imperial Fleet|Imperial Fleet]] in 2435 following a brief parley between the planet’s leading citizens and the staff officers of the 2nd Battlefleet, where Fleet Admiral Wei Zhao remarked he could simply obliterate the planet’s cities as, with only water below them, there was no room to build any bunkers. Chaldea surrendered the next day. The planet’s surface is covered entirely by water and is known for its frequent inclement weather, which can cause typhoon-like conditions Chaldeans refer to as “sea-storms” or “great sea-storms” depending upon their severity. The sea-cities of Chaldea are designed to withstand these sea-storms, but are rotting after centuries cut off from the broader Spur and neglect by the Empire in favor of the Youdu System’s orbital and spaceborne installations and defenses.&lt;br /&gt;
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Chaldeans, like Xians, are one of the Empire’s poorest groups, though they are poor out of neglect while Xians are poor due to exploitation. Their sea-cities — once magnificent works of the Alliance’s golden age — have sat for centuries without off-world support and many systems are barely functional or jerry-rigged, with locally-produced components having substituted the original parts long ago. The hands-off policy of the Empire has led many to desperation, turning to piracy on the planet’s seas in hopes of eking out some kind of living. Equally desperate sea-cities are rumored to unofficially sponsor privateering to secure the supplies they need to survive and weather the sea-storms of the planet, as the act of dredging materials from the seafloor and turning them into usable parts is an arduous one. For some, it is much easier to steal them. The Empire has yet to intervene against this, perhaps viewing it as beneath its notice, or believing this organized chaos may prevent any possible dissident movement. Seeing no better option on their home, many Chaldeans opt to migrate abroad in the Empire and the world has seen a steady population decline since its annexation. While some expatriates join the military first, many instead go to work in the mines and factories of the Imperial Core, or in the Empire’s growing service industry, where many serve as hired help for wealthy Secondary or Jadraner families.&lt;br /&gt;
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In contrast to the decay and poverty of Chaldea proper, the Youdu System is a beacon of activity — though primarily military activity. While its two moons are too small for true large-scale military development, the extensive orbital works found in it have led to the military designating the system as Fortress Wei. The forces here are subordinated to the nearly Shandi Fleet Command Center in the Caer Sidi System and Fortress Wei itself serves a dual role as a backstop to prevent enemy forces from overrunning the Empire if Caer Sidi’s Western Bastion fell unexpectedly, and to serve as a strategic reserve for it. Most facilities here are dedicated to repair and resupply efforts, with badly damaged vessels serving in the Imperial Frontier often being sent here to make them usable again. These installations are concentrated around the planet itself, with concentric defensive rings throughout the system. Fortress Wei’s defenses were heavily influenced by [[San Colette|Nueva Patria’s]], with Colettish engineering experts having been brought in by the Empire to help with their design and construction.&lt;br /&gt;
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The Empire’s hold on the planet itself is tenuous at best outside of its capital, Forsegard, with no Imperial Army units stationed on the world and its small rural constable service only truly effective in the capital and its surrounding waters. Officially the reasoning behind this is that resources are better spent elsewhere, with little attention being paid to the native population aside from protecting missionary stations and Imperial businesses. Unofficially, the lack of any real effort to pacify Chaldea is a sign &#039;&#039;&#039;the Empire has stretched its colonial possessions far enough that it cannot secure all of them&#039;&#039;&#039;, leading to it prioritizing some over others. Every [[Dominian Imperial Military#The Imperial Army|Imperial Army]] trooper who could theoretically be committed to Chaldea is needed elsewhere, be that on Xiang-Xia, in [[Fisanduh]], or elsewhere. If there is a true problem in Forsegard, such as a riot against the colonial government or [[Moroz Holy Tribunal#Divergent Tribunalist Interpretations|apostasy]], the Fleet can bomb it into submission or deploy armsmen to contain it.&lt;br /&gt;
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=====Hyrcania=====&lt;br /&gt;
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The Imperial Viceroyalty of Hyrcania is the most eastern Dominian world, having only submitted to Imperial authority in 2438 following the arrival of an Imperial Fleet force in its system. It is located in the Caer Sidi System. The planetary surface is covered in continent-wide forests of supermassive trees which can stretch nearly a kilometer into the air at times. Below these trees is a biological system which — for reasons unknown — favors large, territorial, and predatory monsters. The presence of these monsters has led to very few permanent human settlements existing on land, with Hyrcians instead living in semi-nomadic boat cities that float up and down the coasts of its freshwater oceans as the seasons change to avoid the seasonal activity of predatory animals. Settlements on land are often seasonal foraging communities of these boat cities and typically feature defensive fortifications to prevent them from being overcome by wildlife. The Empire has done very little to interfere with this cycle of life, viewing the residents of the planet as beneath notice so long as they do not actively plot against the Empire and follow the Goddess. Instead its interest lies mostly in orbit, as Hyrcania’s position has made it an excellent point of defense for the wider Empire against the broader Southern Spur.&lt;br /&gt;
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Hycians — the residents of the planet — are stereotyped as uneducated and provincial in the broader Empire, and are often accused of “Hyrcian&#039;s faith” — a belief they, isolated from the broader Empire and Tribunal in their forests and boat cities, have no knowledge of the Goddess beyond Her name and to praise Her when nobles are present. Many Hyrcian claim the [[Moroz Holy Tribunal#The Goddess|Goddess]] sends those deemed having evil souls to a [[Visegrad|dark reflection]] of Hyrcania’s forests, where they are hunted by its [[IPC|monsters]] until they repent. Local clergy have deemed this an acceptable deviation from conventional ideology, though some conservatives argue it could be stamped out if the colonial bureaucracy paid more attention to the planet. Hyrcians have a maritime culture and have been deemed “Sea-Scarabs” by some scholars, with them having maintained their oceangoing ships — dating to the colonial era — for generations, just as the Scarabs have their spacecraft. Most generally have some form of mechanical knowledge as a result, and live under the rulership of major-captains who are generally first elected by the ship, then approved by the colonial bureaucracy before being appointed.&lt;br /&gt;
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On Hyrcania’s moon, known as Shangdi by the [[Dominian Imperial Military#The Imperial Fleet|Imperial Fleet]], and throughout Caer Sidi is a significant [[Dominian Imperial Military#The Imperial Fleet|Imperial Fleet]] presence known informally as the Western Bastion. Here once will find dozens of naval operations stations, supply and fuel depots, refitting docks and repair stations, and — on Shangdi — command and control centers buried deep under its surface, which is home to numerous concealed anti-orbital weapon systems. The nerve center of Caer Sidi, is the &#039;&#039;&#039;Shangdi Fleet Command Center&#039;&#039;&#039;, or SFCC. The SFCC coordinates Imperial Fleet and privateer operations throughout much of the Sparring Sea and Badlands, and is where Vice Grand Admiral Xuiling Zhao is based, with the Emperor Godwin often seen in orbit above the moon. Dozens of Fleet vessels come and go from Caer Sidi every day, and resupply convoys from Zhurong are a near daily occurrence for the Western Bastion. In recent years long-range [[Solarian Armed Forces#Solarian Navy|Solarian Navy]] vessels have become an uncommon sight in the system, though to no known end. The extensive orbital works of Caer Sidi have attracted a significant [[Offworlder Humans|offworlder human]] population from throughout the Empire and beyond, with some technical experts from as far afield as [[Sol#Titan|Titan]] in the [[Sol|Sol System]] having been paid to work here.&lt;br /&gt;
&lt;br /&gt;
The Empire’s hand is loosest on Hyrcania, with only a token bureaucracy present on the ground, itself subordinated to the SFCC, and no permanently stationed Imperial Army units. Any problems that do emerge Planetside are expected to be handled by the SFCC without outside assistance from the broader government. For many Hyrcians it is as if their planet is still not part of the Empire, aside from the presence of small Tribunalist churches and temples in many boat cities — though they often lack the means to enforce anything beyond token faith. The first Imperial bureaucrat many residents of the planet will see is a processing officer if they choose to seek employment in the wider Empire.&lt;br /&gt;
&lt;br /&gt;
==Economy==&lt;br /&gt;
&lt;br /&gt;
The Dominian economic system is based around the extraction of goods from its frontier to enrich the Imperial Core and fuel the Empire’s war machine. It is dominated by the Empire’s four human great houses, who are powerful enough to absorb or subvert potential competitors, and primarily concerns itself with defense-related production. The main currency of the Empire is the Imperial Pound (Ф), which is backed by precious metals owned by the Imperial Central Bank in Nova Luxembourg, Moroz. However, currencies such as the Solarian Standard Credit or Biesel Standard Credit are commonly used by merchants throughout the Empire. The Empire’s largest employer is its industrial sector, followed by the service sector and the agricultural sector. The Imperial government is the Empire’s single largest employer as it de jure controls many defense-related industries, though in reality these industries are often run by Houses Zhao and Strelitz.&lt;br /&gt;
&lt;br /&gt;
One of the most profitable industrial sectors in the Empire, particularly in the wake of the phoron crisis, is its Helium-3 (He-3) refining industry. This industry is the lifeblood of the Imperial Fleet, the Empire’s main method of colonial conquest and control, as the Fleet’s ships almost exclusively burn Helium-3 in their engines. Most of the Empire’s conquests are done in an effort to find more Helium-3 to fuel its continued expansion, and it often aims to establish control over formerly Solarian He-3 facilities in the Sparring Sea which have sat mostly unused since the Elyran Revolution forced a general retreat by the Alliance from the region. These facilities are often located in orbit above abandoned colonies, such as Sun Reach, which are integrated into the Empire, regardless of their willingness to join it.&lt;br /&gt;
&lt;br /&gt;
Houses Zhao and Caladius have, particularly since 2462, been at odds over what to do with the Empire’s Helium-3 as it is now one of the Spur’s major producers of the fuel. House Caladius seeks to sell it for a profit while prices are high while House Zhao seeks to preserve the Empire’s strategic reserves for what they view as an inevitable conflict with their nearby rival: the Republic of Elyra. Even the Emperor has been unable to make the two houses see eye-to-eye on the issue and the leaders of the two houses are known to become involved in heated discussions on the issue during meetings of the Imperial Council of Electors, and the Imperial Cabinet itself often becomes involved in similarly heated discussions over the issue. Izla Caladius, the current Chief Commissioner of Economic Development, and her close aide, Josephine Caladius, have long avoided the topic and instead busies herself with the development of sustainable industries which will allow the Empire to grow and endure a potential conflict with Elyra.&lt;br /&gt;
&lt;br /&gt;
More liberal elements of the Empire, such as the outward-looking House Volvalaad, have expressed concerns regarding the Empire’s extraction-based economy. They have noted the Empire will, inevitably, run out of easy conquests and instead be faced with the prospect of war against a regional power such as Elyra or the Hegemony, and be forced to endure a prolonged conflict where it will not have easy access to resources to extract and thus sustain its military-centric economy. This stance is not popular amongst the Empire’s nobility outside of House Volvalaad and certain elements of House Caladius, but rumors in the capital of Nova Luxembourg suggest the crown Princess has taken an interest in this particular mode of economic thought.&lt;br /&gt;
&lt;br /&gt;
===Economic Sectors===&lt;br /&gt;
&lt;br /&gt;
====Industrial====&lt;br /&gt;
&lt;br /&gt;
The industrial sector of the Imperial economy is its largest and is constantly growing, particularly following recent investments by Zavodskoi Interstellar into it. Most known abroad for shipbuilding and weapons manufacturing, the most profitable subsector of the industrial economy is its Helium-3 mining and refining sector. Though the heavy industry of the Empire is most often associated with Zhurong’s  mines and industries, including orbital shipyards, the industrial sector can be found throughout the Empire and is particularly concentrated in its frontier — where most of its Helium-3 production outside of Alterim Obrirava can be found. The Helium-3 industry of the Empire is dirty and hazardous but is an attractive line of work for many Ma’zals and impoverished Secondaries who cannot afford to pay their Mo’ri’zal — the Empire’s form of taxation. Most of the raw materials used by the industrial sector come from the Imperial Frontier and the Empire’s conquests there.&lt;br /&gt;
&lt;br /&gt;
Workers of the Empire’s heavy industries are almost always Ma’zals from the Imperial Frontier drawn by its high wages and unwilling, or unable, to join the Imperial military. Work is hazardous and hours are long, with few protections for the rights of workers and institutional favoritism towards workers from older colonies of the Empire. How the workers of a given factory or facility are treated is often entirely up to the discretion of the facility manager — themselves often a Morozian or a trusted Ma’zal who has risen to the rank of Honourary Morozian, most typically a Jadraner. While these supervisors can be reported to local Imperial authorities for misconduct, investigations can take months and supervisors are rarely severely punished. Workers do have a quicker recourse: accusing their superiors of sabotaging the military’s supply chains. Those accused of this are swiftly investigated and, if found guilty, dismissed from their positions. Those found not guilty are often given military police officers to investigate the initial reporter, who is often sent to prison for the very crime they accused their superior of.&lt;br /&gt;
&lt;br /&gt;
====Service====&lt;br /&gt;
&lt;br /&gt;
Slightly smaller than the industrial sector, the service sector of the Empire’s economy is growing alongside its larger counterpart. The prominence and size of the Empire’s service sector is rooted in the stark class divisions of its society, with its nobles and wealthy commoners having a large need for luxuries and consumer goods. This sector is dominated by House Caladius, which controls much of the consumer aspect, and House Volvalaad, which controls the medical and welfare aspect. It is not associated with any single planet and can be found across the Empire, though its consumer aspect is more commonly found in the Imperial Core due to its greater wealth and larger population of Morozians. Idris Incorporated, in cooperation with House Caladius, often hires gifted individuals from this sector to work abroad and bring a touch of exotic Dominian culture to the broader Spur.&lt;br /&gt;
&lt;br /&gt;
Those who work in the service sector are often more trusted Ma’zals, wealthier Secondaries, and sometimes minor nobles. Ma’zals are often employed in lower-end jobs as servants of noble families or as hospitality workers, but many can be found in the medical profession working alongside Morozians. The Secondaries and nobles found in this sector are generally employed in the medical field, either by House Volvalaad or by the Tribunal’s medical facilities. Treatment is generally better than in the industrial sector and work is often easier, if at times less profitable. For Ma’zal servants their pay and treatment depends greatly upon the family — or business — which employs them.&lt;br /&gt;
&lt;br /&gt;
====Agrarian====&lt;br /&gt;
&lt;br /&gt;
The smallest and least profitable of the Empire’s three sectors, the agrarian sector is most commonly associated with the remote regions of the Imperial Frontier such as Sun Reach. Many Imperial farms are owned and operated by Ma’zals themselves, but House Caladius currently stands as the largest agrarian landholder in the Imperial Core. Those in this sector are often less wealthy than their counterparts and can work more than their counterparts due to the time commitment farming necessitates. As the frontier farms of the Empire are given wider access to mechanized equipment many of its former workers have since moved to cities to make their fortunes in the factories and refineries of the Empire or have instead joined the Imperial military.&lt;br /&gt;
&lt;br /&gt;
Those who still work in the agrarian frontier are in one of the only industries where Ma’zals are influential — though they are often indebted to agronomists and geneticists of House Volvalaad, which dominates the Empire’s genetically-modified crop industry. Life on a farm of the Imperial Frontier is often romanticized as idyllic or bucolic by many Morozians and more integrated Ma’zals, but the work is often physically taxing and provides little in the way of upwards mobility for those living in the countryside.&lt;br /&gt;
&lt;br /&gt;
===Great House Corporations===&lt;br /&gt;
&lt;br /&gt;
Essentially state corporations under the management of the great houses, these corporations are major forces in the modern Imperial economy. Each of these corporations is aligned to a singular great house and has a web of subordinate companies across the Empire in both the Core and Frontier. Most have, in recent years, begun to work with Zavodskoi Interstellar but are not dominated by it — at least, not yet. Due to their close relationship with the great houses, and thus the Imperial throne, they are able to exert influence over Zavodskoi within the Empire and their relationship is much more equal than pre-Collapse Solarian-Zavodskoi Interstellar relations.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Morozian Imperial Armaments Conglomerate&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Affiliated with House Strelitz, Morozian Imperial Armaments Conglomerate (MIAC) is the main supplier of equipment to the Imperial Army, Dominian law enforcement, and the civilian firearms market in the Empire. It produces everything from main battle tanks to concealable handguns and has, since 2462, produced equipment for Zavodskoi Interstellar on license. Most of its staff are Morozian Secondaries or Jadranic Ma’zals and few Primaries can be found within its ranks, as House Strelitz nobles and affiliate noble houses view military service as the righteous, honorary pursuit — to instead pursue factory management work is debasing oneself, and a duty better for commoners.&lt;br /&gt;
&lt;br /&gt;
MIAC is found throughout the Empire but its two largest subsidiaries are Jinxiang Imperial Armaments (JXIAM), located in Jinxiang, Moroz, and the Royal Jadranic Armaments Works (RJAW) in Durres, Novi Jadran. JXIAM is the oldest continuously operating military contractor in the Empire and dates to the War of Moroz, where it supplied the weapons which unified Moroz. In the modern era it is the Imperial Army’s vehicle manufacturer and produces everything from logistics trucks to the feared JA-57/2 breakthrough tank. RJAW is a younger corporation which was initially a civilian firearms manufacturer on Novi Jadran. Bought out by MIAC in 2405 it has since become a major small arms manufacturer for the Imperial Army, Imperial law enforcement, and the civilian market. Zavodskoi has a contract with RJAW to expand its operations and its engineers, often wearing gas masks to protect against Durres’ air pollution, can be seen throughout its facilities.&lt;br /&gt;
&lt;br /&gt;
MIAC employees who go abroad typically find employment with [[Zavodskoi Interstellar]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Juro Genetics &amp;amp; Biotechnological Innovation&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Affiliated with House Volvalaad, Juro Genetics &amp;amp; Biotechnological Innovation (JGBI) is a conglomerate of medical and pharmaceutical companies which dominate the Empire’s healthcare industry. One of the first corporations in the Empire to open itself up to the broader Spur, JGBI has long worked with the NanoTrasen Corporation to acquire phoron for medical equipment and research purposes. In recent years this relationship has waned with the advent of the phoron crisis and the entry of Zavodskoi into the Empire. Most JGBI are Volvalaad Primaries or Secondaries and it employs few Ma’zals, with most serving in low-level roles such as custodial or security personnel.&lt;br /&gt;
&lt;br /&gt;
JBGI’s most well-known subsidiaries are the Nova Luxembourg Genetics Institute (NLGI) and the Domelkan Agrarian Research Corporation (DARC). NLGI, the most well-known subsidiary, is responsible for the development and distribution of geneboosting technology throughout the Empire. Headquartered in the Imperial capital, it is one of the wealthiest companies in the modern Empire as a result of its exclusively noble clientele. DARC is a less prestigious, but arguably more important, company due to its focus upon agrarian research, particularly in regards to growing crops in cold climates. It is through their work that Novi Jadran and Moroz are more productive than before, though its spread to the Imperial Mandate has been very slow due to interference by colonial bureaucrats and simple distance. Moroz is, after all, far more profitable&lt;br /&gt;
&lt;br /&gt;
JGBI employees, when they go abroad, typically find employment with the [[Nanotrasen|NanoTrasen Corporation]]. More rarely, due to its pro-augmentation stance, they find employment with Zeng-Hu Pharmaceuticals.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Royal Morozian Investment Group&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Affiliated with House Caladius, the Royal Morozian Investment Group (RMIG) is an investment firm used by House Caladius’ merchant faction to further the great house’s mercantile goals. RMIG is the wealthiest great house affiliated corporation in the modern Empire and controls significant amounts of its real estate market and investment capital. It provides much of the capital used by Dominian corporations to expand their operations and has recently begun to loan Imperial Pounds to Zavodskoi Interstellar. Like House Caladius itself, RMIG has a greater number of Secondaries and Ma’zals than any other corporation, and its executive board has several non-nobles on it. &lt;br /&gt;
&lt;br /&gt;
RMIG does not have major subsidiaries and instead operates several different branches which are responsible for various areas of the Orion Spur and the Empire. The Core Sector — based on Moroz — manages investments in the Imperial Core, whereas the Outer Sector — based on Novi Jadran — manages investments in the Imperial Frontier. Smaller branches manage investments in other human nations aside from the Republic of Elyra, the regional rival of the Empire.&lt;br /&gt;
&lt;br /&gt;
RMIG employees, when they go abroad, typically find employment with [[Idris Incorporated]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Imperial Engineering &amp;amp; Shipbuilding Conglomerate&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Affiliated with House Zhao, the Imperial Engineering and Shipbuilding Conglomerate (IESC) is the largest single producer of spacefaring vessels in the Empire and dominates its construction industry. If a notable government building must be constructed, an IESC subsidiary is the most likely candidate to do so. Unlike other conglomerates, which are headquartered on Moroz, IESC’s headquarters is in the capital of Zhurong, Hongse Chengbao, where House Zhao’s power is at its apex. It has recently become a major cooperator with Zavodskoi Interstellar, particularly its Ingkom subsidiary. IESC staff are cross-class, with its engineers coming from House Zhao’s noble ranks, Novi Jadran’s academies, and more rarely Sun Reach’s Zhao-run schools. Despite the stratified nature of the Imperial Fleet, its primary client, the IESC is fairly meritocratic.&lt;br /&gt;
&lt;br /&gt;
The most famous IESC subsidiaries are the Zhurong Imperial Naval Arsenal (ZINA) and Zhurong Imperial Aeronautics (ZIA). ZINA is the larger corporation and is the main producer of the Imperial Fleet’s vessels, with its naval yards in Zhurong’s orbit supplying nearly every ship used by the Fleet and its engineers attempting to constantly innovate upon its designs. ZINA does some work with Zavodskoi Interstellar and has essentially given its civilian subsidiary, Zhurong Imperial Shipbuilding, to the megacorporation as few in ZINA care to produce civilian vessels. ZIA is a smaller firm that specializes in producing aircraft and is the main supplier of the Imperial Flying Corps. It has, in recent years, attempted to diversify into the civilian aviation market to some degree of success, with many Morozian Primaries swearing by its airliners.&lt;br /&gt;
&lt;br /&gt;
IESC employees, when they go abroad, almost always find employment with  [[Zavodskoi Interstellar]].&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Mo’ri’zal==&lt;br /&gt;
&lt;br /&gt;
The Empire’s unique form of taxation is the Mo’ri’zal, or “Blood Debt” in Vulgar Morozi. The Mo’ri’zal is a lump sum every Imperial subject receives upon birth (or otherwise acquiring their citizenship) that is paid to the state over the course of their life, and is often high enough to require decades to pay off. How quickly one can pay off their Mo’ri’zal is a key marker of one’s economic class in the Empire. Most Primaries — those of the Empire’s aristocracy — have theirs paid off at birth, most Secondaries — the Imperial middle class — pay theirs by early to mid adulthood, and many Ma’zals — the colonial subjects of the Empire — must work their entire lives to pay it off.&lt;br /&gt;
&lt;br /&gt;
One’s Mo’ri’zal can be paid off by others, and many noble houses of Dominia attract commoners into their employ through promises of paying off parts of their debt. The Mo’ri’zal can also be paid off in other ways: military service pays five percent of the debt per year served, and injuries received in the line of duty — particularly severe ones — can pay off large amounts of the debt. Those that fall serving the Empire have their entire debt and a part of their immediate family’s debt forgiven.&lt;br /&gt;
&lt;br /&gt;
While the Mo’ri’zal is a significant sum — and criticized by some as simply a state-sponsored form of indentured servitude — it is quite popular in the Empire’s core worlds due to the benefits it provides them: their paying of the Mo’ri’zal funds healthcare, public services such as education, infrastructure, and the might of the Empire’s war machine. It is additionally often trivial for many of them to pay off their Mo’ri’zal due to the wealth of many in the Empire’s core. In the Empire’s colonies, such as Sun Reach, the Mo’ri’zal is looked upon much more poorly. Many Ma’zals were initially born as non-Imperial subjects and only received their Mo’ri’zal when the Empire conquered their planet, and few of them view the debt — which is meant to be paid off gradually from one’s birth onwards — as reasonably payable. While the debt is legally meant to not carry over to one’s descendents, should it be unpaid at one’s death, a familial history of being unable to pay Mo’ri’zals can result in a denial of privileges such as healthcare until the debt is settled -- generally through a family member joining the the Imperial military.&lt;br /&gt;
&lt;br /&gt;
Compounding the issues of these recently-conquered Dominian subjects is the nature through which the Mo’ri’zal is calculated. As the Mo’ri’zal is assigned to an Imperial subject at their birth -- or at the point that they become a subject -- it is not, like other taxes, based upon one’s income. Instead it is based upon one’s perceived loyalty to the Dominian state, and the Imperial throne by extension. Primaries and many Secondaries often have small Mo’ri’zals due to generations of dedicated service to the Empire while less loyal populations -- such as Fisanduhians, Lyodii, and some Ma’zals -- tend to have larger Mo’ri’zals.&lt;br /&gt;
&lt;br /&gt;
The Dominian Unathi are a special case. When they arrived in Dominia, it was clear that they did not have the means to pay the Mo’ri’zal, especially not the older one, who would most likely never live long enough to get to pay for it. Instead, these first-generation Unathi took the [[Unathi_in_Dominia#The_Kazhkz-Han’san_Oath|Kazhkz-Han’san Oath]], to pay the debt they owed to the Empire with their actions and conduct instead of money. While the newer generations of Moroz-born Unathi often take the oath as well, these sinta do have to pay the Mo’ri’zal, generally managing to pay for it by the time they reach adulthood, much like other secondaries.&lt;br /&gt;
&lt;br /&gt;
==Edict Breakers==&lt;br /&gt;
&lt;br /&gt;
Breaking of an edict is punishable by death so it is not uncommon for an &amp;quot;Edict Breaker&amp;quot; to go on the run outside of Dominian space. Due to the nature of the Empire, in-depth records are kept on all subjects and once one runs, their details are reported on the local ExtraNet daily until they return/are returned. These details include name, address, picture, family details, everything. As such, any &amp;quot;Edict Breakers&amp;quot; are instantly identifiable to Dominian subjects. In Dominia space, any &amp;quot;Edict Breakers&amp;quot; are violently sought for capture. Outside of Dominian space, however, due to the nature of the fourth edict, subjects of Dominian usually do not violently attempt to apprehend these criminals but instead try to convince them in the nicest way possible to return to Dominian space under their own volition for judgment. This usually devolves into near-passive harassment where the loyal imperial subjects will remind the &amp;quot;Edict Breaker&amp;quot; over and over that they have violated the law and should return to the Empire to repent, usually in a sickly sweet manner. The effect is usually maddening for the lawbreaker and it&#039;s not uncommon for them to allow themselves to be returned to Dominia for judgment and in some extreme cases take their own lives. Edict breakers and exiles abroad in human space sometimes find themselves pursued in the legal realm for infringing on the trademarks of their House if they refuse to change their surname.&lt;br /&gt;
&lt;br /&gt;
==Government==&lt;br /&gt;
[[File:Dominia_Flag.png|thumb|The Imperial standard of House Keeser, intended to represent three nation-states of old Moroz that formed the basis of the Empire of Dominia.]]&lt;br /&gt;
The Empire of Dominia operates as an absolute monarchy, with a powerful central government and an expansive, all-consuming imperial bureaucracy. The Imperial Cabinet and Electors are major parts of the government.&lt;br /&gt;
&lt;br /&gt;
===Imperial Cabinet===&lt;br /&gt;
&lt;br /&gt;
The Imperial Cabinet is the direct will of the Emperor manifested in the hundreds of officials that work in his name and carry out his will. The ministers, judges, and bureaucrats of the Imperial Cabinet manage many parts of the Empire, as well as advising the Emperor on all major decisions. The majority of all political posts are directly controlled by Emperor Keeser. His Imperial Cabinet consists of:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Angelika-Lina Strelitz, Colonel-in-Chief of His Majesty&#039;s Special Operations Group&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The typical soldier of the Imperial Army is a well-trained, well-equipped, and well-motivated individual that is able to take and hold ground from the Empire’s typical opponents with ease. But there are some things that even these individuals cannot do, and this is when His Majesty’s Special Operations Group is deployed. The position of its leader — the Colonel-in-Chief — is considered to be an extremely prestigious duty that has been held by a member of House Strelitz since the Group’s creation following the War of Moroz.&lt;br /&gt;
&lt;br /&gt;
The present Colonel-in-Chief is herself a veteran of the Group, as every member before her has been. Recently ennobled into House Strelitz shortly before her ascension, the twenty-five-year veteran of the Imperial Army prides herself on being above politics. Prior to her promotion the Colonel-in-Chief served with distinction in the non-geneboosted section of the Group — an unusual unit for the Moroz-born nobles that often serve with the Group. While her service would cost Angelika-Lina her left eye (lost to shrapnel while in Inner Fisanduh), it would give her the network — and the prestige — required for a promotion to Colonel-in-Chief in 2461.&lt;br /&gt;
&lt;br /&gt;
As Colonel-in-Chief, Angelika-Lina has desperately attempted to stay uninvolved in politics while attempting to mold the Group into a perfect special operations force. While she has managed to consistently increase its budget — and, as a result, its successes — the Colonel finds herself pulled further and further into the realm of noble politicking, and often privately wishes to be back on the field. When the Emperor goes to join the Goddess, many believe that the Colonel-in-Chief, with her multitude of connections to Ma’zals she has served with and obsessiveness towards the Group, will have no choice but to formally align herself with the Crown Princess or be sacked. And to her, the thought of another in charge of the Group — her  Group — is not something she can bear. Her desire to stay away from House politics may also be the reason why, despite tensions between the Strelitz and the Unathi of Dominia, and limitations imposed on said Unathi in the army by her House, the Group still accepts the occasional sinta soldiers within its ranks.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Izla Caladius, Chief Commissioner of Economic Development&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
All states — including empires — are built upon their economies first and foremost. Without a strong economic base to support its wars of conquest the Empire of Dominia would doubtlessly buckle under its own weight and begin to shrink before collapsing, defeated by internal forces rather than external opposition. A position that can only truly be filled by a person addicted to their work, the CCED manages economics through the Empire: everything from taxes to tithes to trade passes across their desk, and is stamped by their hand. The position is regarded as so vital that it has been held by the Caladius since inception and has remained with one family of the house for its entire history, slowly passing from relative to relative through Imperial history.&lt;br /&gt;
&lt;br /&gt;
Born in 2420 to the Montague family of House Caladius, Izla Caladius bears a resemblance to her distant predecessor: Maria Caladius, CCED from 2398 until her unexpected death in an aircraft crash in 2421. Her immediate precursor, Victoria Caladius, perished under similar circumstances in 2445, thrusting the young Izla into the position of chief commissioner alongside her aide, Josephine Caladius — herself quite similar-looking to her relative, Victoria — at the age of twenty-five as a freshly-minted doctor of economic studies. Izla scarcely has a life outside of work and is viewed as something of a reclusive night owl by the rest of the court, with very few daytime appearances ever recorded — a habit which seems to define many CCEDs, which often work atypical hours long into the night.&lt;br /&gt;
&lt;br /&gt;
In her nearly twenty years as CCED Izla has led the Empire through booms and busts, but has committed it to a steady course intended to ensure the Empire can retain much of its economic and military output even in a disaster scenario where it is embargoed by the entire Spur. Despite this policy she has not shied away from broader trade relations with the rest of the Spur, and is often credited for enticing Zavodskoi to permanently relocate its headquarters to Moroz. Notably, she was a major factor behind the Empire’s decision to stick with Helium-3 refining rather than investing into phoron. With the crisis deepening this policy, criticized in the short term for being unprofitable, is paying dividend hand over fist.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Eliza Volvalaad, Chief Commissioner of His Majesty&#039;s Imperial Military&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
While the various cabinet members may hold near absolute power over their respective military branches, it is the Chief Commissioner that directs much of the military’s  efforts from behind the scenes. The chief commissioner is, on paper, intended to exist as the primary director of military research and development. In reality the position — which has been occupied by a Volvalaad since its creation — is used by House Volvalaad to exert influence over Houses Strelitz and Zhao. The research of the Volvalaads is used and valued by all branches of the Imperial Military, but often comes with a price attached, and the cost is typically repaid by carrying out the Volvalaad’s goals abroad.&lt;br /&gt;
&lt;br /&gt;
Born in 2398 to a family long deeply involved in House Volvalaad, Dr. Eliza Volvalaad, PhD. is regarded as one of the Empire’s foremost researchers in the field of laser-based weaponry — much of the military’s laser weaponry currently in use can be traced to her and her Volvalaad-staffed laboratory in Jinxiang on Moroz. Decades of work and research, along with her connections to Houses Zhao and Strelitz, made her an ideal candidate for the position of chief commissioner, which she was appointed to in 2454 in the hope that she would be able to balance the influence of her own house, the Zhaos, and the Strelitz while ensuring the military retained its technological advantage over its neighbors.&lt;br /&gt;
&lt;br /&gt;
In the ten years she has spent as chief commissioner, Dr. Volvalaad has effectively balanced the demands of the Volvalaads alongside the desires of Houses Zhao and Strelitz while ensuring the Imperial Military retained its edge over the frontier systems it must conquer for resources and prestige alike. But despite her best efforts the chief commissioner has not been able to keep pace with the Serene Republic of Elyra’s phoron-backed development sector, and some believe Doctor Volvalaad - now rapidly approaching seventy years of age — will soon retire, leaving the critically important position vacant.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Antonio Caladius, Chief Commissioner of Imperial Sovereignty&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Diplomacy — even for the Empire, which has long had sour relations with its neighbors — is key to any modern state. But despite the importance of diplomacy, the role of the Chief Commissioner of Imperial Sovereignty is somewhat limited due to the Empire’s poor reputation abroad, aside from the Republic of Biesel and Nralakk Federation. Much of the CCIS’ duties instead relate to maintaining good relations with Zavodskoi Interstellar, which has quickly become one of the Empire’s major employers.&lt;br /&gt;
&lt;br /&gt;
Though a member of House Caladius, Antonio has had close relations with House Volvalaad since his birth in 2412, and often collaborates with Grand Duchess-Electress Landi Volvalaad to push for the demands of both houses abroad. A lifelong liberal Dominian and advocate for a greater Dominian market abroad, Antonio’s ascension to the position of chief commissioner in 2455 was seen by many as a concession by the Emperor to Houses Volvalaad and Caladius.&lt;br /&gt;
&lt;br /&gt;
But despite his high-minded goals of a more liberal, more politically involved Empire, Antonio&#039;s time as chief commissioner has been fraught with disappointment. He has been stymied by the more politically powerful Huiling Zhao and Dorothea-Frieda Strelitz, who favor strength over diplomacy when it applies to the Empire’s frontier, and his efforts to have the Coalition’s embargo formally lifted ended in failure in 2462. Many talk of replacing the often-unsuccessful diplomat, and Antonio worries the Emperor — who now rarely calls upon him — has begun to listen to these detractors.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alessandro Amadei, Chief Commissioner for Colonial Affairs&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
In a society such as the Empire of Dominia where expansion — for resources, primarily — is a key pillar of its continued ability to survive and thrive, the duty of managing its colonies is one of the most critical in it. Every colonial official found in the Imperial Frontier,from the viceroys in charge of entire planets to lowly Ma’zal bureaucrats, is the responsibility of the Chief Commissioner for Colonial Affairs, the master of the Dominian colonial empire. To be entrusted with such a critical position is to be one of the closest individuals in the Empire to the Emperor, and the current Chief Commissioner has long been a close friend of the royal family.&lt;br /&gt;
&lt;br /&gt;
Born into a family of Morozian bureaucrats in 2426, the young Count Amadei spent much of his youth cavorting with his fellow nobles, including the royal family, and building connections with other Morozian nobles. Wanderlust pulled the young Count into the Imperial Flying Corps where he proved himself an effective — if egotistical — pilot and won multiple accolades for himself, returning to Moroz a decorated veteran. His decorations and connections, particularly to the royal family , led to his ascension to the position of Chief Commissioner for Colonial Affairs in 2456.&lt;br /&gt;
&lt;br /&gt;
Count Amadei, the current Chief Commissioner, is a man of both charisma and controversy: an exceptionally talented administrator, longtime friend of the Emperor, and veteran of the Imperial Flying Corps, Amadei has long been an advocate for both his old Corps and the burgeoning colonial domain that the Empire finds itself ruling. But some in the high society of the Empire gripe at his posting and view him as a mere unaffiliated noble granted privileges solely due to his friendship with the Emperor, and believe they should be represented in the position instead. The Count has long had a poor relationship with House Caladius as a result, and is often known to become involved in spats with Antonio Caladius over the diplomatic repercussions of the Empire’s colonial endeavors. In almost every fight they have, the Emperor sides with Amadei – not Caladius. But as the Emperor ages the Count grows nervous, wondering what will happen to him when he is finally shorn of his greatest protector.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Kasz Han’san, Chief Minister of Unathi Affairs&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Considering the notable Unathi population now in Dominia, and most importantly the fact that the large majority of said population are secondaries, the Emperor needed something, or someone, to keep them loyal and in check the moment the Han’san and Kazhkz clans landed. This is certainly not an easy task when speaking of an alien race. From cultural differences to distinct biological characteristics such as diets or sleep cycles, the Empire needed someone who truly understood the Unathi to both represent them efficiently in the Cabinet, and who could then properly communicate to the Sinta of the Empire to coordinate them to the best of their ability and use within the bureaucracy.&lt;br /&gt;
&lt;br /&gt;
Lord Marshal Kasz Han’san, Contact War veteran, once a General under Seryo Kazhkz back on Moghes, and leader of the Han’san clan was chosen for such a role. If the Unathi of the Han’san earned the reputation of being fantastic soldiers, their ability to make charismatic, and at times, cunning leaders is also true, and the old Lord Marshal proves to be both. Though perhaps cautious due to his extensive history of war, he provides some insight on both his people and his political history in maneuvering among a cabinet. In particular, he is often close with Amadei due to the latter&#039;s charisma and knowledge and the former&#039;s interest in the Empire&#039;s political sphere. This spawned from the Unathi&#039;s employment in the outer reaches of the nation&#039;s colonies as shock troopers and enforcement, and as such, Kasz has remained informative and helpful in coordinating with the Chief Commissioner. However, this sometimes puts Kasz at odds with Antonio at times due to his relationship with Amalei, and House Kazhkz&#039;s burgeoning friendship with House Caladius is in an awkward position in the cabinet&#039;s circle as a result. These friendships are something that Kazhkz does his best to maintain in order to stand a chance against all three of the Strelitz within the Cabinet, with which relationships have been tense at best, especially with Dorothea-Frieda.&lt;br /&gt;
&lt;br /&gt;
Despite clan Han&#039;san&#039;s current weakened state after its humiliating defeat against the Fisanduhan Freedom Front, Kasz Han&#039;san remained in the cabinet, most preferring him over the alternative, the much more politically inadequate Salak Kazhkz. The Lord Marshall also managed to prove to be right pick over time for such a role, managing to convince Dominian Unathi to convert to the Tribunal.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Huiling Zhao, Grand Admiral of His Imperial Majesty’s Fleet&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
One of the most powerful cabinet positions, the role of Grand Admiral has been filled by a member of House Zhao since its creation. The Grand Admiral holds almost unquestioned authority over His Imperial Majesty’s Fleet — with only the Emperor able to overrule them — and is often regarded as the third most powerful figure in the Empire after the Emperor himself and the Immaculate Hand due to this authority. If the Fleet is both the sword and shield of the modern Empire, the Grand Admiral is the individual who wields both.&lt;br /&gt;
&lt;br /&gt;
Born in 2416, no individual represents House Zhao more than Huiling Zhao. The leader of House Zhao in all but name thanks to her position, Huiling has given her life in service to His Imperial Majesty’s Fleet and now serves as its Grand Admiral following her appointment in 2450. Huiling is a figure beloved in the Empire and often despised abroad, but revels in the infamy her reputation brings.&lt;br /&gt;
&lt;br /&gt;
In her 14 years as Grand Admiral Huiling has seen several systems subjugated by the Fleet and added into the Empire, and has zealously guarded the Empire’s reserves of Helium-3 despite House Caladius’ demands to release parts of the reserve in order to make a larger profit. She has also cultivated a close relationship with the royal family — particularly Lei Keeser — in order to better push a naval agenda. Huiling is confident that, no matter what the Goddess may have in store for her, she will be able to hold onto her position and the power that comes with it.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Annaliese Strelitz, Chief Commissioner for Imperial Aviation&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Despite being the youngest of the Imperial Army’s branches, the Imperial Flying Corps have no lack of influence and sponsors due to its status as a club for Morozian nobility. But there is no greater sponsor of the Corps than its commissioner, Annaliese Strelitz. While her aunt — and often rival — Dorothea-Frieda must go through the trouble of managing an entire Army, Annaliese spends the majority of her time cavorting with Morozian nobility and ensuring the Corps maintains their patronage. Much of this fundraising work is done in conjunction with her two allies: Izla Caladius and Alessandro Amadei, who ensure the Corps never lacks for funding — even if the Navy and Army are hardly fans of it at times.&lt;br /&gt;
&lt;br /&gt;
Born in 2423 to a wealthy family long affiliated with House Strelitz, Annaliese was always destined for a life in service to the Empire’s military. But the young Strelitz showed little interest in fighting on the ground and often avoided her cadet courses to pursue flight lessons. Eventually her family conceded and allowed Annaliese to pursue flight full-time, and enrolled her in a cadet course for the Imperial Flying Corps. The young flight officer has used her connections throughout the intervening years to pull the right strings at the right time, eventually ensuring her ascension to the position of Chief Commissioner in 2462.&lt;br /&gt;
&lt;br /&gt;
In her short tenure Annaliese has proven herself to be an exceptional connection-maker for the Corps and an incredible annoyance for Duchess Zhao and Grand Duchess-Electress Strelitz. Annalise spends much of her time boasting of the Corps’ achievements and presenting it as the peak of martial nobility in the Empire. She has effectively drawn sponsors and funding away from the Fleet and Army through this, which gives her military counterparts no end of headaches. Annalise’s attitude — which is infamously narcissistic — has made these headaches far worse.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dorothea-Frieda Strelitz, High Lord General of His Majesty&#039;s Imperial Army&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The most senior leader of the Imperial Army, the High Lord General’s position has been exclusively held by a member of House Strelitz since its inception. The High Lord General’s authority over the Imperial Army is absolute, with only the Emperor able to overturn their decisions. However, the Army’s inability to travel from system to system itself limits this authority and for es a degree of cooperation with the Fleet — something some Strelitz grind their teeth over.&lt;br /&gt;
&lt;br /&gt;
Born into a family with a long history of martial Service in House Strelitz in 2418, Dorothea-Frieda has spent her life in the Imperial Army. While health concerns prevented her from being geneboosted, her strategic brilliance and sufficient grasp of politics has allowed her to become both High Lord General in 2445 and leader of House Strelitz at the same time — a significant achievement that makes her the only cabinet member currently also in command of one of the five great houses. This status makes Dorothea-Frieda a woman of many responsibilities, and she is almost never seen without a throng of aides surrounding her in order to allow her to better respond to any problems that may arise.&lt;br /&gt;
&lt;br /&gt;
In her nearly twenty years of service as High Lord General Dorothea-Frieda has seen multiple worlds and systems conquered — or at least occupied — by the Empire, with Sun Reach standing as the Army’s most notable recent conquest. She has doggedly tried to stay above politics and has, for the most part, succeeded in this effort. Yet in private corners some whisper that the High Lord General grinds her teeth over the crown princess’ apparent liberalism when it comes to the use of force abroad, and fears the inevitable transfer of power could see the Army lose its importance as the primary instrument of the Empire’s will abroad. But only time will tell if these rumors are true. For now, a very real issue for her might be the tensions with the Chief Minister of Unathi Affairs, Kasz Han’san, who she sees as meddling in affairs that aren’t his own when he tries to better positions for the Unathi of the Imperial army who often find themselves under the authority of an unsympathetic House Strelitz.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ngo Juric, High Seneschal of His Majesty&#039;s Justice&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Regarded by many as the most trusted member of the cabinet by the Emperor, the High Seneschal is the primary legal authority of the Empire as it applies to secular law in the Empire’s borders. For better or worse, the High Seneschal must defer to the word of his religious counterparts on matters of the Edicts in the majority of conditions with the exception of violations of the Fourth Edict, where the judiciary takes priority. Navigating this legal environment while advising the Emperor demands an individual who is both unerring in their faith to the throne and able to negotiate with many, many parties.&lt;br /&gt;
&lt;br /&gt;
Fortunately for the Keesers, Ngo Juric, born in 2395 in Nova Luxembourg not far from the palace, is precisely that individual. A friend of the dearly departed Emperor Godwin Keeser and a close associate of the current royal family, Juric has served as the legal councilor for the Keesers for nearly forty years, and has served as Seneschal for almost thirty. A kind and gregarious man, Juric has a reputation for being liked by all he speaks to — including the infamously stone-hearted Inquisitrix of the Holy Tribunal — and is well regarded by all five of the great houses.&lt;br /&gt;
&lt;br /&gt;
But despite his friendly reputation, the High Seneschal is anything but a pushover. His thirty years of service have seen the absolute rule of the royal family set even further into stone, and his legal expertise has led to the Empire ensuring its dealings with Zavodskoi Interstellar are favorable to both parties rather than tipped in the megacorporation’s favor. But Juric is an old man — older than his dear friend, Emperor Boleslaw Keeser, by almost a decade — and many believe the High Seneschal will soon retire, living out the rest of his days content that he served faithfully and firmly – content in the knowledge he left the Empire in a better place than it was thirty years ago.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Alojzia Molnarova, Director of His Majesty&#039;s Imperial Intelligence Directorate&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
Power is all too often a fickle, fleeting thing that tempts many and is granted to very few. While House Keeser commands the respect of many in the Empire, from Primary to Ma’zal, there are always those that will seek to rise above their station through ungentlemanly means and subterfuge. The Imperial Intelligence Directorate has long served as a bulwark against such ungoddessly individuals, and its Director is often regarded as one of the most important individuals in the Imperial Cabinet as a result. Since the ascension of Emperor Boleslaw Keeser I in 2437, the position of Director has been held by Baronet Alojzia Molnarova, the only commoner to hold a position in the Imperial Cabinet and a close personal friend of the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Born in 2408 to a family of commoners awarded a Baronet during the War of Moroz, little is known of Alojzia’s personal life beyond her current duties. Few photographs exist of the camera-shy Director, and rumors regarding her past — and that of the Molnarov family — abound. Some rumors go as far as to suggest that the Molnarovs are of Fisanduhian descent, or that Alojzia is not a member of the Moroz Holy Tribunal herself. Such rumors have never been formally acknowledged by the Director or her Directorate, but many that promote them publicly are shortly thereafter revealed to be shell infilitators hellbent on destroying the Empire and all that it stands for. They are, of course, promptly executed after their discovery.&lt;br /&gt;
&lt;br /&gt;
As Director, Molnarova has seen that the Directorate has been constantly improved and modernized in order to keep pace with the growing regional threats the Empire faces — Elyra and the Coalition — while ensuring that it is never vulnerable to internal enemies. No price is too great to pay in order to ensure the Empire’s stability, and the Directorate has been accused by many that flee the Empire of employing draconian methods — often alongside the Imperial Army — to crush dissent in the Imperial Frontier. But these rumors are difficult to substantiate, as the Directorate — and its enigmatic Director — are consistently tight-lipped. When her close friend and Emperor dies, none are sure what will become of Director Molnarova. None aside from the Director herself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;OPENLY ACTIVE IMPERIAL INTELLIGENCE DIRECTORATE AGENTS MAY NOT BE PLAYED IN-GAME. UNDERCOVER IMPERIAL INTELLIGENCE DIRECTORATE AGENTS MAY ONLY BE PLAYED AS CONSULARS.&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Theodora Gottlieb, High Inquisitrix of the Holy Tribunal&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
While the High Seneschal and Director concern themselves with the laws and behaviors of humanity, the Holy Tribunal concerns itself with those that break higher, greater principles: the Edicts laid out by the Goddess to Her faithful to follow and obey. The ultimate adjudicator of Her Edicts is none other than the Tribunal’s High Inquisitrix: a woman born with the rare gift to hear and interpret Her words who had been forged into a leader through the crucible of the Holy Tribunal. The High Inquisitrix possesses unquestioned authority over matters of religious law — only the Immaculate Hand, the leader of the Holy Tribunal, or the Emperor himself may overturn one of her decisions.&lt;br /&gt;
&lt;br /&gt;
Born in 2431 to a noble family of little renown outside of Nova Luxembourg, Theodora’s path to High Inquisitrix was not clear to her or her family until she revealed herself able to commune with the Goddess and interpret Her words shortly before her eighth birthday. The following twelve years were spent training in the Holy Tribunal in order to ascend to the position of Inquisitrix — one of the Tribunal’s religious officials responsible for carrying out the Goddess’ will by returning edict breakers from abroad — at the age of twenty. As an inquisitrix Gottlieb was responsible for many things, though her primary duty quickly became apparent: tracking down edict breakers and ensuring they were returned to the Empire alive, to face Her justice. Following a decade of service she was recommended for the position of High Inquisitrix, which she accepted in 2461.&lt;br /&gt;
&lt;br /&gt;
In her three years as High Inqusitrix, Gottlieb has spent much of her time interpreting Her words for the Emperor in addition to her typical duties as High Inquisitrix. High-profile trials and public events — often alongside the Immaculate Hand, her immediate supervisor and one of two individuals Gottlieb must answer to alongside the Emperor — are commonplace, and something the High Inquisitrix excels at. But a part of Gottlieb wishes to return to what she was trained to do: tracking down edict breakers and bringing them to face the Goddess’ justice, no matter where they attempt to hide themselves. But for now her duty is clear: to remain in her lofty position as long as She wills it, and to carry out Her work with all the High Inquisitrix does.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Agnes Caladius, Immaculate Hand of Our Lady the Goddess&#039;&#039;&#039;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
The Empire’s state is not complete without the Holy Tribunal, which interprets Her will and applies it to the imperfect world of humanity. In the Tribunal there is no authority holier — or higher — than that of its leader, the Immaculate Hand of Our Lady the Goddess. Elected for life by a convocation of priests and priestesses, the Immaculate Hand is regarded as the highest authority on religious matters in the Empire due to their mastery of scripture. Though primarily intended as a religious advisor on the council, the Immaculate Hand’s religious authority arguably makes her the second most powerful person in the Empire after the Emperor himself.&lt;br /&gt;
&lt;br /&gt;
Born in 2386 to a family long involved in House Caladius, Agnes’ path to the position of Immaculate Hand was anything but clear due to her inability to receive the gift of communion from birth. Though no fault of her own, her lack of this gift prevented the young theologian from joining the ranks of the Inquisitrix as she originally desired, and Agnes instead committed herself to the study of the Goddess and Her words. The young woman proved herself to be a dedicated — if conservative — theologian and a gifted orator, and quickly rose through the ranks of the Tribunal. In 2432, following the death of her predecessor, Agnes was elected Immaculate Hand, the supreme religious authority of the Holy Tribunal.&lt;br /&gt;
&lt;br /&gt;
In her three decades as Immaculate Hand, Agnes has charted a steady course through a quickly-changing Spur. Her reign has seen the addition of the Tenth Edict, codifying the Tribunal’s opinion on augmentations, and generally good relations between the Emperor and both major schools of Tribunalist thought. Additionally she has formally consecrated the largest Tribunalist cathedral abroad, which is located in Mendell City and serves many Dominians employed by Zavodskoi and has worked with the High Inquisitrix to ensure no edict breaker escapes Her justice. But despite her successes the Immaculate Hand grows older each day, and is known to have a poor relationship with the crown princess. What the future holds for her, only the Goddess knows.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Great Houses===&lt;br /&gt;
&lt;br /&gt;
A moniker for the five most prominent Houses in the Empire, these families are the most powerful political and economic influencers in the Empire. They currently consist of:&lt;br /&gt;
&lt;br /&gt;
* House Volvalaad - House Colors: Blue, Black - A Human-dominated house. This house&#039;s wealth is in genetics and biological research. Of all the Great Houses, it is the biggest supporter of integration into the wider galactic community.&lt;br /&gt;
* House Caladius - House Colors: Purple Shades - A Human-dominated house. This house&#039;s power lies in its money lending and banking, alongside its many land holdings for which it receives a breathtaking sum in rent money. They also control a large amount of the Moroz Holy Tribunal.&lt;br /&gt;
* House Zhao - House Colors: White, Gray - A Human-dominated house. The power of this great house sits in engineering and its numerous naval contacts. It dominates the navy of the Empire of Dominia, with other houses constituting minor portions of the fleets.&lt;br /&gt;
* House Strelitz - House Colors: Gold and Red - A venerable Human house. Largely a military and martial power, it provides most of the Imperial Army’s officers and equipment. It is also the origin of Dominian honor as it is known today.&lt;br /&gt;
&lt;br /&gt;
===The Imperial Electors===&lt;br /&gt;
&lt;br /&gt;
The five great houses form the only voting group in the Empire of Dominia, the Imperial Council of Electors. These five individuals, leaders of their respective houses, are expected to meet with the Emperor - or Empress - to discuss and pass legislation impacting the entire Empire. Debates amongst the electors can become extremely heated and can be roughly divided along reformist and conservative lines. The reformists - those that seek a more liberal and widely integrated Empire - are led by the Volvalaads with support from House Caladius’ pro-trade faction. The conservatives - those that believe the Empire is fine as it stands and does not need further integration - are headed by the Kazhkz with support from much of House Caladius’ clergy. Houses Zhao and Strelitz, being more militarily-minded, tend to flip-flop on issues depending on Imperial security interests. The Emperor rarely steps into debates himself but, when he does, he is often able to easily shift the argument in his favor.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
===The Peerage, Noble Orders, and Titles===&lt;br /&gt;
The Imperial nobility is defined and sorted in prominence by their peerages alongside a complex mixture of noble orders and titles, many of which can trace their origins back to the era before the modern Empire. The Empire’s nobility is well-respected in its core worlds and is regarded as the peak of polite Dominian society. Below is a list of some common titles found in the Empire of Dominia, ordered from highest to lowest in the Empire’s peerage. This should be used as a general guide for the Empire’s nobility.&lt;br /&gt;
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Land-owning nobility going abroad to seek employment or for extended amounts of time is a &#039;&#039;&#039;major social faux-pas&#039;&#039;&#039; that will inevitably see their land redistributed to another member of their family, their title stripped and their status as a member of the nobility placed in question. For this reason, &#039;&#039;&#039;it is impossible to play land-owning nobles on the Horizon, with the only exception being the Consular position.&#039;&#039;&#039;&lt;br /&gt;
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&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Royal Titles (Unplayable):&#039;&#039;&#039;&lt;br /&gt;
* Emperor/Empress: The unquestioned ruler of the Empire of Dominia. This title can also refer to the spouse of an Emperor or Emperess.&lt;br /&gt;
* Crown Prince/Princess: The heir apparent to the throne of the Empire of Dominia, next in line for the Imperial succession. The current heir apparent is Crown Princess Priscilla Keeser.&lt;br /&gt;
* Prince/Princess: Children of the current Emperor that are not the heir apparent.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Lord Noble Titles (Unplayable):&#039;&#039;&#039;&lt;br /&gt;
* Grand Duke/Duchess: The leaders of the Empire’s great houses.&lt;br /&gt;
* Grand Consul: The leader of House Caladius. Unlike a Grand Duke, this position is elected by members of its own great house.&lt;br /&gt;
* Governor: The rule of an Imperial March, one of the Empire’s core worlds. Governorship is not inherited and is instead granted by the Emperor.&lt;br /&gt;
* Marquess/Marchioness: The ruler of one of the systems on the border between the Imperial Core and Imperial Frontier, such as Novi Jadran. Appointed by the Emperor.&lt;br /&gt;
* Viceroy: Ruler of an Imperial Viceroyalty, a colony in the Imperial Frontier. Viceroys are appointed by the Emperor rather than inheriting their title.&lt;br /&gt;
* Duke/Duchess: The immediate subordinates of a governor or viceroy that are responsible for managing regions of a planet. This title is bestowed by a Governor and is not hereditary.&lt;br /&gt;
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&#039;&#039;&#039;House Noble Titles (Playable):&#039;&#039;&#039;&lt;br /&gt;
* Count/Countess: The hereditary ruler of an Imperial province and subordinate to a Duke. Counts can also be the administrators of Imperial military bases, though these Counts are not hereditary. Military Counts retain their title, but not their county, after their posting.&lt;br /&gt;
* Viscount/Viscountess: The ruler of a subdivision of an Imperial province, subordinates of the province’s Count. A hereditary position.&lt;br /&gt;
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&#039;&#039;&#039;Minor Nobles (Playable):&#039;&#039;&#039;&lt;br /&gt;
* Baron/Baroness: The hereditary ruler of a barony, a small plot of land that has been declared the domain of a family in exchange for their loyalty to the Emperor. Typically answer to a Count or Duke.&lt;br /&gt;
* Lord/Lady: A generic title used to refer to a landless noble lacking other honorifics, such as the children of a noble.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Secondary Titles (Playable):&#039;&#039;&#039;&lt;br /&gt;
* Baronet: A gender-neutral, landless hereditary title granted by the Emperor or a Governor to a notable commoner family, granting them the status of Primary in the Empire. Often the first step to becoming fully ennobled.&lt;br /&gt;
* Imperial Knight/Dame/Chevalier: A title granted to members of a sanctioned Imperial Order of the Empire such as the Order of the Golden Albatross or The Order of the Broken Mountains. Bequeathed to Primaries, Secondaries, and sufficiently Morozian Ma’zals such as the nobles of Novi Jadran. Holders of the title are not considered nobility through knighthood alone but hold rights and privileges that place them above an untitled Secondary. Whilst regular knights are free to go aboard, those who have achieved significant rank within an Order are expected to remain within the Empire and leaving would see their knighthood stripped from them.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
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===Initial Colonization===&lt;br /&gt;
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The original settlers of the planet of Moroz arrived and founded the city of Nova Luxembourg in July of 2137 within the Mira Sancta System, so named after a belief that the planet would be a bountiful new frontier for humanity. The settlers had been primarily recruited from Europe and East Asia, promised a fertile new home in the deep frontier of human space as many were during this era of colonization. However, these settlers were going farther than any human colonists had gone before. The three colony ships were equipped with a new generation of warp engines that made the trip only take three years and they had been told by their sponsors that terraforming efforts had transformed three barren worlds into utopian paradises to surpass Earth itself.&lt;br /&gt;
&lt;br /&gt;
But as the settlers stepped out onto their new home, they found the planet almost entirely frozen. What terraforming equipment had been there had been abandoned for years— the failing states of Earth had effectively sent tens of thousands of people off without making sure they had a home to arrive to. Their mission was not an official United Nations-sanctioned effort, but a disjointed effort between scattered, failing states. Only three years after they landed the United Nations had even ceased to exist - transformed into the Sol Alliance. In the transition red tape and chaotic bureaucracy consumed everything and old data was lost or neglected, including records of the Morozi colonial effort. And with the colonists&#039; warp-based transponder signals broadcasting on phased out frequencies that no longer existed within Sol, Moroz was cut off with no hope of resupply or escape. With no other option, they brought their colony ship to touch down on the planet&#039;s surface.&lt;br /&gt;
&lt;br /&gt;
The initial colonists of Dominia arrived in three separate areas, as per the original flight plans of their colony ships. Landing Site Fisanduh was located in &amp;quot;temperate&amp;quot; plains to be utilized for farming that was surrounded by mineral-rich mountain ranges, intended to become the industrial base of the colony— unfortunately for the colonists, the landing zone and its surrounding area were discovered to be quite cold. Landing Site Ofassel was located in the most &amp;quot;fertile&amp;quot; area of Moroz, a relatively temperate region of the planet. Intended to be the &amp;quot;breadbasket&amp;quot; of the planet, the colonists of this landing site viewed themselves as blessed with good fortune compared to their fellows. Landing Site Telminia was located near flat, fertile plains intended to serve as the primary launch point for shuttles coming on and off of the planet. Exacerbating the issues of the colonists upon landing was the failure of their local warp-based transponders, meaning that the three landing sites developed isolated of one another for some time.&lt;br /&gt;
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===The Forgotten Colony===&lt;br /&gt;
&lt;br /&gt;
After landing, all three colony ships were unable to relaunch due to a lack of fuel. In this harsh environment, the colonists quickly learned how to adapt and overcome through a variety of means. Some overcame through unity, while others tried more radical methods.&lt;br /&gt;
&lt;br /&gt;
At Landing Site Fisanduh, the name of the mountainous region in which they had settled, the colonists managed to quickly adapt to their harsh circumstances. They unloaded crate after crate of heavy equipment originally intended for mining and industrial work, managing to establish the respectable city of Neubach in the foothills of the Fisanduh Mountains. The colonists of Fisanduh opted to unify as a whole to conquer their harsh environment and managed to avoid the radical measures undertaken by other landing sites due to the strength of their unity. As the area around Landing Site Fisanduh expanded, and it became clear that the original colonial staff would no longer be able to manage it all, the Confederated States of Fisanduh were formed. To the members of the Confederacy, there was no such thing as a Primary, Secondary, or Tertiary - there were simply Confederates. To the members of other states, however, the population of the Confederated States is primarily Secondaries, due to the lack of a colonial rationing program or nobility.&lt;br /&gt;
&lt;br /&gt;
At Landing Site Ofassel the colonists were more religious than their fellows, being primarily recruited from Eastern Orthodox populations. When faced with the hardship they relied on their faiths to guide them through the harsh initial years of the colonial process, and the clergy quickly became a wealthier and better-fed class than their contemporaries. The religious class of Ofassel was taller, stronger, and more educated than their fellows that worked in the agricultural industry and quickly began co-opting control of the landing site from the small staff of colonial administrators sent along with the ship. It was not until an administrator, a senior official named Valentia Caladius, proposed an alliance with the clergy that the settlement truly began to prosper. The start of the Holy Kingdom of Domelkos grew out of this political alliance, as did House Caladius. The importance of the religious leaders to the Holy Kingdom led to a great amount of emphasis being placed on them, with many referring to them as the &amp;quot;first and most important citizens&amp;quot; of the Holy Kingdom. Over time, this would simply be shortened to &amp;quot;Primaries.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At Landing Site Telminia, two families rapidly came to prominence: the Zhao family, a group of engineers involved in ensuring that the engines that powered their capital of Nova Luxembourg kept running, and the Volvalaad family, a group of scientists responsible for the genetic engineering of crops and livestock to prevent the starvation of the colony. The two families would eventually rapidly expand their capabilities and power, with the Zhaos becoming prominent engineers and the Volvalaads moving into human genetic manipulation. They would also, through a combination of their power and manipulation of the colonial bureaucracy, turn the landing site into a monarchy controlled by the two families - now referred to as House Zhao and House Volvalaad. Eventually, they would refer to themselves as the Imperial Alliance of Zhao and Volvalaad. Or, more simply, the Imperial Alliance of Telminia. The engineers of House Zhao were lucky to create a working long-range radio system shortly after landing, which put them into contact with the fledgling Holy Kingdom of Domelkos. The religion of the Holy Kingdom spread to the Imperial Alliance as the two groups grew closely together due to their similar systems of government and similar state of quasi-castes. The nobility of the Imperial Alliance was, like their contemporaries in House Caladius and the Holy Kingdom&#039;s clergy, generally taller and stronger than their commoner counterparts due to a better diet. The caste system of the Imperial Alliance was further reinforced by a primitive version of the later blood debt, in which those living under the control of a noble paid them in service or goods to reside on it.&lt;br /&gt;
&lt;br /&gt;
By 2300 these three groups had grown significantly from their original sizes. The Confederated States had expanded to become a major industrial powerhouse in the Fisanduh Mountains and area around them, but remained behind their mountain ranges aside from the occasional expedition due to the hostile attitude of the Holy Kingdom, occupying western areas surrounding the mountain range— and Imperial Alliance— occupying the eastern regions surrounding the mountain range. Due to the differences between the Confederacy and the Holy Kingdom-Imperial Alliance coalition, conflict was inevitable at some point. It would come in 2355 when the Imperial Alliance and the Holy Kingdom gave the Confederated States an ultimatum: bend the knee and come into the fold as a unified Moroz, or resist and be annihilated. The democratic Confederated States opted to resist, and the bloodiest war in the planet’s history began.&lt;br /&gt;
&lt;br /&gt;
===The War of Moroz===&lt;br /&gt;
&lt;br /&gt;
Lasting almost a full century, the &amp;quot;Holy Crusade to Unite Moroz&amp;quot; as it is called in the Empire of Dominia (the Confederacy refers to it as the &amp;quot;War for Liberty&amp;quot;) economically and militarily devastated the planet. While the war began with victories for the Coalition outside of the Fisanduh Mountains, it became a stalemate when the mountain range was reached by Coalition forces. The Fisanduhian Army had fortified the passes through the mountains and was not willing to give territory. The full might of the Confederated State&#039;s industrial economy was used to defend its harsh mountainous environments while the Coalition turned its biological prowess towards breaking the stalemate. The foundation of the modern geneboosted Primaries originated from this effort to produce more effective soldiers.&lt;br /&gt;
While the Coalition tried their best to break through, they could not. There were breaks in the warring, but they were only temporary ceasefires - simply interludes in what the Coalition viewed as a holy war and the Confederated States viewed as a war for its existence.  But in 2384, after decades of war, the balance of power shifted dramatically.&lt;br /&gt;
&lt;br /&gt;
===2356 - Contact with the Wider Spur===&lt;br /&gt;
&lt;br /&gt;
During the initial months of the War of Moroz, in the hectic mass of radio communications between the two sides, a long-range radio station in Jinxiang picked up an unusual signal in an odd dialect of what they assumed was Vulgae Morozi. None in the station could tell what the communications were, and a House Strelitz codebreaker was summoned in an effort to break what the station assumed was a Fisanduhian cypher. The codebreaker, while unable to decipher the language, summoned a linguist who deciphered the communication and discovered the truth of the message.&lt;br /&gt;
&lt;br /&gt;
The message was a communication from the Solarian Alliance to a survey ship involved in the Warp Gate Project, and had been sent at least a year prior. The message itself was an order to inquire as to the status of Sun Reach, a planet then unknown on Moroz. While not directed at the Morozians, this was the first time they had discovered other humans remained in the Spur. A message was sent in response and the Alliance acknowledged it, and confirmed they did not intend to interfere in Morozian affairs. It was a tremendous day, and 18 December remains widely celebrated throughout the Empire as the day the broader Spur was recontacted.&lt;br /&gt;
&lt;br /&gt;
===2384-86 - The Collapse of Fisanduh===&lt;br /&gt;
&lt;br /&gt;
In late 2384 the Imperial Alliance and the Holy Kingdom made a desperate move. House Zhao was confident in its ability to launch a functional spaceship fleet after decades of research alongside House Volvalaad with the aim of flanking the Fisanduhian lines and deploying elite geneboosted commandos of House Strelitz to destroy the Fisanduhians from the inside. An infantry captain from the Imperial Alliance, Wilhelm Strelitz, was chosen for his exceptional faith in the Morozian Holy Tribunal and leadership abilities. As Captain Strelitz and his crew launched, they were firm in their faith that they would aid them. As the ships took off with their troop compartments full of crack Strelitz troops, all aboard prayed that this would be the end of the bloody war. In the Imperial Palace, the Emperor himself is said to have prayed for the success of the mission.&lt;br /&gt;
&lt;br /&gt;
The Confederated States were not prepared for an orbital assault by the commando units on all their major cities, including their capital of Neubach, with their lines collapsing as Imperial Army troops surged across the borders. By early 2384 the government of Fisanduh had collapsed, but never signed surrender terms to the war, instead opting to enact &amp;quot;Plan SCRAM&amp;quot; and start an insurgency. The last Prime Minister of the Confederated States, Helga Kesselring, shot herself while draped in the standard of the States rather than be taken prisoner. No fully intact copy of Plan SCRAM has ever been recovered from Moroz due to the Confederated States&#039; efforts to destroy sensitive documents in the final hours of its existence as an official government - the only recovered parts of it are a two-page section: a title page reading &amp;quot;PLAN SCRAM&amp;quot; and a second page reading &amp;quot;DESTROY ALL INFORMATION PAST THIS PAGE AFTER READING.&amp;quot; By 2386 the entire region was declared secure.&lt;br /&gt;
With the reunification finally completed at long last, the Imperial Alliance and the Holy Kingdom joined hands with the formation of the Empire of Dominia and the coronation of Godwin Keeser, the ruler of the Imperial Alliance, as the first Emperor of Dominia. The years that followed his coronation on the 29th of June, 2385, would be a time of great change for Moroz.&lt;br /&gt;
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===2385 - The Early Empire===&lt;br /&gt;
&lt;br /&gt;
The first true Emperor of Dominia, Godwin Keeser reigned from 2385 until his death from old age in 2437. During his rule the newly-formed Empire of Dominia would go from a minor power to a regional force on the level of the nearby Republic of Elyra. Domestically, Emperor Godwin was faced with repeated issues in Fisanduh as the Empire attempted to bring it under control while expanding abroad. Ultimately the 2402-03 Navy Day Uprising, which saw the Empire lose control over Inner Fisanduh, would prove to be the greatest failure of his reign.&lt;br /&gt;
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Under Godwin’s reign the Empire flourished and its modern institutions began to take shape. He formalized the Imperial military’s structure, much of its colonial bureaucracy, its use of privateers, and the primacy of Morozians over the Empire. Emperor Godwin, while never managing to establish formal relations, did establish ties to the Southern Reaches of the Solarian Alliance and the then-Solarian system of Tau Ceti. When he passed from the material world into Her loving embrace in 2437, he left behind a nation which — while unable to directly challenge the Coalition of Colonies — was a regional power capable of elbowing its way into the broader Spur. His eldest son, Boleslaw Keeser, was left to rule over a significantly more stable and powerful state than the Imperial Alliance his father had inherited.&lt;br /&gt;
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===22 July 2437 - Emperor Boleslaw’s Coronation===&lt;br /&gt;
[[File:emp_dominia.png|thumb|Imperial portrait of Emperor Boleslaw Keeser (artwork created by Sleepywolf)]]&lt;br /&gt;
As Emperor Godwin departed into the loving arms of the Goddess on 18 July, 2437, plans had already been made to crown his eldest son as the new Emperor of Dominia. The new Emperor’s coronation in Nova Luxembourg was the first such ceremony viewed by the wider Spur, and was attended by representatives from various Solarian systems, some Coalition member states, Elyran diplomats, and others. Following three days of national mourning the Immaculate Hand placed the Imperial crown upon Boleslaw Keeser’s head, and the second ruler of the vastly expanded Empire was born, with its domain now stretching from Nova Luxembourg to Sun Reach.&lt;br /&gt;
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===2437 - The Modern Empire===&lt;br /&gt;
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Under Emperor Boleslaw’s reign the Empire has continued to prosper, though many view the current Emperor as not having surpassed his father. His reign has seen the addition of a new — yet controversial — great house in 2440 with the arrival of House Kazkhz, further improvements to Morozian infrastructure, and more cooperation with the broader Spur. Notably, NanoTrasen established formal business relations with the Empire in 2452 while Zavodskoi Interstellar did so in 2441. The Empire was one of the first stellar nations to recognize the newly-independent Republic of Biesel and has had a cooperative relationship with it ever since.&lt;br /&gt;
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Boleslaw’s reign has seen more conflict with the broader Spur than his father’s, particularly with the nearby Republic of Elyra, and has brought the Empire into worse relations with the Coalition of Colonies through expansions of its privateering and aggressive use of the Imperial Fleet against unaligned frontier worlds near the Empire to annex them. Military expansions throughout his reign have seen the Empire’s continued expansion toward the territories formerly controlled by the Alliance, where it repurposes Solarian hegemonic era structures for its own resource extraction needs. Some in the Empire call this an unsustainable expansion which will inevitably draw it into conflict with the wider Spur, but none can deny the resources brought by its expansion aid its continued growth. Internally, Inner Fisanduh remains an issue and many of the great houses are rumored to look poorly upon House Kazkhz for their recent arrival and Emperor Boleslaw’s favor of them.&lt;br /&gt;
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In the 2460s, with the shadow of the phoron crisis beginning to fade, Emperor Boleslaw continues to reign, but he is increasingly elderly and infirm. As more and more of his duties are taken over by the heir apparent, Crown Princess Priscilla, the Empire looks towards the future with trepidation. Priscilla, when she ascends, is anticipated to be more liberal than her father, and none can anticipate what this outlook will bring to the issues currently facing it.&lt;br /&gt;
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==Dominian Society==&lt;br /&gt;
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===Primaries===&lt;br /&gt;
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The Primaries are the noble and liturgical classes of the Dominian Empire&#039;s humans, though the noble class of Dominia often sees Secondaries adopted into it. Due to centuries of eating better than their commoner and lay counterparts, Primaries are physically larger and more imposing than their Secondary cousins. Secondaries that are elevated to nobility, though still primaries, tend to be slightly shorter than older families. Dominians (or Morozians, if you are from the former Confederated States) of this social class are not typically found in Fisanduh due to its lack of nobility and can reach heights of six feet in both genders. &lt;br /&gt;
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Land-owning Primaries going abroad to seek employment or for extended amounts of time is a &#039;&#039;&#039;major social faux-pas&#039;&#039;&#039; that will inevitably see their land redistributed to another member of their family, their title stripped and their status as a member of the nobility placed in question. For this reason, &#039;&#039;&#039;it is impossible to play land-owning nobles on the Horizon, with the only exception being the Consular position.&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Average Male Height:&#039;&#039;&#039; 5&#039;6&amp;quot; - 6&#039;5&amp;quot;. The older a noble lineage, the taller they will be on average. &lt;br /&gt;
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&#039;&#039;&#039;Average Female Height:&#039;&#039;&#039; 5&#039;4&amp;quot; - 6&#039;3&amp;quot;. The older a noble lineage, the taller they will be on average.&lt;br /&gt;
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===Secondaries===&lt;br /&gt;
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Secondaries are the commoners and laypeople of Moroz, those on the planet lacking noble titles or liturgical positions. Exceptional Secondaries are often ennobled, becoming Primaries. They make up the bulk of Moroz&#039;s population but are the second-most populous group overall in the Empire after Ma&#039;zals. Secondaries as a whole tend to be smaller than Primaries (though there are exceptions) and represent a more diverse social class than the Primaries do, but are a part of the same Morozian ethnic and cultural group. The key difference between the two classes is the presence of a noble title. In the Empire proper, Secondaries form the core of the Moroz Holy Tribunal and Imperial society as a whole. Within the former Confederated States, Secondaries are instead referred to as &amp;quot;Morozians.&amp;quot;&lt;br /&gt;
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The Empire’s Unathi population are considered Secondaries. Though individually their means and life conditions are generally slightly inferior to their Human counterpart, they make up for it by relying on each other as a clan, with funds kept in reserve by the clan to assist with various needs and issues.&lt;br /&gt;
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&#039;&#039;&#039;Average Male Height:&#039;&#039;&#039; 5&#039;6&amp;quot; - 5&#039;9&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;Average Female Height:&#039;&#039;&#039; 5&#039;1&amp;quot; - 5&#039;4&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;Average Unathi Male Height:&#039;&#039;&#039;  6&#039;0&amp;quot; - 7&#039;0&amp;quot;&lt;br /&gt;
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&#039;&#039;&#039;Average Unathi Female Height:&#039;&#039;&#039; 5&#039;9&amp;quot; - 6&#039;8”&lt;br /&gt;
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===Ma&#039;zals===&lt;br /&gt;
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A blanket term used to refer to those citizens— or subjects— of the Empire that are not from Moroz, Ma&#039;zals represent the Empire&#039;s underclass. They are an extremely diverse group that tends to be generally rebellious, and resistant to Imperial control. Those that do opt to side with the Empire have either been integrated into the Empire&#039;s colonial system or are turncoats. Ma&#039;zals also form a large population in the Coalition of Colonies, as they often flee from the Empire through whatever means are available. Ma&#039;zals form the backbone of the [[Dominian Imperial Military]] and can rise to great heights in the Imperial Army, though the majority never rise beyond the most junior officer ranks.&lt;br /&gt;
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Ma’zals, while diverse, can be divided into three distinct groups that the Empire of Dominia keeps track of. The largest of these groups are the &#039;&#039;&#039;“regular” Ma’zals&#039;&#039;&#039; of the Empire that have yet to fully accept Imperial rule. These Ma’zals are generally found on recently conquered planets and tend to be the most resistant to Imperial control, with violent resistance not being uncommon. No matter how much the Empire tries there are always those that continue to resist even after most have accepted their status as Imperial subjects, and House Strelitz often becomes involved in counter-insurgency warfare on Imperial colonies. However, in due time, these Ma’zals will eventually bend the knee to Imperial rule; in part due to the next, and smallest, category of Ma’zal.&lt;br /&gt;
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The so-called &#039;&#039;&#039;&amp;quot;Elevated Ma’zal,”&#039;&#039;&#039; is an unusual and often misunderstood figure both inside and outside of the Empire of Dominia. Originally an “invention,” of House Caladius, the men and women that make up this category of Ma’zals are trained to serve as bureaucrats in the massive bureaucracy of the Empire of Dominia. This has quite a few advantages as the Elevated Ma’zals know the planet, understand the local language and customs and can be utilized as a friendly face for the Empire’s control of the planet. Sometimes referred to as the “nobility of the Imperial frontier,” Elevated Ma’zals will often— with blessings from House Caladius of course— form their own noble houses and orders, assuming they are not integrated into House Caladius. These frontier houses are generally always affiliated with House Caladius, and have proven to be a valuable ally of their merchants.&lt;br /&gt;
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The final category of Ma’zals are those that have accepted Imperial rule and now live as full citizens of the Empire. The &#039;&#039;&#039;“Integrated Ma’zals,”&#039;&#039;&#039; of the Empire make up a smaller portion of the total Ma’zal population than their non-integrated counterparts but possess a greater amount of economic power than their rebellious counterparts and are, though not fully Morozian, considered to be loyal subjects of the Emperor and Goddess alike. The loyalty of some Integrated Ma’zals is so great that many are often awarded the prestigious title of Honourary Morozian, also referred to as “Morozian beyond the void,” in some areas, which represents that they have demonstrated a very high level of commitment to the Empire. Such an award is accompanied by immediate ennobling with the great house that recommended the award be bestowed.&lt;br /&gt;
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===Geneboosting===&lt;br /&gt;
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A technique dating back centuries, geneboosting is descended from colonial efforts to genetically engineer species adapted to the harsh Morozian climate. Geneboosting was originally used on humans by the Volvalaads at the behest of House Strelitz with the intent of improving the Imperial Army&#039;s officer corps before being adopted by House Volvalaad as a way to create a better class of nobility. Geneboosting is done during the fetal development stage. It greatly enhances the natural genetic structure of the patient, removing flaws and emphasizing strengths. &#039;&#039;&#039;This form of genetic modification is limited to the nobility due to the high cost and status associated with it&#039;&#039;&#039;. The effects lead to enhanced attributes and appearances: those geneboosted are stronger, faster, more able, and much longer-lived than their non-geneboosted counterparts. Geneboosted playable species tend to be slightly taller than average, with humans becoming as tall as 6&#039;8&amp;quot; (2.03m) and find it very easy to maintain peak fitness. A geneboosted person is obvious at a glance, and geneboosted humans are often held as paragons of Imperial society. Geneboosting carried out after birth, known as gene therapy, is very rare and generally dangerous in addition to being prohibitively expensive. Talks with Zeng-Hu to improve upon Dominia&#039;s pre-existing gene boosting techniques have not yielded results.&lt;br /&gt;
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===Dominian Heads of Staff===&lt;br /&gt;
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As a result of the Empire&#039;s fanatical outlook on certain issues such as synthetic life and edict breakers, Dominian heads of staff are fairly rare aboard Stellar Corporate Conglomerate facilities such as the SCCV Horizon. Those that do pass through the requirements needed to become a head of staff are typically considered to be liberals (or, rarely, reformists) in the Empire and typically belong to or are affiliated with a Great House, with House Volvalaad having the greatest representation abroad and House Caladius following closely behind. Nevertheless, they must still go through a great amount of orientation in order to adapt to life aboard such a cosmopolitan vessel.&lt;br /&gt;
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Dominians that are elevated to a leadership position within the Conglomerate are regarded to be the best and brightest of the Empire by the cartel and are highly-regarded by the for their professionalism and honor despite some difficulties in working with IPCs and other forms of synthetic life. Please note that playing a Dominian head of staff is not an excuse to make a player&#039;s round miserable just because they&#039;re a synthetic.&lt;br /&gt;
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==Languages==&lt;br /&gt;
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The Empire is a multilingual society divided between High Morozi, a Tradeband dialect, and Vulgar Morozi, a Sol Common dialect, along with various Unathi dialects, such as Sinta’Azaziba, and Freespeak. Which of these languages one speaks are generally determined by one’s class and planet of birth. Among the Primary aristocracy and natives of the Imperial Core High Morozi is often the first, and primary, language, with Tau Ceti Basic and Vulgar Morozi fluency viewed as the sign of a good upbringing and education. Primaries who do not speak Vulgar Morozi are extremely uncommon, and those who do not speak the language are generally looked upon poorly by their peers. Many Secondaries speak Vulgar Morozi as their first language, though this varies from family to family.&lt;br /&gt;
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As one travels further from the Imperial Core, High Morozi begins to rapidly disappear as a first language and is replaced with its Vuglar counterpart, or with Freespeak. Often pejoratively known as “Gutter,” or “Rebel-Speak,” by Dominians the language is associated with the uncivilized frontier. Speaking Freespeak, even if one has knowledge of the language, is considered to be a major faux pas.&lt;br /&gt;
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==Synth Relations==&lt;br /&gt;
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&#039;&#039;&#039;CHARACTERS ABOARD THE HORIZON HOLDING DOMINIAN CITIZENSHIP WHO ARE DISCOVERED BY THE DOMINIAN GOVERNMENT TO BE INVOLVED IN ANY KIND OF INTIMATE RELATIONSHIP WITH AN IPC MAY BE EXTRADITED TO DOMINIA TO FACE PUNISHMENT FOR BREAKING THE FIFTH EDICT AND FOR DEGRADING THE IMAGE OF THE EMPIRE ABROAD. EXTRADITED CHARACTERS WILL NO LONGER BE PLAYABLE ABOARD THE HORIZON AND MAY BE SUBJECT TO THE PUNISHMENTS OF LIFE IMPRISONMENT, PERMANENT EXILE, OR DEATH.&#039;&#039;&#039;&lt;br /&gt;
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Dominian hatred of synthetic life stems from its deep faith in the Holy Tribunal and all positronics are sought out and destroyed upon entering Dominia space. To Dominians, higher level Synthetic life like self-aware AI and IPCs are ontologically evil. Interestingly, to observers, there seems to be a disproportionately high number of shell IPCs present in the sector compared to those beliefs. Rumors that Emperor Boleslaw Keeser declares political rivals untagged shells before black bagging them have been vehemently denied by the Empire.&lt;br /&gt;
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Imperial citizens working abroad in human space often interact with synthetics. In foreign lands, Dominians are expected to maintain some degree of tolerance in the presence of synthetics, abomination though they may be, in order to continue being permitted to work in these environments. While robots, or synthetics without a positronic brain or similar, are not objectionable to the Tribunal, citizens who refused to work alongside AI or IPCs would soon find themselves out of work and are expected to cooperate with these entities when their occupation demands it.&lt;br /&gt;
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==Dominian Extradition==&lt;br /&gt;
While the Empire&#039;s subjects may live and work outside of its borders, they are still expected to uphold the Empire&#039;s reputation abroad. This includes acting in a way that would not embarrass or otherwise be an affront to Dominia or its interests. Should a Dominian citizen abroad be caught perpetrating either of these acts, they may be investigated by His Majesty&#039;s Imperial Diplomatic Service and extradited by local authorities back to Dominia in order to receive the proper punishment from a Dominian court. For purposes of Dominian characters living and working aboard the SCCV Horizon, the information relevant to this procedure is detailed below.&lt;br /&gt;
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The Empire of Dominia has an extradition treaty with the Republic of Biesel. It can exercise this treaty to hold investigations pertaining to the conduct of Dominian subjects inhabiting Biesellite space and extradite them back to Imperial space if a breach of an Imperial Edict or other behavior which may besmirch the Empire&#039;s reputation abroad is found. Extraditions and investigations may only be conducted at the request of a consular or if a Dominian character&#039;s conduct is so egregious as to warrant notice by His Majesty&#039;s Imperial Diplomatic Service without the aid of a consular. Dominian Consulars found to be abusing this power or otherwise using this power dishonestly will be considered as breakers the Sixth Edict and will be summarily ejected from His Majesty&#039;s Diplomatic Service and extradited back to the Empire themselves to face punishment. The expediency of an investigation or extradition decision is balanced by a number of factors including an accused person&#039;s class, the severity of the alleged crime, and the amount of evidence weighing against them or in their favor. For example, the most scrutiny and expediency would be paid to Primaries and those accused of flagrantly breaking Tribunalist edicts or plotting against the empire. The processing of extradition requests typically takes a few days, but exceptions can be made if the crime or embarrassment to the Empire&#039;s pride would warrant that the process be expedited. If an investigation or extradition has been requested concurrently with a request for asylum or refugee status with another faction in the setting, the request for asylum &#039;&#039;&#039;DOES NOT&#039;&#039;&#039; nullify any investigation or extradition request unless asylum is granted. Whichever completes first, the asylum-seeking process or the extradition process, is what holds. Extraditions from the SCCV horizon are conducted by Biesellite or SCC authorities in cooperation with His Majesty&#039;s Imperial Diplomatic service. Judgements on extradition and investigations are made by the Human Lore Team and cannot be appealed. &#039;&#039;&#039;Through playing a Dominian character, players implicitly consent to be bound by the decisions made by the Human Lore Team in the event their character is investigated or extradited.&#039;&#039;&#039;&lt;br /&gt;
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		<author><name>NewOriginalSchwann</name></author>
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		<title>User:NewOriginalSchwann/Sandbox</title>
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		<updated>2026-03-25T23:12:28Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* The Solarian Army */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Sol Navy.png|thumb|alt=Flag of the Navy of the Sol Alliance.|The ensign of the Solarian Navy, once flown from Earth to the Solarian Frontier.]]&lt;br /&gt;
Following the Collapse and the start of the Solarian Civil War, an effort was undertaken by reformists in the Solarian military, such as Minister of Defense Lucien Courtois, to reform the SAF and cut out much of the decay and rot which had taken root over the years. While their purges of the Navy’s ranks — and of many SAF staff — hampered a quicker response to the conflict, their efforts have been vindicated by the SAF’s success in bringing a decisive end to the Solarian Civil War in the summer of 2465. Today, the SAF has a new mission: defending the Reconstruction Mandates and protecting the borders of an ascendant Alliance.&lt;br /&gt;
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Some, however, believe the SAF will soon be used for more sinister purposes, and many in Biesel and the Coalition look upon it with alarm as the Alliance begins to exert itself in the Spur once again.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The Solarian military is dedicated to [[Mars#The Violet Dawn Explosion|destroying]] [[Xanu Prime|whatever]] it [[Human Wildlands|touches]], and will not hesitate to destroy [[Gadpathur|you]] if you show them weakness. Show them no mercy, for they showed your [[Gadpathur#The War|ancestors]] none!”&amp;lt;/i&amp;gt; - Excerpt from a [[Gadpathur|Gadpathurian]] anti-Solarian booklet intended to be distributed to children age 8-10.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian Armed Forces have a history which stretches back to 17 July 2143, shortly after the founding of the Solarian Alliance. Its origin was not a happy one. Though it took almost a decade to hash out the terms of the Alliance, most parties (with the exception of Switzerland) on Earth agreed to join it by 2140. However, the idea of surrendering military autonomy to a supranational government was a point of concern for many members of the newly-formed supernational union, particular the two superpowers of the USA and USSR. Both were extremely hesitant to surrender their spacebound military capabilities to the Alliance, and, further compounding issues, both argued that they deserved to host the headquarters of the Alliance’s military command structure.&lt;br /&gt;
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It took three grueling years of back-and-forth negotiations between the Alliance and its members to resolve the issue of the SAF. Ultimately a compromise was reached regarding the Alliance’s military command which settled the pressing issue of who would host the admiralty of (and thus be able to exert significant influence in) what is now known as the Solarian Navy. The compromise placed the admiralty on a place where no Earth nation could, in theory, influence it: Harmony City, Luna. While the USA and USSR were not happy, they were both begrudgingly content to accept it, as while one wouldn’t be able to control it, their rivals couldn’t either. The position of the admiralty on Luna and the relative independence offered to it due to this would, in the decades and centuries to come, have truly dire consequences.&lt;br /&gt;
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In the century between the Alliance’s formation and the Interstellar War, the SAF was plagued by interservice rivalry between the Solarian Army and Solarian Navy which, while never turning to violence, defined much of the SAF’s trajectory before 2275. The Navy claimed it was of more importance due to securing Sol’s interstellar lanes of commerce and policing piracy, while the Army claimed it was of more importance due to protecting the colonies themselves and ensuring the Alliance was internally stable. The Army-Navy conflict prior to the Interstellar War has been viewed by some Solarian scholars as a microcosm of the future civil war: the Navy tended to be dominated by Inner Ring citizens, particularly those from Luna, and the Army tended to draw its personnel locally, leading to a large proportion from the Outer Ring and further afield colonies. &lt;br /&gt;
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This conflict, and the broader schism in the Alliance, would be brought to its bloody conclusion in 2275 with the start of the Interstellar War, the SAF’s largest and most costly conflict even two centuries later. It would tip the Army-Navy struggle decisively in the Navy’s favor as many Army units, recruited locally and unpaid for months due to the ongoing financial crisis, defected to the Coalition while few Navy units did the same, and those that did were often swept under the rug or otherwise disowned. While the Navy, and loyal units of the Army, fought fiercely — and in some cases, such as Gadpathur, committed horrific crimes in the name of Solarian unity — they were unable to defeat the Coalition due to its dogged defensive fighting. A peace treaty, the Treaty of Xansan, was ultimately signed in Geneva in 2287, bringing over a decade of warfare to a close and permanently shattering Solarian hegemony over humanity.&lt;br /&gt;
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To the Navy, which believed it could have won the Interstellar War, the Treaty of Xansan was seen as a betrayal of the venerable Navy by spineless politicians — a slap to the collective faces of Navy officers who had put their lives on the line defending the Alliance by cowardly politicians obsessed with their careers who had never spent a day in uniform. It incensed them, and they began to plot against it in secret. Decisive action was needed to ensure Sol remained intact, and who better to take it than the Navy, its most steadfast institution?&lt;br /&gt;
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While it ultimately failed in its goal of revoking the Treaty of Xansan, the Revolt of the Officers on 18 May 2289 forever ensured the Navy would have a voice in politics. The coup attempt’s goals were simple: overthrow the civilian government and declare the Treaty of Xansan null and void, then resume the Interstellar War and fight until the Alliance’s hegemony was once again established. The plan, however, began to fall apart almost immediately due to one factor the coup’s mastermind, Admiral Terrence Hopper, had not accounted for: that the Army guard stationed at the Alliance’s then-capital in New York City would not go along with their conspiracy, leading to an active gunfight outside the capitol building between Army guards and Navy marines. Ultimately the Army, with support from local member state forces and ordinary civilians, repulsed the attack and the coup was seemingly aborted. But it was not as simple as it seemed, however, as the admiralty, in the days after the coup, cut a backroom deal with the civilian government: the Revolt of the Officers would be swept under the metaphorical rug by being blamed on radical elements and the Navy would be given a political voice. In exchange, the Navy would continue to protect the Alliance from interstellar threats. Hopper himself, the Butcher of Gadpathur, would avoid justice once again and remain active in politics until his death on Luna in the 24th century, and ultimately shaped Solarian fascist thought up until the present day.&lt;br /&gt;
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Effectively, the Navy had used its position to extort the government. Emboldened by this, and how close they had come to controlling the government through violence, the Navy became more and more influential as the decades continued on. It also became more corrupt and less efficient, as political connections became more important than ability and Caesarism infected its ranks. Ultimately, the decision to place it on Luna, where it could not be controlled by a power on Earth, had made the Navy accountable primarily to itself rather than the civilian government based upon Earth and, post-2300, Unity Station. Its pet project, the Solarian Marine Corps, was hardly any better. For many Solarians the Navy has failed them time and time again as an institution, and nowhere is this more clear than in the Solarian Collapse of 2462. Rather than protecting the Alliance many Navy forces, more loyal to their Admirals than their nation, defected and have rampaged across the Middle and Outer Rings.&lt;br /&gt;
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The Army, meanwhile, did have civilian authorities to answer to due to being headquartered on Earth. Post-Interstellar War the Army was placed through multiple reforms which transformed it from a sluggish, inefficient institution which lost much of its strength to defections into a force capable of defending the Alliance’s planets and government from all enemies — whether they be foreign or domestic. Where the Navy failed the Army has succeeded, particularly upon Mars, where it — in mere weeks — brought the red planet back into nominal Solarian control.&lt;br /&gt;
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The painful reforms spearheaded by SecD Courtois during the civil war have been dramatically vindicated by the SAF’s performance during its 2465 intervention in the civil war, where it rapidly outmaneuvered and outperformed the Solarian Restoration Front and Coalition-backed League in a rapid campaign. Both warlord statelets collapsed under the SAF’s relentless offensive and the Alliance’s flag once again flew from above capital cities across the Northern Reaches, with the pro-Solarian Middle Ring Shield Pact having been peacefully reintegrated, and both League and SRF authorities totally collapsing. In the Southern Reaches, both local governments — already de facto part of the Alliance — were brought back into the ASSN officially. The Solarian Civil War ended in mid-2465 with a decisive victory for the government, though one tainted by the loss of many systems to the Republic of Biesel.&lt;br /&gt;
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With the end of organized resistance by major secessionist forces the SAF has found itself engaged in mop-up and counterinsurgency operations across the Northern Reaches. In the Southern Reaches it busies itself in piracy suppression and — unofficially — “rat transportation” runs of military equipment to anti-Biesel insurgents still fighting for the Alliance in the Hinterlands. The Alliance’s armed forces stand with their nose bloodied but unbroken, and remain a capable military force — especially with a newly reestablished and growing military relationship with the nearby Empire of Dominia providing them with an effective counterweight to Elyran and Coalition influence in its south.&lt;br /&gt;
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==Operational Strategy==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The size of the imperialist Alliance makes it clumsy and slow to react. We must strike where it is weak, and chip at its foundations. Only through attrition will our victory come,”&amp;lt;/i&amp;gt; - Cadre Leader Naveen Shankar speaking to the crew of his vessel before a patrol, mid-2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Managing the Solarian Armed Forces, the largest organized fighting force in the modern Spur, at the operational level is a titanic undertaking which has seen liter after liter of ink spilled on the pages of military manuals, academic projects, and Solarian government documents. The Alliance has been, in its history, the single largest nation in the Spur, and required a great deal of thought to manage its territory. Its losses in the Interstellar War and its aftermath, including the Elyran Revolution, have shown it does not always succeed in its operational strategy. Furthermore, prior to SecD Courtois’ reforms in 2462-63 the Alliance had long lacked a centralized command and control system, with various military high commands such as the Solarian Navy Admiralty on Luna instead reporting to the Secretary of Defense independently of the other branches. This led to naval over-representation, inefficiency, and virulent interservice rivalries.&lt;br /&gt;
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In December 2462 SecD Courtois chose to address this problem by creating the &#039;&#039;&#039;Joint Military Command&#039;&#039;&#039;, or &#039;&#039;&#039;JMC&#039;&#039;&#039;. Consisting of eight members — one from each service plus a SDF representative, a chair and vice chair (both from different branches), and the military’s chief logistics officer — the JMC is designed to reduce inefficiency in the SAF by fostering cooperation. Its trial by fire, the [[Mars#The Solarian Reunification Campaign_(2462 - present)|Martian Campaign]], was a success, with Army forces fighting using previously unseen levels of naval support from orbit. The Alliance’s rapid victory in the civil war seems to have further vindicated the JMC and Courtois, with its branches having worked together at levels unseen since the Interstellar War, and having won decisively.&lt;br /&gt;
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The overall mission of the Alliance’s military is twofold. First, it must ensure the Alliance’s territorial integrity is maintained and protected against external aggression, such as Biesel’s annexations in 2462, and internal unrest, such as the Solarian Civil War of 2462-65. Second, and less publicly, is to ensure the Alliance’s lost territories can be recovered from those currently occupying it. Prior to 2462 this was centered around the Coalition of Colonies and Republic of Elyra. Since 2462 the Alliance’s strategic thinking has shifted to a potential reunification war against the Republic of Biesel, which is known in its media as the Republic of Tau Ceti. Politicians talk of war and generals plan military exercises, but none can seriously considering the prospect of causing another Interstellar War — right?&lt;br /&gt;
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===Solarian Military Commands===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Persistent Excellence, Persistent Readiness,”&amp;lt;/i&amp;gt; - Motto of Sol Alliance Northern Command.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian military operates in four combat commands — multi-branch organizations that answer to the JMC, though they predate it — responsible for operations in different parts of the Alliance: North, South, Central, and [[Sol|Sol System]]. Though all four commands have been historically dominated by the Navy, post-2462 reforms and an excellent performance in the civil war have seen the Army — and local SDFs, though to a lesser extent — exert more influence over the combat commands, particularly Northern Command. Due to being regional, the four commands all have slightly different responsibilities, though three of four have a point of overlap: [[Republic of Biesel|Biesel]], which has seen itself become a strategic priority for the Alliance since its rapid — and illegal, in Solarian eyes — annexation of great swaths of the Alliance.&lt;br /&gt;
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Northern Command (&#039;&#039;&#039;NORCOM&#039;&#039;&#039;) is based on [[San Colette]] and has responsibility for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Northern Reaches]], the Coalition border near Konyang, and the northern border of Biesel. It is commanded by General Patrick Edwards, a veteran Solarian Army officer who previously served in the Martian and Lycorii theaters. NORCOM’s daily responsibilities are mostly concerned with maintaining the ongoing low-intensity conflict against the remnants of both the Solarian Restoration Front and League of Independent Corporate-Free Systems in the Northern Reaches, with its Army troops stationed on Lycoris and involved in counterinsurgency operations, and many of its naval patrol squadrons policing warp lanes for League remnants. More importantly, it is expected to be the first to defend or attack in the event of a war against the Coalition, being home to the legendary 1st Battlegroup and its vaunted Fleet Admiral, Ingrid von Varnhagen und Landerberg. Also at Edwards’ disposal are the veteran SDFs of the Northern Reaches, sans Lycoris, that cut their teeth in the fighting of the civil war and have seen the quality of their equipment rise dramatically post-2465.&lt;br /&gt;
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Central Command (&#039;&#039;&#039;CENTCOM&#039;&#039;&#039;) is based on Silversun and has responsibility for the Inner Ring and the central border with [[Republic of Biesel|Biesel]]. It was, from 2462 to 2465, home to the orphaned northern and southern commands due to its location. While it shrunk significantly in 2462 — losing its Coalition border and much of its territory to Biesel — it has remained effective under the leadership of Admiral Bahri Özkan, commander of the 25th Fleet prior to assuming command of CENTCOM in 2464. Özkan’s forces face Biesel’s [[Tau Ceti Armed Forces#Zoleth Line|Zoleth Line]] — a multi-layered defensive formation — and are expected to pin down the [[Tau Ceti Armed Forces|Republic’s forces]] by threatening it with an offensive. At his disposal are veteran naval formations and Army troops, many of whom he has seen equipped with electronic warfare and incendiary weapons to counter Biesel’s synthetic and vaurca troops.&lt;br /&gt;
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Sol System Command (&#039;&#039;&#039;SOLCOM&#039;&#039;&#039;) is based on [[Callisto]] and is a unique command that only supervises one system, the Sol System, rather than a region of the Alliance. Considered to be a strategic reserve for any future wars, it is under the command of Admiral Yaoting Kong. Known as “King Kong” by his subordinates due to his large build and love of the Monkey King franchise, Admiral Kong’s combat command is centered around logistics and training rather than combat. He is also responsible for the Sol System’s security, and is the first admiral to work with civilian fleet organizations such as the [[Callisto#Government and Politics|Callistean Port Authority]] in a new anti-smuggling campaign.&lt;br /&gt;
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Southern Command &#039;&#039;&#039;(SOUCOM&#039;&#039;&#039;) is based on Visegrad and is responsible for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Southern Reaches]], the southern border of Biesel and the Hinterlands, the southern border of the Alliance, and coordination with the nearby Empire of Dominia. Managing these operations is Admiral Monika von Schintling, a senior flag officer of the Solarian Navy with experience in the civil war and in the Southern Reaches. Underneath her is the veteran 6th Battlegroup, formed of loyal Middle Ring Battlefleets, and officers seasoned by years of anti-piracy experience. Alongside these duties von Schintling’s command is responsible for the “rat transportation” network of transporting supplies to pro-Solarian insurgents in the Hinterlands and coordinating with the Dominian Imperial Military, which had rebounded in prominence to SOUCOM following the civil war’s end. Once responsible for carrying out a theoretical war against [[Republic of Elyra|Elyra]], SOUCOM is now expected to work with CENTCOM in the event of a war against [[Republic of Biesel|Biesel]] — punching through the south and striking at [[Tau Ceti]] while CENTCOM forces hold the Zoleth Line garrison in place and NORCOM strikes downwards.&lt;br /&gt;
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===Joint Military Command Personnel===&lt;br /&gt;
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The military officers chosen to be part of the Joint Military Command are experienced officers and expected to represent the best of their services — they are perhaps the most experienced military officers in the Spur — and report to the prime minister and Secretary of Defense. The below individuals are the first ever to hold positions in the JMC, with their terms having started in January 2463, and will last until December 2468: a five-year term designed to make them loyal to the government itself rather than whatever SecD appointed them.&lt;br /&gt;
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The Chair of the Joint Military Command (CJMC) is &#039;&#039;&#039;Admiral Giorgio Palazzi&#039;&#039;&#039;, a fifty-year veteran of the Navy and former dean of the Alliance’s primary naval academy. Palazzi is a rare example of a veteran [[Luna|Lunarian officer]] with doctrinally conservative views who remained loyal to Courtois rather than retiring in 2462-63. He is a serious-faced, flint-eyed man who organized the evacuation of Solarian assets from Biesel during its secession and helped coordinate much of the Alliance’s victory in the Northern Reaches in 2465. Palazzi is seen by some as a compromise between the Navy’s conservative and reformist factions, with Courtois and the Chief of Naval Operations firmly reformist but Palazzi representing the best — and perhaps the last — of the Navy’s pre-2462, anti-Coalition operational strategy. As CJMC Palazzi holds no military command — leaving that to other members of the JMC — and serves as both an overall coordinator of its members and is a liaison between the JMC and the civilian government.&lt;br /&gt;
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The Vice Chair of the JMC (VCJMC) is &#039;&#039;&#039;General Valerie Yang Liao&#039;&#039;&#039;, formerly commander of the [[Callisto|Callistean Marines]] and a 35 year veteran of the Army. Commonly known as VYL (pronounced “Vile,” to the general’s amusement), Liao cut her teeth fighting against pirates on Konyang and Port Antilla as a young officer before leading the Callistean Marines during the anti-Frost coup. She is more aligned with Courtois and was given the role of VCJMC after demands by the Army to avoid Navy dominance of the JMC. In her day to day work Liao serves as a ground-based counterpart to Palazzi, and was vital in ensuring the Alliance’s victory on Mars and throughout the Northern Reaches.&lt;br /&gt;
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&#039;&#039;&#039;General Richard B. Sloan&#039;&#039;&#039;, also known as “Mad Dog” to his marines, is the current Commandant of the Solarian Alliance Marine Corps (CSAMC), representing his marines on the JMC. He acquired his nickname when only a Lieutenant with the 1st Marine Division: after his visor was cracked during a boarding operation, he grabbed a nearby roll of tape in the ship, taped over it, and continued leading his unit. On the tape was, appropriately, a dog-themed pattern, and a nickname was born. After replacing the previous commandant — a Frost loyalist — Sloan embarked on a mission to reduce corruption in the ranks and mend fences with the Army and Army Air Force. Multiple units were nearly completely dissolved and reorganized, and he made the unpopular decision to take a funding cut and redirect it to the Army — an act that has done much to repair intraservice relations.  Sloan fought hard for his reforms and was vindicated by his marines’ performance in the Northern Reaches, where they served with distinction and cooperated effectively with the Army.&lt;br /&gt;
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&#039;&#039;&#039;General Chi Hoa Phan&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army (CSSA). Former commander of the [[New Hai Phong|4th Haiphongese Armored Division]], she has been a tireless advocate for the Army’s funding and development in the face of its successes on Mars and in the civil war. Phan — like other members of the JMC — holds no combat command as CSAS but is known to frequently tour the Army’s major mission areas, and has been active in the development of new and better vehicles for the Army. She also abandoned several expensive Frost-era programs to equip the Army with energy rifles instead of their M469A2s, citing it as an unnecessary waste of taxpayer funds and, “corporate welfare,” for [[Zavodskoi Interstellar]], which continues to hold onto chunks of the Solarian defense industry.&lt;br /&gt;
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&#039;&#039;&#039;General Raymond Spaatz&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army Air Force (CSAAF). Originally from [[Silversun]], he has served the SAAF for fifty years — starting as a cadet — and is the oldest member of the JMC. He is expected to retire after his term ends. A bomber pilot by training, Spaatz is widely viewed as one of the preeminent scholars on SAAF operations during the Interstellar War and is a published author on the subject. Building on the successes and failures of the historical SAAF, Spaatz helped to establish a new doctrine for the military’s air component centered around attacking enemy infrastructure targets and providing close support to ground troops. He is additionally responsible for increasing coordination between the SAAF, SDF air forces, and the Navy through his formation of Air-Land-Space Operation Commands on planetary theaters of operation.&lt;br /&gt;
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&#039;&#039;&#039;Admiral Franziska Sibylle von Varnhagen&#039;&#039;&#039; is the current Chief of Naval Operations (CNO). A member of one of the Alliance’s most prominent naval families, von Varnhagen is the aunt of the First Battlegroup’s commander, Fleet Admiral Ingrid von Varnhagen und Langenburg. She was one of the admirals who saw the [[Sol Alliance History#2460-61: Michael Frost Ascends to Power|anti-Frost coup attempt]] was successful by commanding naval forces around Earth to stand down during the crisis. Since 2462 she has worked with Courtois and Solarian law enforcement to ensure the remains of Frost’s loyalists are purged from the Navy’s ranks, and has promoted loyal junior officers to fill these vacancies. However, many of von Varnhagen’s new cadre remain Lunarians — both due to much of the Alliance being cut off until 2465 and due to her status as a member of the moon’s naval aristocracy. Since 2465 she has become a major driver behind the restoration of Unity Station-Moroz naval ties, viewing the Empire as a natural counterweight to Elyra in the south.&lt;br /&gt;
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&#039;&#039;&#039;Lieutenant General Máximo Ruiz Navarro&#039;&#039;&#039;, [[San Colette#The Civil Guard|Colettish Civil Guard]], is the JMC’s current Chief Liaison for System Defense Forces (CSDF). Navarro is the most recent addition to the JMC, having joined it in December 2465, and represents the many SDFs of the Alliance, with his goal being to advocate for their interests and needs. Prior to assuming this position he was involved in the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], fighting on Lhokgon, New Peoria, and D’Anzin during 2465. Cut off from central command on San Colette proper during the final days of the battle for its system, he led an ad-hoc formation of Civil Guard units, SDF forces, militia, and mercenaries to fight against invading Solarian Restoration Front units. This force — called the Navarro Brigade by some — held out until regular Solarian forces arrived, and made its commander a hero of D’Anzin.&lt;br /&gt;
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&#039;&#039;&#039;General Mbwana Oyenusi&#039;&#039;&#039;, Quartermaster General of the Solarian Armed Forces (QMSAF), is a Solarian Army officer who previously served as its chief logistics officer, and now carries out the same duty for the entire SAF. An extremely talented, though doubtlessly overworked, man, Oyenusi has the unenviable task of ensuring the military logistics apparatus is ready to handle any and all situations thrown at it, ranging from military operations to training to disaster relief. While he does not have a combat command, Oyenusi is responsible for the operation of many supply routes run by military, merchant marine, and civilian-operated vessels. Already bald, Oyenusi jokes he would have lost all of his hair from stress if any remained. Prior to joining the SAF, Oyenusi worked as a logistics manager on [[Callisto]], where he helped manage a family-owned logistics firm alongside his father.&lt;br /&gt;
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==Logistics and Standardization==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Equipping millions of soldiers, sailors, and marines – let alone our reserve units in our member-states – is stressful enough to make women gray and men bald, prime minister. They chose me because I was already bald,”&amp;lt;/i&amp;gt; - General Mbwana Oyenusi, Quartermaster General of the SAF, to PM Strom, 29 June 2467.&amp;lt;/center&amp;gt;&lt;br /&gt;
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As the largest organized military in the modern [[Orion Spur]], simply maintaining the SAF requires an extensive logistics network which must be ready to expand quickly — and dramatically — in the event of a war, disaster, or crisis. This logistics system is under the leadership of the &#039;&#039;&#039;Solarian Armed Forces Ordnance Corps&#039;&#039;&#039; and &#039;&#039;&#039;Quartermaster General Mbwana Oyenusi&#039;&#039;&#039;. Both the Navy and Army operate a large fleet of support craft ranging from humble cargo shuttles to the Navy’s massive Atlas-class mobile fleet repair vessels, and numerous civilian businesses and vessels operate in contracts to support the SAF by producing or moving supplies to wherever they are needed. While megacorporations such as Orion Express have expressed interest in acquiring transportation contracts from the SAF, the [[Sol Alliance#Economics|Solarian Corporate Authority (SCA)]] has consistently refused any megacorporation contracts with regard to matters of national security, citing the existence of the [[Stellar Corporate Conglomerate]] as a major security risk due to its close ties with Biesel.&lt;br /&gt;
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Production of Solarian military equipment was, prior to 2462, the domain of [[Hephaestus Industries]] for shipbuilding and [[Zavodskoi Interstellar]] for almost everything else. With the advent of the SCA in 2463 this production has diversified into a dizzying array of small to medium-scale firms across the Alliance, though Hephaestus facilities on New Hai Phong and Zavodskoi ones on [[Luna]] remain producers, which have at times struggeld to meet the quotas previously reached by megacorporate logistics systems. Despite this diversification in supply sources the SAF has retained a key aspect of its logistical success: its policy of standardization in caliber and uniforms, which has greatly simplified the process of supplying the typical Solarian infantryman. They — with some exceptions — use 5.56 Solarian rounds and a standard set of camouflage-conforming fatigues whether they are a marine in orbit or a system defense force reservist in a muddy foxhole.&lt;br /&gt;
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Also standardized is the Alliance’s rank system, which it inherited from the Earther governments which preceded it. Alliance military enlisted have ranks which correspond to the enlisted scale, ranging from OR-1 to OR-9, and officers having a similar scale, ranging from OF-1 to OF-10. Both have space for specialist ranks such as the senior enlisted advisors of Joint Military Command officers, and the scale system is used by every organized military and System Defense Force throughout the Alliance. With each branch — Army, Navy, and Marines — having different rank names and the Alliance’s dozens of SDFs having their own variations, this system is vital to preventing confusion during joint operations such as the Martian Campaign or the ending phase of the civil war.&lt;br /&gt;
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While durable and able to supply the Alliance’s military forces with whatever they need — with units requiring everything from ration-filled crates to artillery shells to naval-grade fuels to toilet paper — the immense amount of investment required to provision the SAF has made it difficult to introduce new weapons and technologies at a large scale. While Biesel, Galatea, and Elyra have moved away from a ballistics-first military and seen their logistics need lessen due to ammunition being rechargeable — though in [[Republic of Elyra|Elyra’s case]], many of their energy-based weapons retain conventional ammunition systems — the Alliance has not due to the prohibitive cost of setting up production capacity to replace the millions of standard-issue M469 assault rifles already in service. Energy weapons remain experimental or limited-issue in Solarian service, and pre-2462 attempts to introduce them were stymied by inefficiency and corruption.&lt;br /&gt;
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Unique among major powers, the Alliance provides a license to produce some military equipment to entities approved by the [[Sol Alliance#Government|Solarian Senate]]. These include approved mercenary units such as the [[Private Military Contracting Group#Eridani Private Military Contractors|Eridanian Golden Fist]], the [[Eridani Federation Military|Eridanian military]], and the [[Dominian Imperial Military]]. The [[Empire of Dominia]] has purchased licenses for several Solarian weapon systems, including incendiary grenades, and produces them locally, while the [[Eridani Federation|Eridani Federation’s]] unique status in the Alliance allows it to both produce local equipment to outfit its private military contractors and to fill gaps with Solarian equipment where needed. Much of the heavy equipment used by [[Private Military Contracting Group#Ringspire|Ringspire]] on [[Adhomai]] was made through this program, with license-produced Solarian Army vehicles performing well in the PMC’s butchery.&lt;br /&gt;
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===Non-Humans in the Solarian Armed Forces===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“As far as I’m concerned? The Ban didn’t go far enough! We should carpet bomb their whole [censored] [[Adhomai|planet]], really give them a [censored] taste of what they did to us [https://forums.aurorastation.org/topic/2816-sol-alliance-news-network/?do=findComment&amp;amp;comment=141866| here]! Send the Navy in and have them clean it up! Get those [censored] [[Unathi|lizards]] too!”&amp;lt;/i&amp;gt; — Anonymous [[New Hai Phong|New Hai Phonger]] speaking to the Solarian Alliance News Network in the aftermath of bombings carried out by the [[Tajaran Emigration#Tajara Revolutionary Army|Tajara Revolutionary Army]]. Unaired due to foul language.&amp;lt;/center&amp;gt;&lt;br /&gt;
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No branch of the Solarian Armed Forces aside from rare System Defense Forces has, at any time, recruited an alien species into its ranks. The reasons for this are rooted in both simple practicality and the entrenched xenophobia common in much of the Solarian Alliance, which contributes to a belief that aliens are simply not to be trusted. Practically speaking the three SAF branches are massive organizations which would only marginally benefit from alien recruits and would have to incur an expensive cost as different species demand wildly different equipment, such as fitted voidsuits and armor, and different accommodations.&lt;br /&gt;
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On the less practical side the Solarian culture of alien distrust has been applied to each species and also argued. To the typical SAF official even the most trustworthy alien is less reliable than the worst human recruit . The SAF is not, and will never be, a force for alien tolerance in the Alliance. From an outright less xenophobic perspective, the Solarian Armed Forces&#039; traditions place a great deal of ideological and cultural importance on the idea of the military as the protector of Solarian humanity. To allow aliens into its ranks has long been considered a betrayal of that ideal, and that compromising this deeply-held tenet would be an unacceptable transgression against the Alliance itself, its human citizens, and the fundamental values of the Alliance&#039;s military.&lt;br /&gt;
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[[Sol Alliance#IPC in the Sol Alliance Military|Positronics]], on the contrary, are highly valued in the SAF. Having had a long history of using [[San Colette#Drone Warfare|drones]], the adoption of positronic intelligence was viewed as the next step in a long line of military robotics. For the longest time, however, IPC and other synthetics have been relegated to support and logistics roles due to mistrust and concerns over their ability to survive in combat scenarios. The collapse has led the SAF to begin looking at IPC in order to fill the gap in its manpower, with the Navy in particular eagerly adopting them in combat roles, placing the machines as both gunners and pilots, and employing traditional shipborne AI to assist and in some cases replace crewmembers. Although assuring the public that combat IPC are a temporary measure given the crisis, some observers note that funding towards further research of combat AI has increased since their adoption.&lt;br /&gt;
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==Dominia and the Solarian Armed Forces==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“By order of my Emperor, Boleslaw Keeser I, I address to you our Fleet and Empire’s highest felicitations and congratulations for your exemplary victory in the northern provinces. Long may [[Sol|Sol’s]] light shine across the [[Orion Spur|Spur]]!”&amp;lt;/i&amp;gt; - Grand Admiral Huiling Zhao of the [[Dominian Imperial Military#His Imperial Majesty’s Fleet|Imperial Fleet]] in an official letter to Secretary of Defense Courtois, July 2465.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Dominian Flag Horizontal.png|thumb|The flag of the Empire of Dominia, an authoritarian state in the Southern Spur aligned with the Solarian Alliance.]]&lt;br /&gt;
The relationship between the [[Empire of Dominia]] and the Solarian military stretches back to before the Empire’s founding, beginning shortly after the Empire’s predecessor states unintentionally contacted the Alliance during the [[Empire of Dominia#The War of Moroz|War of Moroz]]. Both the Solarian Army and Navy sent military observers to the Imperial Alliance’s forces who reported back to the Alliance about its successes, failures, and on the structure of the belligerent nations. Solarian military attachés were some of the first individuals from outside Dominia to write on the planet’s unique culture and history, and reported to Unity Station that the Empire had strategic potential for use as a counterbalance against Elyran influence in the southern region. The Republic, after all, had only seceded in 2302 — a recent memory for the officers on Moroz in the mid-2300s. Military liaisons wrote approvingly of a state which was, though still new, eager to learn and could become a large market for Solarian defense companies such as Zavodskoi Interstellar.&lt;br /&gt;
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With the Empire’s formation in 2385 the Alliance ramped up its aid efforts. With only a scraped-together excuse for what they called the Imperial Fleet, the Empire sent its best naval cadets and officers — generally belonging to houses Zhao or Kaneko — to Luna to study the Alliance’s naval tactics, and they were enrolled in the Solarian Naval Academy in Hangzhou alongside dozens of Solarian officers — mostly Lunarians. These officers, including then-Cadet Jitsuko Kaneko, soon to be a major figure in the nascent Imperial Fleet, excelled at their duties, and several Morozian cadets have been seconded to every academy class, with the exception of the 2460-65 period. Most of the earliest true Imperial Fleet warships were either made in Solarian facilities before being shipped to Mira Sancta or Zhurong for final work, or purchased wholesale from the Alliance’s reserve vessels. This tradition continues symbolically, with one gun of the Moroz-class dreadnought HIMFS Moroz and one gun of the Diyu-class dreadnought SAMV Gunnhildur each having been completed in the other nation’s foundries.&lt;br /&gt;
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The [[Dominian Imperial Military#The Imperial Army|Imperial Army]] likewise benefited from Solarian aid, both in training and in equipment. While they were experienced with planetary warfare the generals of the early Imperial Army were unfamiliar with warfare on an interstellar scale, and Solarian training during the late 24th and early 25th centuries likely helped turn the invasion of Sun Reach in 2422 into a lightning victory for the Empire. While Solarian Army surplus has long vanished into the scrapyards of Jinxiang and Zhurong — though some antiquated stock is used to equip the Home Guard, Sun Reach’s paramilitary scout force — some of the Imperial Army’s equipment remains closely related to — or licensed copies of — their Solarian counterparts.  The Empire and Alliance operate several joint training facilities for ground troops, with Solarian troops sometimes learning IED disposal from Dominian pioneers and their Dominian counterparts learning exosuit operation from Solarian vehicle crews.&lt;br /&gt;
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==The Solarian Navy==&lt;br /&gt;
[[File:Sol_Alliance_Navy.png|thumb|The symbol of the modern Solarian Navy.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Before the Interstellar War, the Solarian Navy was the largest and most perfect fighting force in the galaxy. That is, on the surface level. The admiralty of those years made the greatest mistake of pursuing strength in infinite numbers – a decision that would culminate in the Solarian Civil War.”&amp;lt;/i&amp;gt; – Excerpt from Lucien Courtois’ graduation thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The largest single branch of the SAF is the Solarian Alliance Navy (SAN). With millions of uniformed personnel scattered across dozens — if not hundreds — of planets, garrisons, starbases, fleets, and other facilities it may very well be the largest organized fighting force in the galaxy, and has the influence to match. The Navy has long held significant sway over Solarian politics due to both its size and its vital role in securing safe interstellar commerce and travel in the Alliance. This sway has long ensured the Navy is well-funded and it has long been on the cutting edge of Solarian defense spending. Its role in defending planets and shipping from piracy has historically given it a positive image in the eyes of many Solarians, many of with some notable exceptions such as Callisto -- long at odds with the Navy over the policing of trade and commerce flowing in through the moon’s spaceports. This positive view dimmed during the late 2450s and early 2460s, when the Navy became closely intertwined in the fascistic ATLAS-led government of Prime Minister Michael Frost.&lt;br /&gt;
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By 2462 the broad powers granted to the Navy to ensure the Alliance, then the largest human nation in the Orion Spur, remained safe and secure combined with limited oversight of the Navy to incubate a culture of graft, corruption, and rampant Caesarism in its ranks. As one traveled further from the Inner Ring these problems worsened: Solarian operational thinking prioritized more reliable officers for the defense of the Inner Ring while less reliable officers, and underperforming ones, were sent to the Outer Ring, wits its less strategic worlds. These admirals were given poor troops and little oversight by the Admiralty, allowing them to become their own masters and shape their assigned fleet to be loyal to their admiral over their Alliance.&lt;br /&gt;
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Between 2462 and 2465, defections, reforms, and attrition associated with the Solarian Civil War have taken the Navy from 200 fleets to 100. In 2465 a SISA discovery many officers were funneling supplies to radical warlords such as the Solarian Restoration Front caused a large purge of its upper ranks spearheaded by Secretary of Defense Lucien Courtois, allowing him to further already-existant reforms the Navy began in 2462. The Navy’s rapid defeat of warlords in the Northern Reaches have vindicated Courtois and the reformists, and brought the Navy back much of the prestige it lost in the Solarian Collapse of 2462.&lt;br /&gt;
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Now, in the late 2460s, the Solarian Navy has regained much of its earlier edge through a combination of reforms and ineffective units being disbanded. Most of its units have gained valuable combat experience in the final phase of the Solarian Civil War, which saw the largest interstellar engagements since the Interstellar War, and dated equipment has been replaced by domestically-produced or Einstein-manfactured upgrades able to compete with the Republic of Biesel&#039;s corporate equipment. In the Northern Reaches, it has reconstituted much of its defensive lines against the Coalition, while in the south old ties with the Dominian Imperial Fleet have been reestablished. Recent naval exercises such as OBSIDIAN CAGE 67 have shown the Solarian Navy at some of its highest readiness levels of the century, and it is likely Biesel&#039;s Republican Fleet watches the reinvigorated SAN with great nervousness: wondering when, not if, the old titan will strike it hard.&lt;br /&gt;
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===Solarian Navy Structure===&lt;br /&gt;
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The Solarian admiralty has long devoted a significant amount of its time to the logistics and operation of the increasingly-massive Navy, which peaked at 200 fleets — each, in theory, consisting of 100 ships — shortly before the Solarian Collapse of 2462. These fleets were, prior to the Collapse and Courtois’ reforms which followed it, organized into battlegroups of five fleets for greater cohesion in the event of war, with each fleet led by an Admiral and each battlegroup led by a Fleet Admiral. However, many “battlegroups” in the Outer and Middle Rings were spread across vast distances or contained disloyal elements which prevented them from functioning properly, with only a few — such as the [[Human Wildlands#The Southern Solarian Military District|Visegrad-based 1st Middle Ring Battlegroup]] (1MRB, sometimes referred to as a “Battlefleet” locally) — able to maintain both cohesion and loyalty as the Alliance spiraled towards the Collapse. Reforms by Courtois have reduced the total number of battlegroups by increasing the number of fleets per formation to ten, which has greatly assisted in command due to reducing the number of often-bickering Fleet Admirals by half.&lt;br /&gt;
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Navy fleets themselves are divided into three categories by the admiralty to represent their readiness in the event of an interstellar conflict. These categories are combat battlegroups, patrol battlegroups, and garrison battlegroups. Combat battlegroups are, as the name implies, fully-equipped and ready for combat at a moment’s notice. This classification generally only applied to Inner Ring battlegroups in the months before the Collapse. Standing slightly below combat battlegroups are patrol battlegroups: understrength, but otherwise combat-capable, formations fit for patrol duties but not for engaging full enemy formations. Below this swells the garrison battlegroup: an understrength formation so named as it is only trusted to hold a position and is not expected to perform complicated maneuvers. A fourth, though officially unrecognized, formation is the “ersatz” battlegroup. These formations are improvised and consist of whatever units were available at the time for the area’s Fleet Admiral. Last seen in the Interstellar War, ersatz battlegroups have returned in the Wildlands.&lt;br /&gt;
[[File:Navy graduation.png|A Lunarian officer of the Solarian Navy at her graduation ceremony.|thumb]]&lt;br /&gt;
Unlike the Army the personnel of the Navy are heavily divided by class and background thanks to the Luna-centric nature of its admiralty and officer class, and are even further divided based upon the Ring they are located in — an ironic echo of the Interstellar War. High-ranking officers are almost always Lunan by birth, and graduation photos from the Solarian Naval Academy are dominated by the tall, thin, and pale appearances of Lunans who have grown up in the moon’s characteristically lower gravity. These Lunan officers generally settle into command roles in the Inner, and sometimes Middle, Rings due to their perceived loyalty and familial connections — some families on [[Luna]] have served the Navy since its conception and hold significant influence over it. Officers of “lesser” importance, such as those in the Middle and Outer Rings, such as Fleet Admiral Klaudia Szalai, are often recruited and educated locally, and can be of wildly varying quality and loyalty.&lt;br /&gt;
[[File:Navy loading.png|350px|A Solarian Navy petty officer loading a Zavodskoi-produced &amp;quot;Longbow&amp;quot; naval gun. A common sight on smaller vessels which cannot easily fit larger coilguns.|thumb]]&lt;br /&gt;
Much of the Navy’s enlisted personnel is recruited locally out of convenience and its enlisted ranks are overwhelmingly dominated by those of poorer economic backgrounds, particularly when compared to its Lunan officers, such as Martians, Jintarians, and residents of the Outer and Middle Rings. The men and women which make up the vast majority of the Navy’s fighting force are, like their officers, often of debatable quality due to corruption, graft, and the megalomaniac tendencies of many officers. Prior to the Collapse most of the best enlisted— regardless of their origins — were eventually transferred out of the Outer and Middle Rings and into the Inner Rings due to the Admiralty placing a greater emphasis upon the Inner Ring.&lt;br /&gt;
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Fleet formation was, prior to the Collapse, marred by similar issues. Some fleets were recruited using the “Alliance-wide,” model where ships and personnel were recruited from across the Alliance and trained in the Sol System and its surroundings in order to ensure the best performance. These fleets were then deployed to strategic areas (generally in the Inner or Middle Rings) and placed under the command of a Solarian Naval Academy graduate to ensure the greatest possible quality. While expensive and often taking an extended period to train, these Alliance-wide fleets proved their mettle during the Collapse: no systems garrisoned by them were lost and none defected.&lt;br /&gt;
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But most Solarian fleets were not recruited using this method and were instead mobilized through the “system-wide,” method wherein a fleet’s personnel and officers were recruited and trained in the same system, and generally stationed nearby this system. In theory this was not a horrible idea: logically, military forces would fight harder for their homes than for another system. However, it did not result in the expected outcome: system-wide fleets were often shuffled from system to system and their shared origin made them more loyal to their admirals than the broader Alliance. Though many stayed loyal to the Alliance, and some managed fighting retreats to the Inner Ring, all defected — or otherwise lost — fleets during the Collapse were of the system-wide recruitment model.&lt;br /&gt;
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===Solarian Alliance Merchant Marine===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Often forgotten by historians and naval officers alike, the merchant mariner of the Alliance has been critical to victory or defeat in space throughout the Alliance’s history,”&amp;lt;/i&amp;gt; -  Excerpt from Lucien Courtois’ thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Consisting of Solarian civilian and government-owned merchant vessels above a certain tonnage, the Solarian Alliance Merchant Marine (generally known as the Merchant Marine) is a civilian organization under the Department of the Interior. Its role is to establish a universal set of laws, regulations, and training for Solarian civilian ship crew, and its members are known as merchant mariners. During wartime or other times of crisis the Merchant Marine can be assigned to the Solarian Navy as an auxiliary logistics force, though its members remain subject to civilian maritime law and do not hold military ranks (though their ship captains can be commissioned as deemed necessary).&lt;br /&gt;
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Most Solarian sailors have gone through either the Merchant Marine or one of its training programs, and its safety regulations — such as the presence of oxygen tanks and EVA equipment throughout a ship — have influenced interstellar shipping across the modern Spur. The civilian nature of the Merchant Marine has led to friction with the Navy during wartime, with naval officers coming into conflict with the often unionized crews of merchant ships over the amount of hours they intend their civilian counterparts to work.&lt;br /&gt;
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===Naval Landing Divisions===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“War is too serious a matter to entrust to military men,”&amp;lt;/i&amp;gt; - Georges Clemenceau, Prime Minister of France.&amp;lt;/center&amp;gt;&lt;br /&gt;
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A pre-2462 institution which has mostly been disbanded by the CNO and SecD, Naval Landing Divisions (NLDs) were an attempt by the Solarian Navy’s admiralty to address its lack of ground personnel beyond marines. NLDs were its attempt to address this problem, and – to some scholars of the Solarian military – represent the Navy’s most extreme attempt at achieving total operational independence from the rest of the military, and forming a separate military within the military itself. Generally smaller than a comparative Solarian Army division, they were made up of non-marine Navy personnel – though the Marine Corps often provided advisors and officers – and initially intended to serve as security personnel for planetside naval facilities where the EVA training of marines would not – in the views of Navy and Marine officers – be put to effective use. Mission creep led to these platoon- and company-sized units slowly expanding, acquiring heavier equipment (sometimes diverted from Army stocks and resupplies), and morphing into brigade-sized entities. Never officially approved by the Department of Defense, bureaucrat after bureaucrat opted to look the other way on these divisions until 2462. Many admirals skimped on training for their NLDs, instead viewing them as pet projects and a way to spite the Army. If such an underfunded, maligned branch could do ground warfare, surely the Navy could as well!&lt;br /&gt;
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During the early phase of the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]] these units were heavily utilized by many warlord and secessionist admirals, such as the forces of the Solarian Restoration Front, due to being more well-equipped than many System Defense Forces. Others, such as the 1st Battlegroup, had theirs disbanded out of security concerns. The SRF’s landing divisions – collectively known as the Hopper Group – performed worse than the fleet’s marines and the Lycorii National Armed Forces due to the Group’s poor training standards, and was assigned to rear-line duties where it became responsible for hunting insurgents and enemies of the Front’s “new Solarian state.” Its leader was among those tried and executed for war crimes following the civil war’s end. NLDs from the League of Independent Corporate-Free Systems – known as the Free Sailors’ Union –  engaged in looting and show trials of those accused of corporate sympathies, with its leader tried and imprisoned for thirty years due to looting and mistreatment of Solarian civilians.&lt;br /&gt;
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The use of NLDs by admirals to carve out their own statelets during the Solarian Civil War’s early phase – and the grotesque excesses committed by many – led to dogged attempts by the CNO and SecD to dissolve them and dramatically reduce their sizes, with much of their excess equipment going to the Army. Navy security detachments remain, though reduced to their pre-NLD sizes and often supplemented by marines. NLDs remain a symbol of the Navy’s Caesarism and the threat it once posed to the Solarian government it is meant to protect.&lt;br /&gt;
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===Notable Facilities===&lt;br /&gt;
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Located on [[Luna]] in Harmony City, the &#039;&#039;&#039;Solarian Admiralty&#039;&#039;&#039; serves as high command for the entire Solarian Navy. While it started its existence as a small building mostly responsible for managing armed platforms tasked with destroying asteroids and other potentially harmful celestial objects, the Admiralty has grown over the intervening decades into a massive complex which is a city District unto itself. Solarian Naval Central Command (SNCC) looks over the district at nearly a hundred stories tall and stands as one of, if not the, most important buildings in the modern Alliance. The Admiralty is rumored to have dozens, if not hundreds, of underground facilities scattered across the Admiralty containing everything from mundane paperwork to intelligence on the Stellar Corporate Conglomerate to blacksites for especially infamous prisoners. Though its reputation has been tarnished by the Collapse, the Admiralty remains an unshakable feature of Luna.&lt;br /&gt;
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Located on [[Luna]] in Hangzhou, the &#039;&#039;&#039;Solarian Navy Academy&#039;&#039;&#039; is the premier — and to Lunarians, the only — institute of naval military education in the Alliance. Established in 2115 continuously functional ever since this point the Academy, as it is often simply known, has long had a reputation of producing only the finest naval officers in the Alliance. But this reputation for excellence has made the Academy an extremely difficult institution to gain entry into — particularly if one is not from the Inner Ring. Certain Lunarian families, such as the ancient Varnhagen und Langenburg family, have long held sway over the Academy’s curriculum and membership in such a family — either by blood or covenant — is a near-certain way to gain access to its halls. Academy officers, in addition to their renowned quality, are generally more loyal to the Alliance than their non-Academy counterparts. Few Academy graduates defected during the Collapse and those that have, such as the Solarian Restoration Front’s Florentina von Keyserling, have been stricken from its graduation rolls.&lt;br /&gt;
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In the orbit of Uranus lies the mundanely-named &#039;&#039;&#039;Solarian Naval Maintenance, Regeneration, and Repair Facility&#039;&#039;&#039; which is, thanks to its awful abbreviation of “&#039;&#039;&#039;SNMRRF&#039;&#039;&#039;” (occasionally phoneticized as “&#039;&#039;&#039;Smurf&#039;&#039;&#039;”), commonly referred to as “the Boneyard.” The Boneyard is a massive facility filled with outdated and mothballed hulls ranging in size from fighter aircraft to battleships which remain on the official Navy registry but are, in reality, either too outdated or too damaged to effectively operate alongside their counterparts. Boneyard vessels are, particularly since the Collapse, often cannibalized for parts or — in rare cases — “refloated” and pressed back into service. The pirate raid which brought Frost into power as Prime Minister targeted the Boneyard and stole multiple warships the former Admiral later returned with, eventually catapulting himself into popularity. Many have long theorized this “raid” and Frost’s success after was an inside job planned by Navy officers to place one of their own in power and have pointed to a multitude of “coincidences” as evidence. The fact that the raiders were never caught but were “engaged and destroyed,” the sensors monitoring Boneyard and its defenses being off at the same time, the raiders only hitting the Boneyard rather than any civilian targets or the nearby Navy sensor stations, the fact that the raiders were able to spoof a brand-new Solarian Navy ID code, and the fact that the leaker — a reformer — was one of the only deaths in the raid.&lt;br /&gt;
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===Notable Navy Forces===&lt;br /&gt;
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&#039;&#039;&#039;1st Battlegroup, “The First”&#039;&#039;&#039;&lt;br /&gt;
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The most venerable and oldest of the Alliance’s battlegroups, the First has fought in every major interstellar conflict the Alliance has officially participated in. It is responsible for decisively destroying the Coalition’s naval forces in the Battle of Xanu and has long preserved the Xanan naval battle standard captured during the battle in the Admiralty. The first five fleets of the First are overwhelmingly Lunan. The next five, which were integrated into it following Courtois’ reforms, are five of the highest-quality Alliance-wide fleets in the Alliance. Officers of the First can easily be identified by their distinctive oak leaves, which are typically placed in the side of their caps. The First is currently commanded by Fleet Admiral Ingrid von Varnhagen und Langenburg, a Lunan graduate of the Solarian Naval Academy firmly in Courtois’ reformist faction. The Fleet Admiral of the First is issued a saber as their badge of office and is expected to wear it at all times while commanding, regardless of practicality. The sword itself, while unnamed, is a priceless heirloom which has been passed down from Fleet Admiral to Fleet Admiral since the founding of the First, and to lose it is simply inconceivable.&lt;br /&gt;
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The First was the Alliance’s vanguard force during the Solarian Intervention in San Colette, with its flagship — the SAMV &#039;&#039;Gunnhildr&#039;&#039; — the first Navy vessel in the [[San Colette|Nueva Patria System]]. After destroying the Solarian Restoration Front’s forces in the system and accepting San Colette back into the Alliance, the first went on to free much of the central Northern Reaches from Front occupation and was the first Navy battlegroup to reach the Coalition’s border. The First has since returned to its berth in the Sol System, but remains ready to deploy anywhere in the Alliance upon short notice using its advanced warp drives.&lt;br /&gt;
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&#039;&#039;&#039;[[Human Wildlands#The Southern Solarian Military District|1st Middle Ring Battlegroup]]&#039;&#039;&#039;&lt;br /&gt;
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Regarded as one of the highest-quality battlegroups prior to the Collapse, the 1MRB under Fleet Admiral Klaudia Szalai, despite never formally defecting from the Alliance, spent much of the Solarian Civil War cut off from the broader Alliance and struggling against difficult odds. The five fleets of the 1MRB were understrength prior to the Collapse and were worn down by fighting against pirates, defected Solarian Navy personnel, and — at times — the Tau Ceti Foreign Legion, which it has engaged during cross-border raids by the 1MRB and border disputes with the CRZ until 2464. The 1MRB was never defeated upon the field of battle and remained steadfast in its loyalty to Sol, though many of its personnel — almost all of which hail from Visegrad or its surrounding systems — became concerned at the Navy’s non-intervention in the Southern Reaches prior to 2465.&lt;br /&gt;
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Following the Solarian reunification the 1MRB has been folded back into the Navy’s roster of active-duty fleets alongside Myo Yunso’s nearby 6MRB, based in Sankt Frederick. The return of Visegrad to the Alliance has seen the 1MRB rearmed and restored to full strength, now equipped with modern Navy vessels and warp drives. It is now one of the major Navy forces in the Southern Reaches, and remains based in Visegrad.&lt;br /&gt;
[[File:Marines SRF.png|300px|thumb|Assembled marines of the 15th Marine Regiment, now serving as part of the Solarian Restoration Front.]]&lt;br /&gt;
&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|35th Fleet]]&#039;&#039;&#039;&lt;br /&gt;
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One of the most infamous Solarian fleets in the Navy’s history, the 35th was formed after the Interstellar War and stationed near Tau Ceti in order to keep the strategic system safe. Tau Ceti’s defection — which many 35th officers hailed from — was viewed by the Fleet as a betrayal, and its rapid embrace of aliens after the defection was viewed as a further compromise of Solarian values. This hatred has, over the years between Tau Ceti’s defection and the Collapse, twisted the 35th into what it was prior to its invasion of Tau Ceti: one of the most xenophobic, fanatical, and nationalistic Solarian fleets. The losses it suffered during the invasion and its seeming betrayal by the broader Alliance further radicalized the 35th, which returned to its berth in Lycoris and declared the Solarian Restoration Front in 2462, and rapidly set about purging aliens — who they blamed for the Collapse — from the area they controlled. Though the Navy has officially disavowed the 35th and declared its officers traitors to the Alliance many, particularly those formerly loyal to Frost, flocked to its banner.&lt;br /&gt;
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In 2465 the Front began the War in the Northern Wildlands through an invasion of the nearby Middle Ring Shield Pact. Though it initially found success the 35th Fleet and its fellow Front fleets were defeated by the Solarian Navy during its intervention and have been officially struck from the Navy’s fleet roster. Many of its flag officers were tried by the Solarian Department of Justice for crimes against humanity following the civil war’s end, and were sentenced to either death or life imprisonment.&lt;br /&gt;
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&#039;&#039;&#039;25th Fleet&#039;&#039;&#039;&lt;br /&gt;
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When the 25th, primarily consisting of Silversunners, was ordered into Biesel to stop rogue Admiral Michael Frost it could have never anticipated the consequences its orders would have for the Spur. Despite the apprehension its officers and enlisted felt when they were ordered into what was, at least officially, a rebellious Solarian system ruled by an illegitimate government, the 25th followed its orders. The 25th was badly mauled by the 33rd in one of the first engagements between Solarian Navy vessels since the Interstellar War, but it pushed the 33rd out of the system and returned Biesel to a modicum of normality. The population of Biesel was understandably cold towards them, but the Admiralty promised rewards for the deed. But no rewards appeared as, nearly as soon as he had been imprisoned, Frost was swept back into power and became Prime Minister. The new PM punished the 25th severely, and sent them to an ignominious duty: to serve as an auxiliary for one of the worst battlegroups in the Navy, the 10th Middle Ring Battlegroup. But the 25th was not broken by this and, thanks to its superior equipment and training, they fought their way back to their original berth of Silversun, arriving battered and bruised — yet unbowed — in summer 2463 to a hero’s welcome. Now the 25th has a new home: the prestigious 1st Battlegroup.&lt;br /&gt;
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The 25th Fleet was the first Solarian Navy force to engage the Solarian Restoration Front in 2465 and was present during the Navy’s intervention in the Nueva Patria System, where it served as the screening force for the dreadnought SAMV &#039;&#039;Gunnhildr&#039;&#039;. Perhaps no Solarian Navy force fought harder than the 25th did, and they were the first fleet to reach the Coalition’s border.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
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===Solarian Ship Classes===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Carrier&#039;&#039;&#039;&lt;br /&gt;
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The carrier occupies a critical role in Solarian operational doctrine along with the battleships it supports. Carriers are often the largest and most important ships in a Solarian fleet, and typically serve as flagships. The largest of this class are hundreds of meters long and are often regarded as floating cities due to the size of their crews. Carrier classes are generally named after geographic features.&lt;br /&gt;
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&#039;&#039;&#039;Supercarrier&#039;&#039;&#039;&lt;br /&gt;
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With only a handful ever built, the supercarriers of the Solarian Navy are very rarely seen outside of the Jewel Worlds. These gargantuan vessels are nearly a kilometer long and stand as some of the largest vessels ever constructed in the Orion Spur. A supercarrier is always the flagship of its fleet, and none have ever been lost in combat. Supercarriers have a near-mythical reputation in the Alliance due to their rarity and Navy-funded media, which often promotes them as the peak of Solarian military might. Some in the Navy grumble at this deification, instead viewing the tried-and-true dreadnoughts as the peak of the Navy. Ships of the only active supercarrier class used by the Navy, the &amp;lt;i&amp;gt;Thule&amp;lt;/i&amp;gt;-class, derive their names from mythological geographical features.&lt;br /&gt;
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&#039;&#039;&#039;Dreadnought&#039;&#039;&#039;&lt;br /&gt;
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The most well-armed and heavily-armored of the Solarian Navy’s battleship classes are designated as dreadnoughts by the Admiralty. To many the dreadnoughts are the unbeatable pride of the Navy which helped it win victory after victory in the Interstellar War before cowardly politicians snatched it from them. To others they are a reminder of how backwards-facing the Navy can be at times, and how obsessed many of its officers have become with its former glories. Recently reformers have chipped away at much of the dreadnought’s mythical image, and the classification may very well be on its last legs due to recent naval reforms. Fitting their near-mythic reputation, ships of these classes are generally named after mythological figures.&lt;br /&gt;
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&#039;&#039;&#039;Battleship&#039;&#039;&#039;&lt;br /&gt;
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Solarian battleships are heavily-armed and heavily-armored testaments to the unchallenged naval supremacy of the Alliance. Battleships were commonly seen in all three Rings of the Alliance prior to the Collapse and now often serve as flagships of defected or rogue fleets. These ships-of-the-line are often in disrepair due to having been run ragged by their warlord masters and are, generally speaking, outdated compared to contemporary examples still loyal to the Alliance. Both battleships and fast battleships are typically named after cities.&lt;br /&gt;
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&#039;&#039;&#039;Fast Battleship&#039;&#039;&#039;&lt;br /&gt;
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A post-Interstellar War innovation, the fast battleship classes of the Solarian Navy are intended to fill gaps in patrol fleets where a full battleship is unnecessary but a cruiser is insufficient. Fast battleships trade armor and firepower for speed and operational range, making them ideal for patrols in the former Alliance Neutral Zone. During the Solarian Civil War many ships of this class ended up in the hands of warlords due to the class primarily serving in the Middle and Outer Rings. Here they have excelled at a role they were never meant for: raiding and terrorizing the civilian populations they were built to protect.&lt;br /&gt;
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&#039;&#039;&#039;Cruiser&#039;&#039;&#039;&lt;br /&gt;
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Cruisers have long served as the backbone of the Solarian Navy. These vessels are typically divided into two classes: light and heavy. Like their larger counterparts, both categories of destroyers are generally named after cities with light cruisers favoring the cities of the Middle and Outer Rings. Many heavy cruisers are instead named after prominent Solarian figures, perhaps due to their captains wishing to imitate the larger and grander battleships of the Navy.&lt;br /&gt;
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&#039;&#039;&#039;Heavy Cruiser&#039;&#039;&#039;&lt;br /&gt;
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Heavy cruisers such as the Taipei-class represent the peak of Solarian cruiser design. These heavily-armed and heavily-armored vessels closely resemble the battleships they escort but are significantly less expensive due to their smaller size. Many prospective future admirals seek to command a heavy cruiser for both this reason and for the prestige commanding one brings.&lt;br /&gt;
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&#039;&#039;&#039;Light Cruiser&#039;&#039;&#039;&lt;br /&gt;
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While less prestigious than their heavier counterparts, light cruisers fill a valuable niche in the Solarian Navy. Light cruisers are fast vessels which can operate for long distances without resupplying, which easily allows them to serve as the lead vessels of patrols when fast battleships are not available. However, most officers who one day aspire to command a fleet avoid light cruisers for this very reason: while it may mean command of a squadron, it is a command which affords very little prestige and is often assigned to those who lack the money or connections to play the Navy’s influence game. With many commanded by officers of debatable ability or loyalty (and at times a lack of both) prior to 2462 it should come as no great surprise that this ship class often formed the backbone of warlord fleets in the Wildlands.&lt;br /&gt;
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&#039;&#039;&#039;Destroyer&#039;&#039;&#039;&lt;br /&gt;
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Destroyers are well-armed but small vessels designed to assist the Alliance’s battlegroups and to protect the ships that truly matter: cruisers, battleships, and carriers. Prior to the Collapse destroyers were a common sight in the Middle and Outer Ring’s anti-piracy patrols, where they often commanded groups of smaller vessels. During the Solarian Civil War many destroyers fleets of warlords, where they served much the same purpose. Destroyer and destroyer escort class ships derive their names from stellar objects, though exceptions exist due to the sheer number of destroyers in the Solarian Navy.&lt;br /&gt;
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&#039;&#039;&#039;Escort Destroyer&#039;&#039;&#039;&lt;br /&gt;
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Only barely larger than a frigate, escort destroyers are intended to provide a modicum of protection to civilian and military convoys across the Alliance. Faster and fitted with better warp drives than many larger ships, a surprising amount of escort destroyers stationed in the Middle and Outer Ring opted to evacuate to the Inner Ring rather than remaining to assist warlords. Some naval scholars believe this is due to most destroyer escort captains and crews having been local recruits in their systems, and there are many stories from shortly after the Collapse of ships of this class limping into systems such as Sol filled with terrified refugees and exhausted sailors.&lt;br /&gt;
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&#039;&#039;&#039;Frigate&#039;&#039;&#039;&lt;br /&gt;
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Smaller than both destroyer classes and yet larger than a corvette, Solarian Navy frigates were a common sight in all three Rings prior to the Collapse. Though originally intended to serve exclusively as escort vessels for larger ships, frigates have, particularly in recent years, been pressed into a variety of roles they were never meant for such as pirate-hunting operations. Up-gunned variations of common frigate designs were often the best ships available in the Outer Ring for anti-piracy patrols and system defense. These ships proved ill-equipped to fight off the forces of defected warlord fleets, and most were destroyed or themselves defected. A sad fate for the ships of a class of little importance to the Lunan-dominated Admiralty. Due to their sheer number, frigates follow no clear naming scheme.&lt;br /&gt;
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&#039;&#039;&#039;Corvette&#039;&#039;&#039;&lt;br /&gt;
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The smallest rated combat vessels in the Solarian Navy, corvettes are often commanded by new officers or officers deemed failures by their superiors. Few officers wish to command a corvette for long, rightfully viewing them as career-killers in a Navy obsessed with larger ship classes. The Wildlands is covered in wrecks of this ship class as a result of constant squabbles between petty warlords over territory and the 2465 intervention of the SAF. With much of the support structure these warlord fleets relied on gone or unavailable, corvettes were often the first vessels scrapped for spare parts. Some desperate scavengers plunder these plundered wrecks, hoping to find even tiny scraps of useful materials. Like frigates, corvettes follow no consistent naming scheme.&lt;br /&gt;
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&#039;&#039;&#039;Support Craft&#039;&#039;&#039;&lt;br /&gt;
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The unsung and unappreciated wheels which ensure the Solarian Navy continues to turn, support craft and their crews are typically looked down upon by “real” warships and their crews. The classes found under this category are stunningly diverse and include everything from massive Hephaestus-produced fuel tankers to small courier vessels designed to carry the small-scale cargo required to keep a fleet fed and happy. Durring the Solarian Civil War many warlords and rogue admirals had very limited access to these support vessels, making them a target of raids and assaults as the struggle to fuel defected ships intensified.&lt;br /&gt;
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&#039;&#039;&#039;Carrier-Launched Aircraft&#039;&#039;&#039;&lt;br /&gt;
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Covering everything from multi-crew bombers to unmanned drones, carrier-based vessels are a cornerstone of the Navy which has long fought battleships for influence. Most of the time battleships have won this battle of influence, but some believe — particularly with recent reforms — that carriers and their craft will have their day in the limelight soon enough.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==The Solarian Marine Corps==&lt;br /&gt;
[[File:SAMC.png|thumb|The symbol of the Solarian Alliance Marine Corps.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Look like you know the joke right like you have to know it come ooooon. The whole joke of like ‘you don’t have to worry about asking if somebody’s a marine since they’ll tell you!‘”&amp;lt;/i&amp;gt; - Unknown Callistean bartender speaking to an Sol Alliance News Network reporter regarding the Navy’s presence on [[Callisto]] (2458).&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Marines training.png|250px|thumb|In order to become a full marine, a Corps recruit must first pass one of the most rigorous EVA training programs in the Spur. Many do not.]]&lt;br /&gt;
Though de facto an independent branch of the SAF, with its own member of the JMC, the Solarian Alliance Marine Corps (SAMC) is de jure an extension of the Navy. They travel in Navy ships, fight the Navy’s battles alongside it, and conduct ground operations they cannot do, though with their assistance. Prior to SecD Courtois&#039; reforms the SAMC had a reputation for avoiding planets, instead giving that duty to the chronically-underfunded Solarian Army or the SAN&#039;s many naval landing divisions. Since the reforms, it has taken a much more active role in taking and holding planetary ground. The SAMC&#039;s close ties to the Navy bring it funding, prestige, and eager recruits thanks to multiple lucrative deals with [[Venus|Cytherean]] media moguls that depict them in a positive light. Many Solarian children and teenagers see marines as heroes who are capable of doing anything they are asked to do as long as it benefits the Alliance.&lt;br /&gt;
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But the reality is often different from the glitzy, Cytherean image projected by popular culture. Many marines are recruited from economically disadvantaged backgrounds and are looked down upon by Navy officers for this reason, and Marine officers are expected to defer to the judgement of their Naval counterparts even if they are of the same rank. The Army looks down upon Marines for a different reason: it has long viewed them a “toy army” subordinate to the Navy, though this has begun to change with their more active role in ground operations following SecD Courtois&#039; reforms. Built-in classism present in the SAN has been harder to dispel, with the humble background of the typical Solarian marine still looked down upon by many officers.&lt;br /&gt;
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Yet the morale of the Marines remains high. The marines wholeheartedly view themselves as elite infantry of the SAF who do what others cannot or will not, even if they die trying. The SAMC brags they make the impossible possible, and intend to make good on their boasting.&lt;br /&gt;
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===Notable Marine Formations===&lt;br /&gt;
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&#039;&#039;&#039;1st Marine Division, &amp;quot;The Old Breed&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The 1st MARDIV has long been the elite 1st Battlegroup of the Solarian Navy&#039;s assigned marine division. Well-trained and well-equipped, the it served with distinction during the Interstellar War and the Solarian Civil War. While originally an Earther formation most of its enlisted marines and officers are now recruited from the Lunan working class, which has led to tensions with the 1st BG&#039;s mostly upper-class- and middle-class-originating officers. Most enlisted sailors come from similar working-class Lunan backgrounds, ensuring there is a great amount of camaraderie between marines and enlisted Navy personnel. The Solarian Army has long had a rivalry with the 1st MARDIV, seeing them as overfunded and underused, but the Joint Military Command&#039;s creation and the 1st MARDIV&#039;s actions during the civil war have patched up this relationship to a remarkable extent. The end of Naval Landing Divisions (NLDs) has also seen 1st MARDIV and Army toopers interacting far more, leading to better joint coordination. 1st MARDIV&#039;s symbol is a blue diamond depicting the Southern Cross with a red one, upon which is written &amp;quot;Guadalcanal,&amp;quot; connecting the division to its Earther roots.&lt;br /&gt;
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&#039;&#039;&#039;2nd Marine Division, &amp;quot;Black Berets&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Soviet marines I guess whatever do this later.&lt;br /&gt;
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&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|15th Marine Regiment]]&#039;&#039;&#039;&lt;br /&gt;
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This regiment, which defected to the Solarian Restoration Front in 2462, served as the Marine detachment for the 35th Fleet of the SAN. Even before their defection they plagued by rumors of corruption and Caesarism, and a documented history of abuse towards non-humans that saw their commanding officer reprimanded by the Admiralty in 2459. Further investigations into the 15th were stopped by ATLAS in 2460, then fully halted by PM Frost when he came to power. During the 35th’s incursion into Tau Ceti the 15th’s behavior became so open it could no longer be hidden, and flickery videos of its marines executing Legionnaires or non-human Biesellites were a common sight on the Biesel extranet during and immediately following the incursion.&lt;br /&gt;
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In the Solarian Civil War the 15th became infamous for its brutality against civilians and opposing forces. It was destroyed during the Battle of D’Anzin by the combined forces of the Colettish Civil Guard and 2nd Venusian Air Cavalry Division, where it fought fanatically even when faced with impossible odds. Few of its marines were taken prisoner by the SAF, but several officers of the 15th were tried and sentenced for crimes against humanity by the Solarian Department of Justice. Like the 33rd, it has been officially struck from the SAMC roster.&lt;br /&gt;
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&#039;&#039;&#039;33rd Marine Regiment&#039;&#039;&#039;&lt;br /&gt;
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Prior to his ascension as Prime Minister the 33rd served under the command of then-Admiral Michael Frost. They participated in his invasion of [[Biesel]] and, despite an internal inquiry by the Solarian Armed Forces, escaped all charges levied against them due to ATLAS interference in the investigation. The 33rd’s loyalty to Frost intrinsically tied their fate to his and saw their trustworthiness decline in the eyes of the broader SAF, then rise dramatically following his election as PM. Frost’s ascension to power saw him restore his loyal regiment to power and use them — at the protest of the Army — as  his personal guards only served to temporarily stop the 33rd&#039;s fall from grace. After Frost’s death they were pounced upon by reformist actors in the Navy and promptly disbanded, with many of its former officers shipped off to undisclosed prisons for crimes against humanity. Even before Frost’s body was cold the 33rd was formally struck from the Corps’ register. It will never return.&lt;br /&gt;
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===Notable Marine Equipment===&lt;br /&gt;
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Coming soon.&lt;br /&gt;
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==The Solarian Army==&lt;br /&gt;
[[File:SolArmy.png|thumb|The symbol of the modern Solarian Army.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“I don’t give a rat’s ass what your Admiral says marine! Unless you can get the PM down here and order me to stand aside, I’m not gonna be letting you into the building! You’re gonna stand down, now! I said now goddammit!”&amp;lt;/i&amp;gt; - 1st Lieutenant Anthony “Andy” Bonaccio moments before the Revolt of the Officers devolved into a gunfight. Bonaccio would later go on to become the Alliance’s Secretary of the Army.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Army embassy.png|400px|thumb|Solarian Army soldiers stationed as guards outside of a Solarian government building.]]&lt;br /&gt;
The second-largest SAF branch is the historically neglected Solarian Army. Chronically underfunded until 2462, the Army existed in the shadow of the Navy and made do with hand-me-down equipment passed over or otherwise discarded by the Marines for decades after the Interstellar War. A culture of bitterness towards the Navy and the Marines, which the Army views as a subordinate branch of the Navy, has engendered a desire in the Army to do better than the Navy despite the challenges, but has likewise impacted joint-branch cooperation even after the creation of the JMC. As an institution it is significantly less corrupt and prone to Caesarism than the Navy is and, thanks to reforms undertaken after the Interstellar War, is viewed by the civilian government as an ally. Army troopers serve as guards for Solarian government institutions aside from Navy facilities, which utilize Marine guards, due to their loyalty to the government.&lt;br /&gt;
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Unlike the Navy the Solarian Army generally recruits entire divisions from individual planets and trains them in local facilities, with only a few divisions recruiting form multiple worlds. These force typically serve as the local garrison of a Solarian member state alongside a System Defense Force until they are needed. Then, they are shipped by the Navy to wherever they are needed. Army Central Command itself has long been headquartered on Unity Station and is located within walking distance of the Prime Minister’s office. Interestingly, Central Command has no fixed unit to guard it: to avoid favoritism, the division tasked with protecting it is rotated on a two-year basis. At the time of the Collapse the chosen unit was the 37th Martian Mechanized Division, more popularly known as the “Red Devils.” Due to the mysterious nature of Prime Minister Frost’s death and his seeming lack of care for Mars, rumors that the 37th killed him have swirled since before his body was cold. The division has since rotated back to Mars, where it served with distinction during the reunification campaign. While currently a volunteer-only force the Solarian Army is, in theory, able to petition the government to institute a draft in times of emergency. It can additionally federalize SDFs in the event of a national emergency, such as the Solarian Civil War (2462-65) or Interstellar War, thus bringing the nominally independent commands of local forces under Army Central Command. The Army&#039;s draft has not been used since the Interstellar War, and it is unlikely a request to reinstate the draft would pass the Senate unless another Interstellar War-like event began.&lt;br /&gt;
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While Army equipment and training, unlike their SDF counterparts, is standardized across the board certain member states have gained a reputation of supplying the Army with higher-quality units than others. Despite its poor reputation with many figures in the broader Alliance the Army generally views [[Mars]] as providing the best units due to many seeing it as one of their only ways to get off-world. [[Silversun]], with the [[Silversun#The Originals|Originals]] forming a similar group, is similarly prized as are units recruited from [[Venus#Jintarian Culture|Venusian Jintarians]]. Luna is viewed by most as providing some of the poorest-quality troops for the Army, with most of its best recruits going into the SAN or SAMC. Some Army officials have accused the Navy of deliberately sabotaging Army recruitment efforts on the moon, and recruiting patterns are unlikely to change in the near future. Pluto historically provided poor-quality troops to the Army as its ruling government reserved its best troops for its internal security forces. Reforms undertaken by SecD Courtois have reversed this trend, with many Plutonian recruits now joining Soviet-originating regiments such as the 1st Guards Proletariat. Pluto has seen a recruitment surge since 2462 as many of its younger residents have joined the Army in hopes of fighting against fascism in the Northern Reaches or capitalism in the Republic of Biesel, which many believe will be a target for the SAF very soon. Very few [[Luna|Lunarian]] units are trusted with anything other than garrison duty.&lt;br /&gt;
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Recently the Army-Navy struggle seems to be shifting towards a more even playing field due to Army successes, Navy failures, the JMC, and SecD Courtois&#039; efforts at reforms. During a period where the Navy was at its lowest before recent reforms the Army proved itself effective in a decisive campaign where it [[Mars#The Solarian Army’s Reunification Campaign|regained control over much of Mars]]. Army Central Command has viewed this as a massive victory and it has secured a great amount of positive press for the chronically underfunded force. The creation of the Joint Military Command further leveled the playing field, with both the Army and Army Air Force receiving a seat at the table.&lt;br /&gt;
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===The Solarian Army Air Force===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Gentlemen, I’ll be straight and level with you. We are going to pound these bastards until they give up, and we are going to save our Alliance,”&amp;lt;/i&amp;gt; - Lieutenant General Richard B. Dwyer, 4th Air Corps, to his assembled aircrews during the [[Xanu Prime#History|Siege of Xanu (2278 - 2284)]].&amp;lt;/center&amp;gt;&lt;br /&gt;
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The non-Navy aviation component of the Solarian Army, the Solarian Army Air Force (&#039;&#039;&#039;SAAF&#039;&#039;&#039;) is a component branch of the Army focused on aerospace operations. It was established shortly before the Interstellar War in an effort to make the Solarian Army’s air and ground components unique, and to reduce the amount of responsibility held by the Army’s ground troop leaders by creating a parallel structure for aerial operations. While it answers to the Chief of Staff for the Army, it is highly independent and has its own seat on the Joint Military Command. The SAAF has no spaceborne capacity and instead only manages in-atmosphere aerial assets, ranging from supersonic aircraft which engage and destroy enemy forces to cumbersome heavy-lift cargo helicopters charged with airlifting the Army’s heavy vehicles. It lacks any ground forces of its own beyond security personnel and military police, and instead relies on the Army itself to secure and hold terrain. SAAF units often show up later in a campaign once the Army, with Navy support, has secured or built a facility for their aircraft to operate from.&lt;br /&gt;
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Most aircraft operated by the SAAF are designed to operate in support of Army ground forces , and are built to be rugged in their designs due to the potential for operating out of poor air facilities in a conventional war or counterinsurgency campaign. These craft, due to lacking the equipment needed to fly through space, may be partially broken down in transit and reassembled on-site by SAAF personnel, requiring their designs be as simple as they are reliable. Like the regular Army, SAAF personnel are drawn from across the Alliance and are often clustered into units with a shared planetary origin, then attached to a matching ground unit from the same planet as their air component. &lt;br /&gt;
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The SAAF’s most iconic plane is the &#039;&#039;&#039;FB-25P “Foxfire”&#039;&#039;&#039; (officially the Fighter-Bomber Mk. 25, Planetary). With a pilot and weapons officer, it is commonly used to provide overwatch to Army units on maneuvers. Designed to fight peer rivals – such as the Coalition – but typically used to bomb insurgencies, the [[San Colette#The Civil Guard|Colettish Civil Guard]] used their wings of FB-25Ps to great effect during the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], where the plane was first used in the pitched battles it was originally designed for. The Foxfire, despite its use as a CAS aircraft, can fight reasonably well in a dogfight if prepared for the role. Like all SAAF aircraft it can only operate in-atmosphere and must be moved from planet to planet in a larger transport, typically while broken down into several parts for storage.&lt;br /&gt;
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===Notable Army Divisions===&lt;br /&gt;
[[File:Army Mars.png|400px|thumb|Soldiers of the 37th Martian Mechanized Division during the Martian Campaign of 2464.]]&lt;br /&gt;
&#039;&#039;&#039;1st Earther Infantry Division, “Big Red One”&#039;&#039;&#039;&lt;br /&gt;
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One of the oldest continuously-serving divisions in the Alliance, the 1st Infantry Division has fought in every major war the SAF has become involved in and its troopers brag the Bloody First has fought for the Alliance on almost every planet worth visiting in the human Spur. The Bloody First is the Army division which thwarted the Revolt of the Officers and the civilian government has not forgotten its loyalty. It has long been one of the first divisions the civilian government pulls guards from, and its troopers have guarded Solarian diplomats in every nation of the Spur. It is recruited from Earth and primarily draws its recruits from the United States, though it contains Earthers from across the globe in its ranks. The First is prominently involved in peacekeeping operations on Lycoris, with most of its strength deployed to the former capital of the SRF. The First&#039;s traditional patch is a large, red numerical one on a green shield.&lt;br /&gt;
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&#039;&#039;&#039;1st Guards Proletariat Mechanized Division, &amp;quot;Red Guards&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The Soviet counterpart of the 1st Infantry, the Guards Proletariat have likewise fought in every major Solarian conflict including the civil war (2462-65) and peacekeeping operations on Lycoris. It has a long history stretching back to the 20th century, where it was involved in the Second World War, Sino-Soviet War, and multiple late Cold War proxy conflicts. It is one of only a few divisions which recruits from multiple worlds, and draws from both Earth and Pluto. The Guards Proletariat are known for their impressive regimental flag which shows the locations of many of its most famous battles including (but not limited to) Königsberg, Shenyang, Kshatragarh, and Nueva Isabela. It is a common joke in the SAF the Guards Proletariat represent the largest voting bloc for the Solarian Communist Party on any planet they are deployed to due to their close ties to Pluto and the USSR. The Guards Proletariat&#039;s traditional patch is a red banner with &amp;quot;GUARDS&amp;quot; written on it, imposed over a golden laurel with a numerical one at the bottom, and a red star in the middle.&lt;br /&gt;
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&#039;&#039;&#039;2nd Venusian Air Cavalry Division, “Jintaria’s Claws”&#039;&#039;&#039;&lt;br /&gt;
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Formed slightly after the Interstellar War from primarily-Jintarian units recruited on Venus, the 2nd Venusian is an elite division intended to be deployed from dropships into the toughest battles. Centuries later it is still primarily made up of Jintarians, though some Cytherean crashouts are present, and values its connection to Venus. Traditionally Jintarian 2nd Venusian recruits, including Cythereans, give themselves a cheek scar to symbolically note their separation from appearance-obsessed Cythereans. The 2nd was not deployed to Mars due to concerns phoron in the air would choke the engines of its dropships and gunships, which left the elite division bitter and eager for action. It received this action in 2465, when it was deployed to D’Anzin and assisted Colettish Civil Guard forces in the defeat of the Solarian Restoration Front’s invasion. The 2nd Venusian is, aside from their scars, well-known for their distinctive “cavalry” hats. Its traditional patch is a screaming hawk perched on an aerostat.&lt;br /&gt;
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&#039;&#039;&#039;37th Martian Mechanized Division, “Red Devils”&#039;&#039;&#039;&lt;br /&gt;
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The oldest continuously-serving Martian division, the “Red Devils” were originally formed from an amalgamation of pro-Sol &amp;quot;Blue&amp;quot; SDF units during the [[Mars#The Martian World War|Martian World War]]. It served with distinction during the Martian World War and earned its nickname from the large amount of dust its units would kick up on the open plains of Mars. Following the War it was formally integrated into the Solarian Army as a division -- one of only a few SDF units in history to make the leap -- and has served with distinction since. It was the most-engaged division during the Mars Campaign of 2464, where the Red Devils drove hard across the Martian plains once again. Few members of the division perished in the Violet Dawn catastrophe thanks to its garrison being located in Kunlun, far in the Martian north. Despite this performance rumors that the 37th assassinated Prime Minister Frost have continued to swirl, and may haunt the division for decades to come. The traditional 37th patch is a red devil on a blue background, and is intended to show Martian unity with the Alliance.&lt;br /&gt;
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&#039;&#039;&#039;3rd Callistean Infantry Division, “Commonwealth Marines”&#039;&#039;&#039;&lt;br /&gt;
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Recruited primarily from the [[Callisto#Government|Port Authority of Callisto]], the Commonwealth Marines are the Army’s only unit which specializes into zero-gravity combat in spaceborne objects such as stations, ships, and EVA environments. The Commonwealth Marines and the Solarian Marines have an infamously poor relationship due to the 3rd Callistean’s use of the term marines in their name, and those of the division are known to get into off-duty brawls with Navy Marines in the Ringpole District. Callistean military police and CMPD officers generally let the Commonwealth Marines, who are quite popular on Callisto, go with barely a slap on the wrist. The division is easily recognized by their black berets with gold-and-red badges — a color choice deliberately designed to resemble the Callistean flag. The Marines&#039; traditional patch is a lion&#039;s head looking right with &amp;quot;BY DEEDS ALONE&amp;quot; written on a banner under it.&lt;br /&gt;
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&#039;&#039;&#039;4th Haiphongese Armored Division, “Habs on Wheels”&#039;&#039;&#039;&lt;br /&gt;
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Many [[New Hai Phong|Haiphongese]] divisions become hopelessly stuck in the quagmire of corruption which defines so much of life on the planet. Not the 4th, which has proven to be resistant to corruption since its founding in the mid-2300s. 4th tankers are primarily recruited from the crime-riddled Ton Gwai Pei, which many young Haiphongers are eager to escape. They are then trained in armored drills in the harsh deserts outside the megalopolises of New Hai Phong in the operation of the Army’s standard M35A6 tank modified for the environment of New Hai Phong. Generally of shorter builds to fit comfortably into their modified tanks, their gas masks — which they almost always wear while in their vehicles — are typically customized in the traditional Haiphongese style. Some are intended to call back to the hab the tanker came from, while others use the colors of gangs the tankers were previously affiliated with. The 4th was a major participant in the Mars Campaign, where its harsh-environment training and NHP-adapted tanks proved an unbeatable force on the Martian plains.  The Fourth&#039;s traditional path is a triangle divided into yellow, blue, and red sections with a tank track and cannons superimposed over the center and a &amp;quot;4&amp;quot; on top, and &amp;quot;HABS ON WHEELS&amp;quot; on the bottom.&lt;br /&gt;
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&#039;&#039;&#039;12th Silversunner Coastal Infantry Division, “Mistral”&#039;&#039;&#039;&lt;br /&gt;
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A relative oddity in the 2400s, the 12th is a unit specialized into waterborne operations due to its origins on [[Silversun]]. In addition to waterborne operations the 12th is trained to fight in harsh environments such as the jungles and rainforests of Silversun, and is often used by the local governor to track down and apprehend criminal elements — such as poachers — who believe the dense undergrowth can hide them from Solarian authorities. This duty has caused them to sometimes be referred to sarcastically as “the Army’s Park Rangers,” by other units, and this is a surefire way to become involved in a brawl if said to most 12th soldiers. Though most commonly known for the green camouflage “Silversunner” boonie caps they often wear on patrol, 12th officers prize their distinctive blue-and-silver kepis they are issued when commissioned -- a locally-permitted uniform modification -- though few wear them in the jungle due to fears of spoiling the cap’s fabric. The 12th&#039;s sleeve patch is a dawnflower on a blue shield.&lt;br /&gt;
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&#039;&#039;&#039;78th Infantry Division, (Colettish) &amp;quot;The Bloody 78th&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Prior to 2462, the 78th was the only regular Solarian Army division formed and active on [[San Colette]]. A typical example of a Solarian infantry division, it was unproven and untested when the civil war began. In the initial phases of the conflict it remained loyal to San Colette and secured government facilities against Navy incursion. It was frequently engaged alongside the [[San Colette#The Civil Guard|Civil Guard]], SDFs, militia units, and police departments during the War in the [[Human Wildlands|Northern Wildlands]], ultimately being split into two units: one on San Colette (1st Brigade), the other on D’Anzin (2nd Brigade). While victorious, the 78th was badly mauled by the conflict and is still in the process of regeneration and replacement, but has been given the nickname of “The Bloody 78th” for its tenacious defenses and its red-and-white unit patch.&lt;br /&gt;
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&#039;&#039;&#039;221st Infantry Division, &amp;quot;The Jäger Division&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Known as the Jäger Division on [[Visegrad]], the 221st is a Visegradi infantry unit of the Army specialized in unconventional warfare. Established by the [[Sol Alliance#Department of Defense|Department of Defense]] to combat any future unrest on Visegrad, the 221st is an airmobile unit with very limited armored assets — only having light vehicles and the occasional exosuit — composed of native Visegradi familiar with the planet’s countryside. Equipped with native-produced equipment — including a domestic rifle design intended to punch more easily through trees and underbrush — the Jäger Division is intended to operate without external support for long periods of time. Secessionist forces believed they had withdrawn in 2462, but were quickly surprised when the 221st began to mount attacks from the near-impenetrable Visegradi countryside. The Jägers were vital both in securing a foothold for Fleet Admiral Szalai’s counterattack and in retaking secessionist territory. The 221&#039;s patch is a szazlabu swinging between trees while holding a M469 rifle.&lt;br /&gt;
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===Notable Army Equipment===&lt;br /&gt;
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The &#039;&#039;&#039;Model 469 (M469) assault rifle&#039;&#039;&#039; is the standard-issue rifle of the Solarian Armed Forces, used by the Army, Marine Corps, Navy, and many System Defense Forces. The Army&#039;s variant is known as the &#039;&#039;&#039;M469A2&#039;&#039;&#039;. A durable, modular, cheap, and highly reliable weapon system, it has dozens of variants across the SAF and millions have been produced. It was originally designed for the Army before being adopted by other branches, and was produced exclusively by [[Zavodskoi Interstellar]] prior to the advent of the Solarian Corporate Authority in 2463 — now, it is produced by hundreds of different Solarian companies, and the SAF Ordnance Corps has acquired the gargantuan task of ensuring these hundreds of companies -- rather than just one -- meet SAF production standards. Despite post-2465 efforts to replace earlier rifles in use by SDFs with M469s, many SDFs and regular SAF reserve units still use the earlier M376 assault rifle.&lt;br /&gt;
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One of the most powerful tools available in Solarian Army operations is the &#039;&#039;&#039;M35A6 main battle tank&#039;&#039;&#039;. Though a thirty year old design at this point, the M35A6 has gone through six updates which have kept it on the level of other, competing tanks such as the [[Dominian Imperial Military#Imperial Army|Dominian Imperial Army’s]] JA-57/2 breakthrough tank. The A6 variant includes an improved targeting matrix and Energy/Laser Reactive Armor (ELRA) on critical surfaces, though it continues to consume a frightening amount of fuel while in operation. The relatively simple construction of the M35A6 has allowed a multitude of variants to be produced, including engineering minesweeping, Marine Corps (the M35A6MC), and bridge-laying variants. One of the most notable variants is the M35A6/NHP (New Hai Phong) used by the 4th Haiphongese Armored Division, a slightly smaller variation of the typical M35A6 which features a large atmospherics filtering system on its rear. The M35A6/NHP’s filters, originally designed to survive the environment of New Hai Phong, allowed it to excel on the Martian surface and on D&#039;Anzin.&lt;br /&gt;
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The &#039;&#039;&#039;M38A2 WAGS&#039;&#039;&#039; (&#039;&#039;&#039;W&#039;&#039;&#039;alking &#039;&#039;&#039;A&#039;&#039;&#039;ssault &#039;&#039;&#039;G&#039;&#039;&#039;un &#039;&#039;&#039;S&#039;&#039;&#039;ystem) is an unusual Solarian Army vehicle intended for use in harsh terrain environments. Packing the same armament as the M35 MBT, the WAGS is instead a large, exosuit-like system that travels on six legs originating from a central body featuring the turret and small crew compartment. Its limbs allow it a greater degree of mobility than a conventional ground vehicle at the cost of greater vulnerability to a mobility kill if its legs are disabled. While deemed ill-suited for the urban and suburban warfare that characterized much of the Army’s operations in the Northern Reaches, WAGS-equipped units saw action in the Martian Campaign and are commonly used as patrol vehicles in the Northern Reaches due to their greater mobility.&lt;br /&gt;
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The &#039;&#039;&#039;M15A4 infantry fighting vehicle&#039;&#039;&#039; (IFV) is an aging vehicle of the Solarian Army slowly being phased out of service, though budget issues have seen it remain in service in many divisions and rear-echelon formations. The M15A4 is stubby and box-like, with a remotely controlled autocannon. It can hold a squad of troops and deploy them in relative safety, then remain to support with its gun. Earlier M15 models known as the A3 can be seen in the hands of anti-riot police units across the Alliance and in Biesel, where the new nation had access to mothballed vehicles. [[Tau Ceti Armed Forces|Biesel models]] are referred to by the Army as the M15(B) and proved to be woefully inadequate at surviving IEDs on [[Mictlan]], leading to the creation of the A4 retrofit as a stopgap measure until the vehicles can be replaced. It is a common sight on Lycoris and [[Mars]], where it is used to carry squads of peacekeepers from place to place. Mechanized infantry are known to ride “boots out” on top of their A4, allowing for more visual observation of the vehicle’s surroundings and quicker dismounting — a potentially leg-shattering fall from atop an A4 is often better than being inside it if it hits a mine.&lt;br /&gt;
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Primarily associated with the 2nd Venusian, the &#039;&#039;&#039;AH-52 “Tarantula Wasp”&#039;&#039;&#039; multi-role helicopter is one of the Solarian Army Air Force’s most beloved designs. First used in 2452, the AH-52 is a modern design and was rapidly produced for the 2nd Venusian to replace its aging helicopter fleet. It is capable of carrying up to a squad of troops and supporting them with a vigorous array of weaponry while easier enduring hits thanks to judicious armor and an on-board shield generator. While not deployed during the Mars Campaign the AH-52 proved its worth during the Solarian Intervention in the Northern Reaches, where it was used to devastating effect by the 2nd Venusian. The AH-52 is currently being upgraded into the AH-52IP (standing for Improvement Package), which enhances its electronic countermeasures (ECM) and energistics ablative countermeasure system (EACS),&lt;br /&gt;
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The &#039;&#039;&#039;Basilisk Armored Exosuit&#039;&#039;&#039; is one of the most common Solarian Army “vehicles” in operation. Though dated in its design, as the Basilisk’s original frame dates to the late 2420s, it is capable of being surprisingly mobile thanks to its four-legged design and can be equipped with a vast array of weaponry and equipment, effectively allowing it to serve in any environment. Basilisks are also used by the Solarian Marine Corps and the Navy, and these variants are almost always more modern designs than their Army equivalents. Thanks to its flexibility and armament the Basilisk is easily capable of handling most ground-based threats short of heavy tanks on the battlefield and readily outclasses the improvised exosuits of the [[Tau Ceti Foreign Legion]], which it demonstrated itself as easily capable of destroying during the 35th Fleet’s incision.&lt;br /&gt;
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==System Defense Forces==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Nowhere is the state of our armed forces more obvious than in the miserable condition of many local forces. They are, seemingly as a rule, under-equipped, under-funded, and under-motivated. What I would give for every one of them to resemble [[San Colette]]!”&amp;lt;/i&amp;gt; - Fleet Admiral Ingrid von Varnhagen und Langenburg, commanding officer of the First Battlegroup, in an interview with the SANN recorded on 16 August 2462. &amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Militia Visegrad.png|400px|thumb|Many local military forces, such as those on [[Visegrad]] found themselves sorely tested by the Collapse. Many collapsed, unable to endure the pressure.]]&lt;br /&gt;
An institution that predates the Interstellar War, System Defense Forces (SDFs) are intended to serve as local military forces when the SAF&#039;s regulars are either unavailable or in need of additional forces to support its operations. Many SDFs defected during the Interstellar War, which greatly reduced their prestige in the eyes of the SAF and their importance in the eyes of Unity Station. Loyalist and Coalition SDFs sustained some of the highest rates of losses during the Interstellar War due to their poorer training and equipment, and many on both sides simply dissolved at the war’s end due to these losses.&lt;br /&gt;
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Solarian SDFs historically suffered from much of the same problems their Interstellar War counterparts did. Due to being funded primarily by the system they are stationed in, many have outdated equipment and poor training. This caused a lack of respect from the SAF&#039;s regular forces, which viewed them as underfunded, undertained, undermotivated, under-everything units likely to run at the first sign of combat. While there are some exceptions to this rule, such as the well-funded and, as a result, well-trained and well-equipped [[San Colette#The Civil Guard|Colettish Civil Guard]], most existing SDFs prior to 2462 were barely able to patrol and secure their immediate surroundings without SAF assistance, let alone fight off serious threats. Compounding these issues was a pre-2465 regulation which impacted all SDF vessels: due to the mass defections of many during the Interstellar War no SDF vessels were equipped with warp drives capable of warping without a warp gate’s assistance. Though originally intended as a safeguard against further SDF defections, this regulation greatly limited their capabilities, and has rendered them only able to patrol areas with ready access to warp lanes.&lt;br /&gt;
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During the Solarian Collapse these faults were laid bare for the entire Spur to see in dramatic fashion. Most SDFs stood no chance against [[Human Wildlands#The Southern Fleet Administration|emboldened pirates]] or [[Human Wildlands#The Solarian Restoration Front|rogue Navy forces]] as, for many of them, the largest ships they had access to were outdated and often poorly-maintained frigates, one of the smallest classes of combat-capable ships in the SAN. While some SDFs possessed larger vessels such as cruisers, only a handful possessed anything capable of challenging capital ships. Faced with destruction or defection, many SDFs opted to join local warlords or occupying forces, such as Biesel, for protection and, much like their Interstellar War counterparts, steady pay. Some, motivated by patriotism or a desire to ensure the safety of those they protected, fought to the bitter end or managed to retreat to the Inner Ring.&lt;br /&gt;
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The SDFs that survived the Collapse relatively intact, such as the Civil Guard and other forces of the Middle Ring Shield Pact or the Visegradi NDF, or successfully retreated to the Inner Ring are some of the most battle-hardened forces of the Alliance, and many vessels which retreated to the Inner Ring were retrofitted and integrated into the Navy itself. Though they could not stabilize the Wildlands on their own the SDFs of the Northern and Southern Reaches performed more effectively than almost anyone imagined, and have vindicated themselves in the eyes of the Solarian military. Those which have survived — and remained loyal to Sol — are rapidly being rearmed and modernized. For the first time in modern history, SDFs are being equipped with independent warp drives which will — in theory — give them a greater degree of autonomy and free up Navy assets from patrols.&lt;br /&gt;
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In the late 2460s the Alliance&#039;s remaining SDFs bear little resemblance to the paltry local forces of the pre-civil war Alliance. Though many still rely on hand-me-down equipment, more and more of their regular troops are equipped as well as their counterparts in the regular SAF. Their training and funding have likewise improved, and the SDFs now sit on the JMC alongside the Alliance&#039;s other branches. For the first time in their history, they have the respect they deserve, and the funding they have always desired. When the next war comes, and it may come soon, the Alliance&#039;s local forces will stand tall, proud, and ready for whatever comes at them.&lt;br /&gt;
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===Notable System Defense Forces===&lt;br /&gt;
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The &#039;&#039;&#039;Peorian State Guard&#039;&#039;&#039;, often known as the State Guard, is the standing military of the [[Solarian Reconstruction Mandates#New Peoria|Solarian Republic of New Peoria]]. Taking inspiration from its colonial origins — the United States — the State Guard is composed largely of reservists who hold full-time civilian jobs and is built around a small cadre of full-time officers and administrators. Its use of reservists makes the State Guard one of the Alliance’s largest per capita SDFs, but it is notably smaller than the nearby Colettish Civil Guard. It additionally suffered from equipment issues, with much of the area’s heavy weaponry prior to 2462 instead being routed to [[Konyang]] or [[San Colette]]. It was bloodied during the Solarian Civil War and could not stop the Solarian Restoration Front from temporarily seizing control over the planet in 2465. Several regiments of the State Guard escaped into the planet’s countryside and continued to fight against the SRF until their defeat by the Solarian Navy later that year. The 3rd Peorian Infantry Regiment, &amp;quot;All-Peorian Regiment,&amp;quot; escaped to San Colette and fought valiantly during the battle for the planet’s major cities, where it faced against the SRF-aligned Lycorii National Defense Force in the Battle of Nueva Isabel. Now, in a post-civil war world, it is being re-equipped with heavy weaponry by the [[Sol Alliance|Alliance]], and is set to become a tough nut to crack for any future invader.&lt;br /&gt;
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Also in the Northern Reaches is the now-disbanded &#039;&#039;&#039;Lycorii National Armed Forces&#039;&#039;&#039;, or LNAF. Prior to 2462 the LNAF was one of the best-equipped SDFs in the Alliance and was well-known for the distinctive red lycoris flower its members would wear in their helmet webbing or hat bands. With the start of the Solarian Civil War in 2462 the LNAF, already a right-learning organization due to [[Solarian Reconstruction Mandates#Lycoris|Lycoris]]’ politics, was absorbed into the Solarian Restoration Front and became an instrument of both genocide at home and destructive warfare in the support of fascism abroad, with multiple officers of the LNAF convicted of crimes against humanity in the postwar era. Much of its offensive strength was spent in the [[San Colette#The War in the Northern Reaches|Battle of San Colette]], and many remnants surrendered to the Solarian Army in 2465 with the fall of the SRF. The hardened core of the LNAF – the worst of its worst – fled into the countryside or hid in the cities of Lycoris and now fight against the Alliance as insurgents, striking terror into the very people they swore to protect. Post-civil war Lycoris has no SDF, instead relying on the Solarian military – primarily the Army – for protection, and Army patrols snaking their way through the forested countryside of the former industrial capital of the Northern Reaches have become a common sight.&lt;br /&gt;
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The &#039;&#039;&#039;Igman Defense Service (IDS)&#039;&#039;&#039; another Northern Reaches SDF. Responsible for protecting [[Solarian Reconstruction Mandates#Novo Igman|Novo Igman]], the IDS is a relatively small force built around a core of long-service professionals and is heavily mechanized. IDS troops had better equipment than most other SDFs prior to 2462, and resisted attacks during the civil war for longer than other forces. When the Solarian Restoration Front declared victory over it, the IDS went into the countryside and the cities, where it waged a successful guerrilla war against the SRF that ejected them from the planet. Some units were evacuated prior to the collapse of organized resistance and went on to fight in the Battle of San Colette, where the 22nd Armored Regiment, known as “Raróg Force,” fought alongside Colettish tanks, and the [[San Colette#The War in the Northern Reaches|Battle of D’Anzin]], where the 65th Infantry Regiment (Mechanized) fought alongside a motley collection of mercenaries, [[San Colette#The Civil Guard|Colettish forces]], and other SDF troops to hold the line. In the postwar era the IDS, thanks to the secure nature of Novo Igman,  has seen some of its units deployed to Lycoris to support regular Army troops, where the Igmani have proved themselves capable fighters against the Front’s insurgent forces.&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
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		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* Notable Army Equipment */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Sol Navy.png|thumb|alt=Flag of the Navy of the Sol Alliance.|The ensign of the Solarian Navy, once flown from Earth to the Solarian Frontier.]]&lt;br /&gt;
Following the Collapse and the start of the Solarian Civil War, an effort was undertaken by reformists in the Solarian military, such as Minister of Defense Lucien Courtois, to reform the SAF and cut out much of the decay and rot which had taken root over the years. While their purges of the Navy’s ranks — and of many SAF staff — hampered a quicker response to the conflict, their efforts have been vindicated by the SAF’s success in bringing a decisive end to the Solarian Civil War in the summer of 2465. Today, the SAF has a new mission: defending the Reconstruction Mandates and protecting the borders of an ascendant Alliance.&lt;br /&gt;
&lt;br /&gt;
Some, however, believe the SAF will soon be used for more sinister purposes, and many in Biesel and the Coalition look upon it with alarm as the Alliance begins to exert itself in the Spur once again.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The Solarian military is dedicated to [[Mars#The Violet Dawn Explosion|destroying]] [[Xanu Prime|whatever]] it [[Human Wildlands|touches]], and will not hesitate to destroy [[Gadpathur|you]] if you show them weakness. Show them no mercy, for they showed your [[Gadpathur#The War|ancestors]] none!”&amp;lt;/i&amp;gt; - Excerpt from a [[Gadpathur|Gadpathurian]] anti-Solarian booklet intended to be distributed to children age 8-10.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Solarian Armed Forces have a history which stretches back to 17 July 2143, shortly after the founding of the Solarian Alliance. Its origin was not a happy one. Though it took almost a decade to hash out the terms of the Alliance, most parties (with the exception of Switzerland) on Earth agreed to join it by 2140. However, the idea of surrendering military autonomy to a supranational government was a point of concern for many members of the newly-formed supernational union, particular the two superpowers of the USA and USSR. Both were extremely hesitant to surrender their spacebound military capabilities to the Alliance, and, further compounding issues, both argued that they deserved to host the headquarters of the Alliance’s military command structure.&lt;br /&gt;
&lt;br /&gt;
It took three grueling years of back-and-forth negotiations between the Alliance and its members to resolve the issue of the SAF. Ultimately a compromise was reached regarding the Alliance’s military command which settled the pressing issue of who would host the admiralty of (and thus be able to exert significant influence in) what is now known as the Solarian Navy. The compromise placed the admiralty on a place where no Earth nation could, in theory, influence it: Harmony City, Luna. While the USA and USSR were not happy, they were both begrudgingly content to accept it, as while one wouldn’t be able to control it, their rivals couldn’t either. The position of the admiralty on Luna and the relative independence offered to it due to this would, in the decades and centuries to come, have truly dire consequences.&lt;br /&gt;
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In the century between the Alliance’s formation and the Interstellar War, the SAF was plagued by interservice rivalry between the Solarian Army and Solarian Navy which, while never turning to violence, defined much of the SAF’s trajectory before 2275. The Navy claimed it was of more importance due to securing Sol’s interstellar lanes of commerce and policing piracy, while the Army claimed it was of more importance due to protecting the colonies themselves and ensuring the Alliance was internally stable. The Army-Navy conflict prior to the Interstellar War has been viewed by some Solarian scholars as a microcosm of the future civil war: the Navy tended to be dominated by Inner Ring citizens, particularly those from Luna, and the Army tended to draw its personnel locally, leading to a large proportion from the Outer Ring and further afield colonies. &lt;br /&gt;
&lt;br /&gt;
This conflict, and the broader schism in the Alliance, would be brought to its bloody conclusion in 2275 with the start of the Interstellar War, the SAF’s largest and most costly conflict even two centuries later. It would tip the Army-Navy struggle decisively in the Navy’s favor as many Army units, recruited locally and unpaid for months due to the ongoing financial crisis, defected to the Coalition while few Navy units did the same, and those that did were often swept under the rug or otherwise disowned. While the Navy, and loyal units of the Army, fought fiercely — and in some cases, such as Gadpathur, committed horrific crimes in the name of Solarian unity — they were unable to defeat the Coalition due to its dogged defensive fighting. A peace treaty, the Treaty of Xansan, was ultimately signed in Geneva in 2287, bringing over a decade of warfare to a close and permanently shattering Solarian hegemony over humanity.&lt;br /&gt;
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To the Navy, which believed it could have won the Interstellar War, the Treaty of Xansan was seen as a betrayal of the venerable Navy by spineless politicians — a slap to the collective faces of Navy officers who had put their lives on the line defending the Alliance by cowardly politicians obsessed with their careers who had never spent a day in uniform. It incensed them, and they began to plot against it in secret. Decisive action was needed to ensure Sol remained intact, and who better to take it than the Navy, its most steadfast institution?&lt;br /&gt;
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While it ultimately failed in its goal of revoking the Treaty of Xansan, the Revolt of the Officers on 18 May 2289 forever ensured the Navy would have a voice in politics. The coup attempt’s goals were simple: overthrow the civilian government and declare the Treaty of Xansan null and void, then resume the Interstellar War and fight until the Alliance’s hegemony was once again established. The plan, however, began to fall apart almost immediately due to one factor the coup’s mastermind, Admiral Terrence Hopper, had not accounted for: that the Army guard stationed at the Alliance’s then-capital in New York City would not go along with their conspiracy, leading to an active gunfight outside the capitol building between Army guards and Navy marines. Ultimately the Army, with support from local member state forces and ordinary civilians, repulsed the attack and the coup was seemingly aborted. But it was not as simple as it seemed, however, as the admiralty, in the days after the coup, cut a backroom deal with the civilian government: the Revolt of the Officers would be swept under the metaphorical rug by being blamed on radical elements and the Navy would be given a political voice. In exchange, the Navy would continue to protect the Alliance from interstellar threats. Hopper himself, the Butcher of Gadpathur, would avoid justice once again and remain active in politics until his death on Luna in the 24th century, and ultimately shaped Solarian fascist thought up until the present day.&lt;br /&gt;
&lt;br /&gt;
Effectively, the Navy had used its position to extort the government. Emboldened by this, and how close they had come to controlling the government through violence, the Navy became more and more influential as the decades continued on. It also became more corrupt and less efficient, as political connections became more important than ability and Caesarism infected its ranks. Ultimately, the decision to place it on Luna, where it could not be controlled by a power on Earth, had made the Navy accountable primarily to itself rather than the civilian government based upon Earth and, post-2300, Unity Station. Its pet project, the Solarian Marine Corps, was hardly any better. For many Solarians the Navy has failed them time and time again as an institution, and nowhere is this more clear than in the Solarian Collapse of 2462. Rather than protecting the Alliance many Navy forces, more loyal to their Admirals than their nation, defected and have rampaged across the Middle and Outer Rings.&lt;br /&gt;
&lt;br /&gt;
The Army, meanwhile, did have civilian authorities to answer to due to being headquartered on Earth. Post-Interstellar War the Army was placed through multiple reforms which transformed it from a sluggish, inefficient institution which lost much of its strength to defections into a force capable of defending the Alliance’s planets and government from all enemies — whether they be foreign or domestic. Where the Navy failed the Army has succeeded, particularly upon Mars, where it — in mere weeks — brought the red planet back into nominal Solarian control.&lt;br /&gt;
&lt;br /&gt;
The painful reforms spearheaded by SecD Courtois during the civil war have been dramatically vindicated by the SAF’s performance during its 2465 intervention in the civil war, where it rapidly outmaneuvered and outperformed the Solarian Restoration Front and Coalition-backed League in a rapid campaign. Both warlord statelets collapsed under the SAF’s relentless offensive and the Alliance’s flag once again flew from above capital cities across the Northern Reaches, with the pro-Solarian Middle Ring Shield Pact having been peacefully reintegrated, and both League and SRF authorities totally collapsing. In the Southern Reaches, both local governments — already de facto part of the Alliance — were brought back into the ASSN officially. The Solarian Civil War ended in mid-2465 with a decisive victory for the government, though one tainted by the loss of many systems to the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
With the end of organized resistance by major secessionist forces the SAF has found itself engaged in mop-up and counterinsurgency operations across the Northern Reaches. In the Southern Reaches it busies itself in piracy suppression and — unofficially — “rat transportation” runs of military equipment to anti-Biesel insurgents still fighting for the Alliance in the Hinterlands. The Alliance’s armed forces stand with their nose bloodied but unbroken, and remain a capable military force — especially with a newly reestablished and growing military relationship with the nearby Empire of Dominia providing them with an effective counterweight to Elyran and Coalition influence in its south.&lt;br /&gt;
&lt;br /&gt;
==Operational Strategy==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The size of the imperialist Alliance makes it clumsy and slow to react. We must strike where it is weak, and chip at its foundations. Only through attrition will our victory come,”&amp;lt;/i&amp;gt; - Cadre Leader Naveen Shankar speaking to the crew of his vessel before a patrol, mid-2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Managing the Solarian Armed Forces, the largest organized fighting force in the modern Spur, at the operational level is a titanic undertaking which has seen liter after liter of ink spilled on the pages of military manuals, academic projects, and Solarian government documents. The Alliance has been, in its history, the single largest nation in the Spur, and required a great deal of thought to manage its territory. Its losses in the Interstellar War and its aftermath, including the Elyran Revolution, have shown it does not always succeed in its operational strategy. Furthermore, prior to SecD Courtois’ reforms in 2462-63 the Alliance had long lacked a centralized command and control system, with various military high commands such as the Solarian Navy Admiralty on Luna instead reporting to the Secretary of Defense independently of the other branches. This led to naval over-representation, inefficiency, and virulent interservice rivalries.&lt;br /&gt;
&lt;br /&gt;
In December 2462 SecD Courtois chose to address this problem by creating the &#039;&#039;&#039;Joint Military Command&#039;&#039;&#039;, or &#039;&#039;&#039;JMC&#039;&#039;&#039;. Consisting of eight members — one from each service plus a SDF representative, a chair and vice chair (both from different branches), and the military’s chief logistics officer — the JMC is designed to reduce inefficiency in the SAF by fostering cooperation. Its trial by fire, the [[Mars#The Solarian Reunification Campaign_(2462 - present)|Martian Campaign]], was a success, with Army forces fighting using previously unseen levels of naval support from orbit. The Alliance’s rapid victory in the civil war seems to have further vindicated the JMC and Courtois, with its branches having worked together at levels unseen since the Interstellar War, and having won decisively.&lt;br /&gt;
&lt;br /&gt;
The overall mission of the Alliance’s military is twofold. First, it must ensure the Alliance’s territorial integrity is maintained and protected against external aggression, such as Biesel’s annexations in 2462, and internal unrest, such as the Solarian Civil War of 2462-65. Second, and less publicly, is to ensure the Alliance’s lost territories can be recovered from those currently occupying it. Prior to 2462 this was centered around the Coalition of Colonies and Republic of Elyra. Since 2462 the Alliance’s strategic thinking has shifted to a potential reunification war against the Republic of Biesel, which is known in its media as the Republic of Tau Ceti. Politicians talk of war and generals plan military exercises, but none can seriously considering the prospect of causing another Interstellar War — right?&lt;br /&gt;
&lt;br /&gt;
===Solarian Military Commands===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Persistent Excellence, Persistent Readiness,”&amp;lt;/i&amp;gt; - Motto of Sol Alliance Northern Command.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Solarian military operates in four combat commands — multi-branch organizations that answer to the JMC, though they predate it — responsible for operations in different parts of the Alliance: North, South, Central, and [[Sol|Sol System]]. Though all four commands have been historically dominated by the Navy, post-2462 reforms and an excellent performance in the civil war have seen the Army — and local SDFs, though to a lesser extent — exert more influence over the combat commands, particularly Northern Command. Due to being regional, the four commands all have slightly different responsibilities, though three of four have a point of overlap: [[Republic of Biesel|Biesel]], which has seen itself become a strategic priority for the Alliance since its rapid — and illegal, in Solarian eyes — annexation of great swaths of the Alliance.&lt;br /&gt;
&lt;br /&gt;
Northern Command (&#039;&#039;&#039;NORCOM&#039;&#039;&#039;) is based on [[San Colette]] and has responsibility for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Northern Reaches]], the Coalition border near Konyang, and the northern border of Biesel. It is commanded by General Patrick Edwards, a veteran Solarian Army officer who previously served in the Martian and Lycorii theaters. NORCOM’s daily responsibilities are mostly concerned with maintaining the ongoing low-intensity conflict against the remnants of both the Solarian Restoration Front and League of Independent Corporate-Free Systems in the Northern Reaches, with its Army troops stationed on Lycoris and involved in counterinsurgency operations, and many of its naval patrol squadrons policing warp lanes for League remnants. More importantly, it is expected to be the first to defend or attack in the event of a war against the Coalition, being home to the legendary 1st Battlegroup and its vaunted Fleet Admiral, Ingrid von Varnhagen und Landerberg. Also at Edwards’ disposal are the veteran SDFs of the Northern Reaches, sans Lycoris, that cut their teeth in the fighting of the civil war and have seen the quality of their equipment rise dramatically post-2465.&lt;br /&gt;
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Central Command (&#039;&#039;&#039;CENTCOM&#039;&#039;&#039;) is based on Silversun and has responsibility for the Inner Ring and the central border with [[Republic of Biesel|Biesel]]. It was, from 2462 to 2465, home to the orphaned northern and southern commands due to its location. While it shrunk significantly in 2462 — losing its Coalition border and much of its territory to Biesel — it has remained effective under the leadership of Admiral Bahri Özkan, commander of the 25th Fleet prior to assuming command of CENTCOM in 2464. Özkan’s forces face Biesel’s [[Tau Ceti Armed Forces#Zoleth Line|Zoleth Line]] — a multi-layered defensive formation — and are expected to pin down the [[Tau Ceti Armed Forces|Republic’s forces]] by threatening it with an offensive. At his disposal are veteran naval formations and Army troops, many of whom he has seen equipped with electronic warfare and incendiary weapons to counter Biesel’s synthetic and vaurca troops.&lt;br /&gt;
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Sol System Command (&#039;&#039;&#039;SOLCOM&#039;&#039;&#039;) is based on [[Callisto]] and is a unique command that only supervises one system, the Sol System, rather than a region of the Alliance. Considered to be a strategic reserve for any future wars, it is under the command of Admiral Yaoting Kong. Known as “King Kong” by his subordinates due to his large build and love of the Monkey King franchise, Admiral Kong’s combat command is centered around logistics and training rather than combat. He is also responsible for the Sol System’s security, and is the first admiral to work with civilian fleet organizations such as the [[Callisto#Government and Politics|Callistean Port Authority]] in a new anti-smuggling campaign.&lt;br /&gt;
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Southern Command &#039;&#039;&#039;(SOUCOM&#039;&#039;&#039;) is based on Visegrad and is responsible for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Southern Reaches]], the southern border of Biesel and the Hinterlands, the southern border of the Alliance, and coordination with the nearby Empire of Dominia. Managing these operations is Admiral Monika von Schintling, a senior flag officer of the Solarian Navy with experience in the civil war and in the Southern Reaches. Underneath her is the veteran 6th Battlegroup, formed of loyal Middle Ring Battlefleets, and officers seasoned by years of anti-piracy experience. Alongside these duties von Schintling’s command is responsible for the “rat transportation” network of transporting supplies to pro-Solarian insurgents in the Hinterlands and coordinating with the Dominian Imperial Military, which had rebounded in prominence to SOUCOM following the civil war’s end. Once responsible for carrying out a theoretical war against [[Republic of Elyra|Elyra]], SOUCOM is now expected to work with CENTCOM in the event of a war against [[Republic of Biesel|Biesel]] — punching through the south and striking at [[Tau Ceti]] while CENTCOM forces hold the Zoleth Line garrison in place and NORCOM strikes downwards.&lt;br /&gt;
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===Joint Military Command Personnel===&lt;br /&gt;
&lt;br /&gt;
The military officers chosen to be part of the Joint Military Command are experienced officers and expected to represent the best of their services — they are perhaps the most experienced military officers in the Spur — and report to the prime minister and Secretary of Defense. The below individuals are the first ever to hold positions in the JMC, with their terms having started in January 2463, and will last until December 2468: a five-year term designed to make them loyal to the government itself rather than whatever SecD appointed them.&lt;br /&gt;
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The Chair of the Joint Military Command (CJMC) is &#039;&#039;&#039;Admiral Giorgio Palazzi&#039;&#039;&#039;, a fifty-year veteran of the Navy and former dean of the Alliance’s primary naval academy. Palazzi is a rare example of a veteran [[Luna|Lunarian officer]] with doctrinally conservative views who remained loyal to Courtois rather than retiring in 2462-63. He is a serious-faced, flint-eyed man who organized the evacuation of Solarian assets from Biesel during its secession and helped coordinate much of the Alliance’s victory in the Northern Reaches in 2465. Palazzi is seen by some as a compromise between the Navy’s conservative and reformist factions, with Courtois and the Chief of Naval Operations firmly reformist but Palazzi representing the best — and perhaps the last — of the Navy’s pre-2462, anti-Coalition operational strategy. As CJMC Palazzi holds no military command — leaving that to other members of the JMC — and serves as both an overall coordinator of its members and is a liaison between the JMC and the civilian government.&lt;br /&gt;
&lt;br /&gt;
The Vice Chair of the JMC (VCJMC) is &#039;&#039;&#039;General Valerie Yang Liao&#039;&#039;&#039;, formerly commander of the [[Callisto|Callistean Marines]] and a 35 year veteran of the Army. Commonly known as VYL (pronounced “Vile,” to the general’s amusement), Liao cut her teeth fighting against pirates on Konyang and Port Antilla as a young officer before leading the Callistean Marines during the anti-Frost coup. She is more aligned with Courtois and was given the role of VCJMC after demands by the Army to avoid Navy dominance of the JMC. In her day to day work Liao serves as a ground-based counterpart to Palazzi, and was vital in ensuring the Alliance’s victory on Mars and throughout the Northern Reaches.&lt;br /&gt;
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&#039;&#039;&#039;General Richard B. Sloan&#039;&#039;&#039;, also known as “Mad Dog” to his marines, is the current Commandant of the Solarian Alliance Marine Corps (CSAMC), representing his marines on the JMC. He acquired his nickname when only a Lieutenant with the 1st Marine Division: after his visor was cracked during a boarding operation, he grabbed a nearby roll of tape in the ship, taped over it, and continued leading his unit. On the tape was, appropriately, a dog-themed pattern, and a nickname was born. After replacing the previous commandant — a Frost loyalist — Sloan embarked on a mission to reduce corruption in the ranks and mend fences with the Army and Army Air Force. Multiple units were nearly completely dissolved and reorganized, and he made the unpopular decision to take a funding cut and redirect it to the Army — an act that has done much to repair intraservice relations.  Sloan fought hard for his reforms and was vindicated by his marines’ performance in the Northern Reaches, where they served with distinction and cooperated effectively with the Army.&lt;br /&gt;
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&#039;&#039;&#039;General Chi Hoa Phan&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army (CSSA). Former commander of the [[New Hai Phong|4th Haiphongese Armored Division]], she has been a tireless advocate for the Army’s funding and development in the face of its successes on Mars and in the civil war. Phan — like other members of the JMC — holds no combat command as CSAS but is known to frequently tour the Army’s major mission areas, and has been active in the development of new and better vehicles for the Army. She also abandoned several expensive Frost-era programs to equip the Army with energy rifles instead of their M469A2s, citing it as an unnecessary waste of taxpayer funds and, “corporate welfare,” for [[Zavodskoi Interstellar]], which continues to hold onto chunks of the Solarian defense industry.&lt;br /&gt;
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&#039;&#039;&#039;General Raymond Spaatz&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army Air Force (CSAAF). Originally from [[Silversun]], he has served the SAAF for fifty years — starting as a cadet — and is the oldest member of the JMC. He is expected to retire after his term ends. A bomber pilot by training, Spaatz is widely viewed as one of the preeminent scholars on SAAF operations during the Interstellar War and is a published author on the subject. Building on the successes and failures of the historical SAAF, Spaatz helped to establish a new doctrine for the military’s air component centered around attacking enemy infrastructure targets and providing close support to ground troops. He is additionally responsible for increasing coordination between the SAAF, SDF air forces, and the Navy through his formation of Air-Land-Space Operation Commands on planetary theaters of operation.&lt;br /&gt;
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&#039;&#039;&#039;Admiral Franziska Sibylle von Varnhagen&#039;&#039;&#039; is the current Chief of Naval Operations (CNO). A member of one of the Alliance’s most prominent naval families, von Varnhagen is the aunt of the First Battlegroup’s commander, Fleet Admiral Ingrid von Varnhagen und Langenburg. She was one of the admirals who saw the [[Sol Alliance History#2460-61: Michael Frost Ascends to Power|anti-Frost coup attempt]] was successful by commanding naval forces around Earth to stand down during the crisis. Since 2462 she has worked with Courtois and Solarian law enforcement to ensure the remains of Frost’s loyalists are purged from the Navy’s ranks, and has promoted loyal junior officers to fill these vacancies. However, many of von Varnhagen’s new cadre remain Lunarians — both due to much of the Alliance being cut off until 2465 and due to her status as a member of the moon’s naval aristocracy. Since 2465 she has become a major driver behind the restoration of Unity Station-Moroz naval ties, viewing the Empire as a natural counterweight to Elyra in the south.&lt;br /&gt;
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&#039;&#039;&#039;Lieutenant General Máximo Ruiz Navarro&#039;&#039;&#039;, [[San Colette#The Civil Guard|Colettish Civil Guard]], is the JMC’s current Chief Liaison for System Defense Forces (CSDF). Navarro is the most recent addition to the JMC, having joined it in December 2465, and represents the many SDFs of the Alliance, with his goal being to advocate for their interests and needs. Prior to assuming this position he was involved in the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], fighting on Lhokgon, New Peoria, and D’Anzin during 2465. Cut off from central command on San Colette proper during the final days of the battle for its system, he led an ad-hoc formation of Civil Guard units, SDF forces, militia, and mercenaries to fight against invading Solarian Restoration Front units. This force — called the Navarro Brigade by some — held out until regular Solarian forces arrived, and made its commander a hero of D’Anzin.&lt;br /&gt;
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&#039;&#039;&#039;General Mbwana Oyenusi&#039;&#039;&#039;, Quartermaster General of the Solarian Armed Forces (QMSAF), is a Solarian Army officer who previously served as its chief logistics officer, and now carries out the same duty for the entire SAF. An extremely talented, though doubtlessly overworked, man, Oyenusi has the unenviable task of ensuring the military logistics apparatus is ready to handle any and all situations thrown at it, ranging from military operations to training to disaster relief. While he does not have a combat command, Oyenusi is responsible for the operation of many supply routes run by military, merchant marine, and civilian-operated vessels. Already bald, Oyenusi jokes he would have lost all of his hair from stress if any remained. Prior to joining the SAF, Oyenusi worked as a logistics manager on [[Callisto]], where he helped manage a family-owned logistics firm alongside his father.&lt;br /&gt;
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==Logistics and Standardization==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Equipping millions of soldiers, sailors, and marines – let alone our reserve units in our member-states – is stressful enough to make women gray and men bald, prime minister. They chose me because I was already bald,”&amp;lt;/i&amp;gt; - General Mbwana Oyenusi, Quartermaster General of the SAF, to PM Strom, 29 June 2467.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As the largest organized military in the modern [[Orion Spur]], simply maintaining the SAF requires an extensive logistics network which must be ready to expand quickly — and dramatically — in the event of a war, disaster, or crisis. This logistics system is under the leadership of the &#039;&#039;&#039;Solarian Armed Forces Ordnance Corps&#039;&#039;&#039; and &#039;&#039;&#039;Quartermaster General Mbwana Oyenusi&#039;&#039;&#039;. Both the Navy and Army operate a large fleet of support craft ranging from humble cargo shuttles to the Navy’s massive Atlas-class mobile fleet repair vessels, and numerous civilian businesses and vessels operate in contracts to support the SAF by producing or moving supplies to wherever they are needed. While megacorporations such as Orion Express have expressed interest in acquiring transportation contracts from the SAF, the [[Sol Alliance#Economics|Solarian Corporate Authority (SCA)]] has consistently refused any megacorporation contracts with regard to matters of national security, citing the existence of the [[Stellar Corporate Conglomerate]] as a major security risk due to its close ties with Biesel.&lt;br /&gt;
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Production of Solarian military equipment was, prior to 2462, the domain of [[Hephaestus Industries]] for shipbuilding and [[Zavodskoi Interstellar]] for almost everything else. With the advent of the SCA in 2463 this production has diversified into a dizzying array of small to medium-scale firms across the Alliance, though Hephaestus facilities on New Hai Phong and Zavodskoi ones on [[Luna]] remain producers, which have at times struggeld to meet the quotas previously reached by megacorporate logistics systems. Despite this diversification in supply sources the SAF has retained a key aspect of its logistical success: its policy of standardization in caliber and uniforms, which has greatly simplified the process of supplying the typical Solarian infantryman. They — with some exceptions — use 5.56 Solarian rounds and a standard set of camouflage-conforming fatigues whether they are a marine in orbit or a system defense force reservist in a muddy foxhole.&lt;br /&gt;
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Also standardized is the Alliance’s rank system, which it inherited from the Earther governments which preceded it. Alliance military enlisted have ranks which correspond to the enlisted scale, ranging from OR-1 to OR-9, and officers having a similar scale, ranging from OF-1 to OF-10. Both have space for specialist ranks such as the senior enlisted advisors of Joint Military Command officers, and the scale system is used by every organized military and System Defense Force throughout the Alliance. With each branch — Army, Navy, and Marines — having different rank names and the Alliance’s dozens of SDFs having their own variations, this system is vital to preventing confusion during joint operations such as the Martian Campaign or the ending phase of the civil war.&lt;br /&gt;
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While durable and able to supply the Alliance’s military forces with whatever they need — with units requiring everything from ration-filled crates to artillery shells to naval-grade fuels to toilet paper — the immense amount of investment required to provision the SAF has made it difficult to introduce new weapons and technologies at a large scale. While Biesel, Galatea, and Elyra have moved away from a ballistics-first military and seen their logistics need lessen due to ammunition being rechargeable — though in [[Republic of Elyra|Elyra’s case]], many of their energy-based weapons retain conventional ammunition systems — the Alliance has not due to the prohibitive cost of setting up production capacity to replace the millions of standard-issue M469 assault rifles already in service. Energy weapons remain experimental or limited-issue in Solarian service, and pre-2462 attempts to introduce them were stymied by inefficiency and corruption.&lt;br /&gt;
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Unique among major powers, the Alliance provides a license to produce some military equipment to entities approved by the [[Sol Alliance#Government|Solarian Senate]]. These include approved mercenary units such as the [[Private Military Contracting Group#Eridani Private Military Contractors|Eridanian Golden Fist]], the [[Eridani Federation Military|Eridanian military]], and the [[Dominian Imperial Military]]. The [[Empire of Dominia]] has purchased licenses for several Solarian weapon systems, including incendiary grenades, and produces them locally, while the [[Eridani Federation|Eridani Federation’s]] unique status in the Alliance allows it to both produce local equipment to outfit its private military contractors and to fill gaps with Solarian equipment where needed. Much of the heavy equipment used by [[Private Military Contracting Group#Ringspire|Ringspire]] on [[Adhomai]] was made through this program, with license-produced Solarian Army vehicles performing well in the PMC’s butchery.&lt;br /&gt;
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===Non-Humans in the Solarian Armed Forces===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“As far as I’m concerned? The Ban didn’t go far enough! We should carpet bomb their whole [censored] [[Adhomai|planet]], really give them a [censored] taste of what they did to us [https://forums.aurorastation.org/topic/2816-sol-alliance-news-network/?do=findComment&amp;amp;comment=141866| here]! Send the Navy in and have them clean it up! Get those [censored] [[Unathi|lizards]] too!”&amp;lt;/i&amp;gt; — Anonymous [[New Hai Phong|New Hai Phonger]] speaking to the Solarian Alliance News Network in the aftermath of bombings carried out by the [[Tajaran Emigration#Tajara Revolutionary Army|Tajara Revolutionary Army]]. Unaired due to foul language.&amp;lt;/center&amp;gt;&lt;br /&gt;
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No branch of the Solarian Armed Forces aside from rare System Defense Forces has, at any time, recruited an alien species into its ranks. The reasons for this are rooted in both simple practicality and the entrenched xenophobia common in much of the Solarian Alliance, which contributes to a belief that aliens are simply not to be trusted. Practically speaking the three SAF branches are massive organizations which would only marginally benefit from alien recruits and would have to incur an expensive cost as different species demand wildly different equipment, such as fitted voidsuits and armor, and different accommodations.&lt;br /&gt;
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On the less practical side the Solarian culture of alien distrust has been applied to each species and also argued. To the typical SAF official even the most trustworthy alien is less reliable than the worst human recruit . The SAF is not, and will never be, a force for alien tolerance in the Alliance. From an outright less xenophobic perspective, the Solarian Armed Forces&#039; traditions place a great deal of ideological and cultural importance on the idea of the military as the protector of Solarian humanity. To allow aliens into its ranks has long been considered a betrayal of that ideal, and that compromising this deeply-held tenet would be an unacceptable transgression against the Alliance itself, its human citizens, and the fundamental values of the Alliance&#039;s military.&lt;br /&gt;
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[[Sol Alliance#IPC in the Sol Alliance Military|Positronics]], on the contrary, are highly valued in the SAF. Having had a long history of using [[San Colette#Drone Warfare|drones]], the adoption of positronic intelligence was viewed as the next step in a long line of military robotics. For the longest time, however, IPC and other synthetics have been relegated to support and logistics roles due to mistrust and concerns over their ability to survive in combat scenarios. The collapse has led the SAF to begin looking at IPC in order to fill the gap in its manpower, with the Navy in particular eagerly adopting them in combat roles, placing the machines as both gunners and pilots, and employing traditional shipborne AI to assist and in some cases replace crewmembers. Although assuring the public that combat IPC are a temporary measure given the crisis, some observers note that funding towards further research of combat AI has increased since their adoption.&lt;br /&gt;
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==Dominia and the Solarian Armed Forces==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“By order of my Emperor, Boleslaw Keeser I, I address to you our Fleet and Empire’s highest felicitations and congratulations for your exemplary victory in the northern provinces. Long may [[Sol|Sol’s]] light shine across the [[Orion Spur|Spur]]!”&amp;lt;/i&amp;gt; - Grand Admiral Huiling Zhao of the [[Dominian Imperial Military#His Imperial Majesty’s Fleet|Imperial Fleet]] in an official letter to Secretary of Defense Courtois, July 2465.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Dominian Flag Horizontal.png|thumb|The flag of the Empire of Dominia, an authoritarian state in the Southern Spur aligned with the Solarian Alliance.]]&lt;br /&gt;
The relationship between the [[Empire of Dominia]] and the Solarian military stretches back to before the Empire’s founding, beginning shortly after the Empire’s predecessor states unintentionally contacted the Alliance during the [[Empire of Dominia#The War of Moroz|War of Moroz]]. Both the Solarian Army and Navy sent military observers to the Imperial Alliance’s forces who reported back to the Alliance about its successes, failures, and on the structure of the belligerent nations. Solarian military attachés were some of the first individuals from outside Dominia to write on the planet’s unique culture and history, and reported to Unity Station that the Empire had strategic potential for use as a counterbalance against Elyran influence in the southern region. The Republic, after all, had only seceded in 2302 — a recent memory for the officers on Moroz in the mid-2300s. Military liaisons wrote approvingly of a state which was, though still new, eager to learn and could become a large market for Solarian defense companies such as Zavodskoi Interstellar.&lt;br /&gt;
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With the Empire’s formation in 2385 the Alliance ramped up its aid efforts. With only a scraped-together excuse for what they called the Imperial Fleet, the Empire sent its best naval cadets and officers — generally belonging to houses Zhao or Kaneko — to Luna to study the Alliance’s naval tactics, and they were enrolled in the Solarian Naval Academy in Hangzhou alongside dozens of Solarian officers — mostly Lunarians. These officers, including then-Cadet Jitsuko Kaneko, soon to be a major figure in the nascent Imperial Fleet, excelled at their duties, and several Morozian cadets have been seconded to every academy class, with the exception of the 2460-65 period. Most of the earliest true Imperial Fleet warships were either made in Solarian facilities before being shipped to Mira Sancta or Zhurong for final work, or purchased wholesale from the Alliance’s reserve vessels. This tradition continues symbolically, with one gun of the Moroz-class dreadnought HIMFS Moroz and one gun of the Diyu-class dreadnought SAMV Gunnhildur each having been completed in the other nation’s foundries.&lt;br /&gt;
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The [[Dominian Imperial Military#The Imperial Army|Imperial Army]] likewise benefited from Solarian aid, both in training and in equipment. While they were experienced with planetary warfare the generals of the early Imperial Army were unfamiliar with warfare on an interstellar scale, and Solarian training during the late 24th and early 25th centuries likely helped turn the invasion of Sun Reach in 2422 into a lightning victory for the Empire. While Solarian Army surplus has long vanished into the scrapyards of Jinxiang and Zhurong — though some antiquated stock is used to equip the Home Guard, Sun Reach’s paramilitary scout force — some of the Imperial Army’s equipment remains closely related to — or licensed copies of — their Solarian counterparts.  The Empire and Alliance operate several joint training facilities for ground troops, with Solarian troops sometimes learning IED disposal from Dominian pioneers and their Dominian counterparts learning exosuit operation from Solarian vehicle crews.&lt;br /&gt;
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==The Solarian Navy==&lt;br /&gt;
[[File:Sol_Alliance_Navy.png|thumb|The symbol of the modern Solarian Navy.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Before the Interstellar War, the Solarian Navy was the largest and most perfect fighting force in the galaxy. That is, on the surface level. The admiralty of those years made the greatest mistake of pursuing strength in infinite numbers – a decision that would culminate in the Solarian Civil War.”&amp;lt;/i&amp;gt; – Excerpt from Lucien Courtois’ graduation thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The largest single branch of the SAF is the Solarian Alliance Navy (SAN). With millions of uniformed personnel scattered across dozens — if not hundreds — of planets, garrisons, starbases, fleets, and other facilities it may very well be the largest organized fighting force in the galaxy, and has the influence to match. The Navy has long held significant sway over Solarian politics due to both its size and its vital role in securing safe interstellar commerce and travel in the Alliance. This sway has long ensured the Navy is well-funded and it has long been on the cutting edge of Solarian defense spending. Its role in defending planets and shipping from piracy has historically given it a positive image in the eyes of many Solarians, many of with some notable exceptions such as Callisto -- long at odds with the Navy over the policing of trade and commerce flowing in through the moon’s spaceports. This positive view dimmed during the late 2450s and early 2460s, when the Navy became closely intertwined in the fascistic ATLAS-led government of Prime Minister Michael Frost.&lt;br /&gt;
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By 2462 the broad powers granted to the Navy to ensure the Alliance, then the largest human nation in the Orion Spur, remained safe and secure combined with limited oversight of the Navy to incubate a culture of graft, corruption, and rampant Caesarism in its ranks. As one traveled further from the Inner Ring these problems worsened: Solarian operational thinking prioritized more reliable officers for the defense of the Inner Ring while less reliable officers, and underperforming ones, were sent to the Outer Ring, wits its less strategic worlds. These admirals were given poor troops and little oversight by the Admiralty, allowing them to become their own masters and shape their assigned fleet to be loyal to their admiral over their Alliance.&lt;br /&gt;
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Between 2462 and 2465, defections, reforms, and attrition associated with the Solarian Civil War have taken the Navy from 200 fleets to 100. In 2465 a SISA discovery many officers were funneling supplies to radical warlords such as the Solarian Restoration Front caused a large purge of its upper ranks spearheaded by Secretary of Defense Lucien Courtois, allowing him to further already-existant reforms the Navy began in 2462. The Navy’s rapid defeat of warlords in the Northern Reaches have vindicated Courtois and the reformists, and brought the Navy back much of the prestige it lost in the Solarian Collapse of 2462.&lt;br /&gt;
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Now, in the late 2460s, the Solarian Navy has regained much of its earlier edge through a combination of reforms and ineffective units being disbanded. Most of its units have gained valuable combat experience in the final phase of the Solarian Civil War, which saw the largest interstellar engagements since the Interstellar War, and dated equipment has been replaced by domestically-produced or Einstein-manfactured upgrades able to compete with the Republic of Biesel&#039;s corporate equipment. In the Northern Reaches, it has reconstituted much of its defensive lines against the Coalition, while in the south old ties with the Dominian Imperial Fleet have been reestablished. Recent naval exercises such as OBSIDIAN CAGE 67 have shown the Solarian Navy at some of its highest readiness levels of the century, and it is likely Biesel&#039;s Republican Fleet watches the reinvigorated SAN with great nervousness: wondering when, not if, the old titan will strike it hard.&lt;br /&gt;
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===Solarian Navy Structure===&lt;br /&gt;
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The Solarian admiralty has long devoted a significant amount of its time to the logistics and operation of the increasingly-massive Navy, which peaked at 200 fleets — each, in theory, consisting of 100 ships — shortly before the Solarian Collapse of 2462. These fleets were, prior to the Collapse and Courtois’ reforms which followed it, organized into battlegroups of five fleets for greater cohesion in the event of war, with each fleet led by an Admiral and each battlegroup led by a Fleet Admiral. However, many “battlegroups” in the Outer and Middle Rings were spread across vast distances or contained disloyal elements which prevented them from functioning properly, with only a few — such as the [[Human Wildlands#The Southern Solarian Military District|Visegrad-based 1st Middle Ring Battlegroup]] (1MRB, sometimes referred to as a “Battlefleet” locally) — able to maintain both cohesion and loyalty as the Alliance spiraled towards the Collapse. Reforms by Courtois have reduced the total number of battlegroups by increasing the number of fleets per formation to ten, which has greatly assisted in command due to reducing the number of often-bickering Fleet Admirals by half.&lt;br /&gt;
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Navy fleets themselves are divided into three categories by the admiralty to represent their readiness in the event of an interstellar conflict. These categories are combat battlegroups, patrol battlegroups, and garrison battlegroups. Combat battlegroups are, as the name implies, fully-equipped and ready for combat at a moment’s notice. This classification generally only applied to Inner Ring battlegroups in the months before the Collapse. Standing slightly below combat battlegroups are patrol battlegroups: understrength, but otherwise combat-capable, formations fit for patrol duties but not for engaging full enemy formations. Below this swells the garrison battlegroup: an understrength formation so named as it is only trusted to hold a position and is not expected to perform complicated maneuvers. A fourth, though officially unrecognized, formation is the “ersatz” battlegroup. These formations are improvised and consist of whatever units were available at the time for the area’s Fleet Admiral. Last seen in the Interstellar War, ersatz battlegroups have returned in the Wildlands.&lt;br /&gt;
[[File:Navy graduation.png|A Lunarian officer of the Solarian Navy at her graduation ceremony.|thumb]]&lt;br /&gt;
Unlike the Army the personnel of the Navy are heavily divided by class and background thanks to the Luna-centric nature of its admiralty and officer class, and are even further divided based upon the Ring they are located in — an ironic echo of the Interstellar War. High-ranking officers are almost always Lunan by birth, and graduation photos from the Solarian Naval Academy are dominated by the tall, thin, and pale appearances of Lunans who have grown up in the moon’s characteristically lower gravity. These Lunan officers generally settle into command roles in the Inner, and sometimes Middle, Rings due to their perceived loyalty and familial connections — some families on [[Luna]] have served the Navy since its conception and hold significant influence over it. Officers of “lesser” importance, such as those in the Middle and Outer Rings, such as Fleet Admiral Klaudia Szalai, are often recruited and educated locally, and can be of wildly varying quality and loyalty.&lt;br /&gt;
[[File:Navy loading.png|350px|A Solarian Navy petty officer loading a Zavodskoi-produced &amp;quot;Longbow&amp;quot; naval gun. A common sight on smaller vessels which cannot easily fit larger coilguns.|thumb]]&lt;br /&gt;
Much of the Navy’s enlisted personnel is recruited locally out of convenience and its enlisted ranks are overwhelmingly dominated by those of poorer economic backgrounds, particularly when compared to its Lunan officers, such as Martians, Jintarians, and residents of the Outer and Middle Rings. The men and women which make up the vast majority of the Navy’s fighting force are, like their officers, often of debatable quality due to corruption, graft, and the megalomaniac tendencies of many officers. Prior to the Collapse most of the best enlisted— regardless of their origins — were eventually transferred out of the Outer and Middle Rings and into the Inner Rings due to the Admiralty placing a greater emphasis upon the Inner Ring.&lt;br /&gt;
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Fleet formation was, prior to the Collapse, marred by similar issues. Some fleets were recruited using the “Alliance-wide,” model where ships and personnel were recruited from across the Alliance and trained in the Sol System and its surroundings in order to ensure the best performance. These fleets were then deployed to strategic areas (generally in the Inner or Middle Rings) and placed under the command of a Solarian Naval Academy graduate to ensure the greatest possible quality. While expensive and often taking an extended period to train, these Alliance-wide fleets proved their mettle during the Collapse: no systems garrisoned by them were lost and none defected.&lt;br /&gt;
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But most Solarian fleets were not recruited using this method and were instead mobilized through the “system-wide,” method wherein a fleet’s personnel and officers were recruited and trained in the same system, and generally stationed nearby this system. In theory this was not a horrible idea: logically, military forces would fight harder for their homes than for another system. However, it did not result in the expected outcome: system-wide fleets were often shuffled from system to system and their shared origin made them more loyal to their admirals than the broader Alliance. Though many stayed loyal to the Alliance, and some managed fighting retreats to the Inner Ring, all defected — or otherwise lost — fleets during the Collapse were of the system-wide recruitment model.&lt;br /&gt;
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===Solarian Alliance Merchant Marine===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Often forgotten by historians and naval officers alike, the merchant mariner of the Alliance has been critical to victory or defeat in space throughout the Alliance’s history,”&amp;lt;/i&amp;gt; -  Excerpt from Lucien Courtois’ thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Consisting of Solarian civilian and government-owned merchant vessels above a certain tonnage, the Solarian Alliance Merchant Marine (generally known as the Merchant Marine) is a civilian organization under the Department of the Interior. Its role is to establish a universal set of laws, regulations, and training for Solarian civilian ship crew, and its members are known as merchant mariners. During wartime or other times of crisis the Merchant Marine can be assigned to the Solarian Navy as an auxiliary logistics force, though its members remain subject to civilian maritime law and do not hold military ranks (though their ship captains can be commissioned as deemed necessary).&lt;br /&gt;
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Most Solarian sailors have gone through either the Merchant Marine or one of its training programs, and its safety regulations — such as the presence of oxygen tanks and EVA equipment throughout a ship — have influenced interstellar shipping across the modern Spur. The civilian nature of the Merchant Marine has led to friction with the Navy during wartime, with naval officers coming into conflict with the often unionized crews of merchant ships over the amount of hours they intend their civilian counterparts to work.&lt;br /&gt;
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===Naval Landing Divisions===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“War is too serious a matter to entrust to military men,”&amp;lt;/i&amp;gt; - Georges Clemenceau, Prime Minister of France.&amp;lt;/center&amp;gt;&lt;br /&gt;
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A pre-2462 institution which has mostly been disbanded by the CNO and SecD, Naval Landing Divisions (NLDs) were an attempt by the Solarian Navy’s admiralty to address its lack of ground personnel beyond marines. NLDs were its attempt to address this problem, and – to some scholars of the Solarian military – represent the Navy’s most extreme attempt at achieving total operational independence from the rest of the military, and forming a separate military within the military itself. Generally smaller than a comparative Solarian Army division, they were made up of non-marine Navy personnel – though the Marine Corps often provided advisors and officers – and initially intended to serve as security personnel for planetside naval facilities where the EVA training of marines would not – in the views of Navy and Marine officers – be put to effective use. Mission creep led to these platoon- and company-sized units slowly expanding, acquiring heavier equipment (sometimes diverted from Army stocks and resupplies), and morphing into brigade-sized entities. Never officially approved by the Department of Defense, bureaucrat after bureaucrat opted to look the other way on these divisions until 2462. Many admirals skimped on training for their NLDs, instead viewing them as pet projects and a way to spite the Army. If such an underfunded, maligned branch could do ground warfare, surely the Navy could as well!&lt;br /&gt;
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During the early phase of the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]] these units were heavily utilized by many warlord and secessionist admirals, such as the forces of the Solarian Restoration Front, due to being more well-equipped than many System Defense Forces. Others, such as the 1st Battlegroup, had theirs disbanded out of security concerns. The SRF’s landing divisions – collectively known as the Hopper Group – performed worse than the fleet’s marines and the Lycorii National Armed Forces due to the Group’s poor training standards, and was assigned to rear-line duties where it became responsible for hunting insurgents and enemies of the Front’s “new Solarian state.” Its leader was among those tried and executed for war crimes following the civil war’s end. NLDs from the League of Independent Corporate-Free Systems – known as the Free Sailors’ Union –  engaged in looting and show trials of those accused of corporate sympathies, with its leader tried and imprisoned for thirty years due to looting and mistreatment of Solarian civilians.&lt;br /&gt;
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The use of NLDs by admirals to carve out their own statelets during the Solarian Civil War’s early phase – and the grotesque excesses committed by many – led to dogged attempts by the CNO and SecD to dissolve them and dramatically reduce their sizes, with much of their excess equipment going to the Army. Navy security detachments remain, though reduced to their pre-NLD sizes and often supplemented by marines. NLDs remain a symbol of the Navy’s Caesarism and the threat it once posed to the Solarian government it is meant to protect.&lt;br /&gt;
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===Notable Facilities===&lt;br /&gt;
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Located on [[Luna]] in Harmony City, the &#039;&#039;&#039;Solarian Admiralty&#039;&#039;&#039; serves as high command for the entire Solarian Navy. While it started its existence as a small building mostly responsible for managing armed platforms tasked with destroying asteroids and other potentially harmful celestial objects, the Admiralty has grown over the intervening decades into a massive complex which is a city District unto itself. Solarian Naval Central Command (SNCC) looks over the district at nearly a hundred stories tall and stands as one of, if not the, most important buildings in the modern Alliance. The Admiralty is rumored to have dozens, if not hundreds, of underground facilities scattered across the Admiralty containing everything from mundane paperwork to intelligence on the Stellar Corporate Conglomerate to blacksites for especially infamous prisoners. Though its reputation has been tarnished by the Collapse, the Admiralty remains an unshakable feature of Luna.&lt;br /&gt;
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Located on [[Luna]] in Hangzhou, the &#039;&#039;&#039;Solarian Navy Academy&#039;&#039;&#039; is the premier — and to Lunarians, the only — institute of naval military education in the Alliance. Established in 2115 continuously functional ever since this point the Academy, as it is often simply known, has long had a reputation of producing only the finest naval officers in the Alliance. But this reputation for excellence has made the Academy an extremely difficult institution to gain entry into — particularly if one is not from the Inner Ring. Certain Lunarian families, such as the ancient Varnhagen und Langenburg family, have long held sway over the Academy’s curriculum and membership in such a family — either by blood or covenant — is a near-certain way to gain access to its halls. Academy officers, in addition to their renowned quality, are generally more loyal to the Alliance than their non-Academy counterparts. Few Academy graduates defected during the Collapse and those that have, such as the Solarian Restoration Front’s Florentina von Keyserling, have been stricken from its graduation rolls.&lt;br /&gt;
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In the orbit of Uranus lies the mundanely-named &#039;&#039;&#039;Solarian Naval Maintenance, Regeneration, and Repair Facility&#039;&#039;&#039; which is, thanks to its awful abbreviation of “&#039;&#039;&#039;SNMRRF&#039;&#039;&#039;” (occasionally phoneticized as “&#039;&#039;&#039;Smurf&#039;&#039;&#039;”), commonly referred to as “the Boneyard.” The Boneyard is a massive facility filled with outdated and mothballed hulls ranging in size from fighter aircraft to battleships which remain on the official Navy registry but are, in reality, either too outdated or too damaged to effectively operate alongside their counterparts. Boneyard vessels are, particularly since the Collapse, often cannibalized for parts or — in rare cases — “refloated” and pressed back into service. The pirate raid which brought Frost into power as Prime Minister targeted the Boneyard and stole multiple warships the former Admiral later returned with, eventually catapulting himself into popularity. Many have long theorized this “raid” and Frost’s success after was an inside job planned by Navy officers to place one of their own in power and have pointed to a multitude of “coincidences” as evidence. The fact that the raiders were never caught but were “engaged and destroyed,” the sensors monitoring Boneyard and its defenses being off at the same time, the raiders only hitting the Boneyard rather than any civilian targets or the nearby Navy sensor stations, the fact that the raiders were able to spoof a brand-new Solarian Navy ID code, and the fact that the leaker — a reformer — was one of the only deaths in the raid.&lt;br /&gt;
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===Notable Navy Forces===&lt;br /&gt;
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&#039;&#039;&#039;1st Battlegroup, “The First”&#039;&#039;&#039;&lt;br /&gt;
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The most venerable and oldest of the Alliance’s battlegroups, the First has fought in every major interstellar conflict the Alliance has officially participated in. It is responsible for decisively destroying the Coalition’s naval forces in the Battle of Xanu and has long preserved the Xanan naval battle standard captured during the battle in the Admiralty. The first five fleets of the First are overwhelmingly Lunan. The next five, which were integrated into it following Courtois’ reforms, are five of the highest-quality Alliance-wide fleets in the Alliance. Officers of the First can easily be identified by their distinctive oak leaves, which are typically placed in the side of their caps. The First is currently commanded by Fleet Admiral Ingrid von Varnhagen und Langenburg, a Lunan graduate of the Solarian Naval Academy firmly in Courtois’ reformist faction. The Fleet Admiral of the First is issued a saber as their badge of office and is expected to wear it at all times while commanding, regardless of practicality. The sword itself, while unnamed, is a priceless heirloom which has been passed down from Fleet Admiral to Fleet Admiral since the founding of the First, and to lose it is simply inconceivable.&lt;br /&gt;
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The First was the Alliance’s vanguard force during the Solarian Intervention in San Colette, with its flagship — the SAMV &#039;&#039;Gunnhildr&#039;&#039; — the first Navy vessel in the [[San Colette|Nueva Patria System]]. After destroying the Solarian Restoration Front’s forces in the system and accepting San Colette back into the Alliance, the first went on to free much of the central Northern Reaches from Front occupation and was the first Navy battlegroup to reach the Coalition’s border. The First has since returned to its berth in the Sol System, but remains ready to deploy anywhere in the Alliance upon short notice using its advanced warp drives.&lt;br /&gt;
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&#039;&#039;&#039;[[Human Wildlands#The Southern Solarian Military District|1st Middle Ring Battlegroup]]&#039;&#039;&#039;&lt;br /&gt;
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Regarded as one of the highest-quality battlegroups prior to the Collapse, the 1MRB under Fleet Admiral Klaudia Szalai, despite never formally defecting from the Alliance, spent much of the Solarian Civil War cut off from the broader Alliance and struggling against difficult odds. The five fleets of the 1MRB were understrength prior to the Collapse and were worn down by fighting against pirates, defected Solarian Navy personnel, and — at times — the Tau Ceti Foreign Legion, which it has engaged during cross-border raids by the 1MRB and border disputes with the CRZ until 2464. The 1MRB was never defeated upon the field of battle and remained steadfast in its loyalty to Sol, though many of its personnel — almost all of which hail from Visegrad or its surrounding systems — became concerned at the Navy’s non-intervention in the Southern Reaches prior to 2465.&lt;br /&gt;
&lt;br /&gt;
Following the Solarian reunification the 1MRB has been folded back into the Navy’s roster of active-duty fleets alongside Myo Yunso’s nearby 6MRB, based in Sankt Frederick. The return of Visegrad to the Alliance has seen the 1MRB rearmed and restored to full strength, now equipped with modern Navy vessels and warp drives. It is now one of the major Navy forces in the Southern Reaches, and remains based in Visegrad.&lt;br /&gt;
[[File:Marines SRF.png|300px|thumb|Assembled marines of the 15th Marine Regiment, now serving as part of the Solarian Restoration Front.]]&lt;br /&gt;
&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|35th Fleet]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the most infamous Solarian fleets in the Navy’s history, the 35th was formed after the Interstellar War and stationed near Tau Ceti in order to keep the strategic system safe. Tau Ceti’s defection — which many 35th officers hailed from — was viewed by the Fleet as a betrayal, and its rapid embrace of aliens after the defection was viewed as a further compromise of Solarian values. This hatred has, over the years between Tau Ceti’s defection and the Collapse, twisted the 35th into what it was prior to its invasion of Tau Ceti: one of the most xenophobic, fanatical, and nationalistic Solarian fleets. The losses it suffered during the invasion and its seeming betrayal by the broader Alliance further radicalized the 35th, which returned to its berth in Lycoris and declared the Solarian Restoration Front in 2462, and rapidly set about purging aliens — who they blamed for the Collapse — from the area they controlled. Though the Navy has officially disavowed the 35th and declared its officers traitors to the Alliance many, particularly those formerly loyal to Frost, flocked to its banner.&lt;br /&gt;
&lt;br /&gt;
In 2465 the Front began the War in the Northern Wildlands through an invasion of the nearby Middle Ring Shield Pact. Though it initially found success the 35th Fleet and its fellow Front fleets were defeated by the Solarian Navy during its intervention and have been officially struck from the Navy’s fleet roster. Many of its flag officers were tried by the Solarian Department of Justice for crimes against humanity following the civil war’s end, and were sentenced to either death or life imprisonment.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;25th Fleet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When the 25th, primarily consisting of Silversunners, was ordered into Biesel to stop rogue Admiral Michael Frost it could have never anticipated the consequences its orders would have for the Spur. Despite the apprehension its officers and enlisted felt when they were ordered into what was, at least officially, a rebellious Solarian system ruled by an illegitimate government, the 25th followed its orders. The 25th was badly mauled by the 33rd in one of the first engagements between Solarian Navy vessels since the Interstellar War, but it pushed the 33rd out of the system and returned Biesel to a modicum of normality. The population of Biesel was understandably cold towards them, but the Admiralty promised rewards for the deed. But no rewards appeared as, nearly as soon as he had been imprisoned, Frost was swept back into power and became Prime Minister. The new PM punished the 25th severely, and sent them to an ignominious duty: to serve as an auxiliary for one of the worst battlegroups in the Navy, the 10th Middle Ring Battlegroup. But the 25th was not broken by this and, thanks to its superior equipment and training, they fought their way back to their original berth of Silversun, arriving battered and bruised — yet unbowed — in summer 2463 to a hero’s welcome. Now the 25th has a new home: the prestigious 1st Battlegroup.&lt;br /&gt;
&lt;br /&gt;
The 25th Fleet was the first Solarian Navy force to engage the Solarian Restoration Front in 2465 and was present during the Navy’s intervention in the Nueva Patria System, where it served as the screening force for the dreadnought SAMV &#039;&#039;Gunnhildr&#039;&#039;. Perhaps no Solarian Navy force fought harder than the 25th did, and they were the first fleet to reach the Coalition’s border.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solarian Ship Classes===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carrier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carrier occupies a critical role in Solarian operational doctrine along with the battleships it supports. Carriers are often the largest and most important ships in a Solarian fleet, and typically serve as flagships. The largest of this class are hundreds of meters long and are often regarded as floating cities due to the size of their crews. Carrier classes are generally named after geographic features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Supercarrier&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With only a handful ever built, the supercarriers of the Solarian Navy are very rarely seen outside of the Jewel Worlds. These gargantuan vessels are nearly a kilometer long and stand as some of the largest vessels ever constructed in the Orion Spur. A supercarrier is always the flagship of its fleet, and none have ever been lost in combat. Supercarriers have a near-mythical reputation in the Alliance due to their rarity and Navy-funded media, which often promotes them as the peak of Solarian military might. Some in the Navy grumble at this deification, instead viewing the tried-and-true dreadnoughts as the peak of the Navy. Ships of the only active supercarrier class used by the Navy, the &amp;lt;i&amp;gt;Thule&amp;lt;/i&amp;gt;-class, derive their names from mythological geographical features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dreadnought&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The most well-armed and heavily-armored of the Solarian Navy’s battleship classes are designated as dreadnoughts by the Admiralty. To many the dreadnoughts are the unbeatable pride of the Navy which helped it win victory after victory in the Interstellar War before cowardly politicians snatched it from them. To others they are a reminder of how backwards-facing the Navy can be at times, and how obsessed many of its officers have become with its former glories. Recently reformers have chipped away at much of the dreadnought’s mythical image, and the classification may very well be on its last legs due to recent naval reforms. Fitting their near-mythic reputation, ships of these classes are generally named after mythological figures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Battleship&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Solarian battleships are heavily-armed and heavily-armored testaments to the unchallenged naval supremacy of the Alliance. Battleships were commonly seen in all three Rings of the Alliance prior to the Collapse and now often serve as flagships of defected or rogue fleets. These ships-of-the-line are often in disrepair due to having been run ragged by their warlord masters and are, generally speaking, outdated compared to contemporary examples still loyal to the Alliance. Both battleships and fast battleships are typically named after cities.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Fast Battleship&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A post-Interstellar War innovation, the fast battleship classes of the Solarian Navy are intended to fill gaps in patrol fleets where a full battleship is unnecessary but a cruiser is insufficient. Fast battleships trade armor and firepower for speed and operational range, making them ideal for patrols in the former Alliance Neutral Zone. During the Solarian Civil War many ships of this class ended up in the hands of warlords due to the class primarily serving in the Middle and Outer Rings. Here they have excelled at a role they were never meant for: raiding and terrorizing the civilian populations they were built to protect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cruiser&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cruisers have long served as the backbone of the Solarian Navy. These vessels are typically divided into two classes: light and heavy. Like their larger counterparts, both categories of destroyers are generally named after cities with light cruisers favoring the cities of the Middle and Outer Rings. Many heavy cruisers are instead named after prominent Solarian figures, perhaps due to their captains wishing to imitate the larger and grander battleships of the Navy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Heavy Cruiser&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Heavy cruisers such as the Taipei-class represent the peak of Solarian cruiser design. These heavily-armed and heavily-armored vessels closely resemble the battleships they escort but are significantly less expensive due to their smaller size. Many prospective future admirals seek to command a heavy cruiser for both this reason and for the prestige commanding one brings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Light Cruiser&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While less prestigious than their heavier counterparts, light cruisers fill a valuable niche in the Solarian Navy. Light cruisers are fast vessels which can operate for long distances without resupplying, which easily allows them to serve as the lead vessels of patrols when fast battleships are not available. However, most officers who one day aspire to command a fleet avoid light cruisers for this very reason: while it may mean command of a squadron, it is a command which affords very little prestige and is often assigned to those who lack the money or connections to play the Navy’s influence game. With many commanded by officers of debatable ability or loyalty (and at times a lack of both) prior to 2462 it should come as no great surprise that this ship class often formed the backbone of warlord fleets in the Wildlands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroyer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Destroyers are well-armed but small vessels designed to assist the Alliance’s battlegroups and to protect the ships that truly matter: cruisers, battleships, and carriers. Prior to the Collapse destroyers were a common sight in the Middle and Outer Ring’s anti-piracy patrols, where they often commanded groups of smaller vessels. During the Solarian Civil War many destroyers fleets of warlords, where they served much the same purpose. Destroyer and destroyer escort class ships derive their names from stellar objects, though exceptions exist due to the sheer number of destroyers in the Solarian Navy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Escort Destroyer&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only barely larger than a frigate, escort destroyers are intended to provide a modicum of protection to civilian and military convoys across the Alliance. Faster and fitted with better warp drives than many larger ships, a surprising amount of escort destroyers stationed in the Middle and Outer Ring opted to evacuate to the Inner Ring rather than remaining to assist warlords. Some naval scholars believe this is due to most destroyer escort captains and crews having been local recruits in their systems, and there are many stories from shortly after the Collapse of ships of this class limping into systems such as Sol filled with terrified refugees and exhausted sailors.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frigate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Smaller than both destroyer classes and yet larger than a corvette, Solarian Navy frigates were a common sight in all three Rings prior to the Collapse. Though originally intended to serve exclusively as escort vessels for larger ships, frigates have, particularly in recent years, been pressed into a variety of roles they were never meant for such as pirate-hunting operations. Up-gunned variations of common frigate designs were often the best ships available in the Outer Ring for anti-piracy patrols and system defense. These ships proved ill-equipped to fight off the forces of defected warlord fleets, and most were destroyed or themselves defected. A sad fate for the ships of a class of little importance to the Lunan-dominated Admiralty. Due to their sheer number, frigates follow no clear naming scheme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Corvette&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The smallest rated combat vessels in the Solarian Navy, corvettes are often commanded by new officers or officers deemed failures by their superiors. Few officers wish to command a corvette for long, rightfully viewing them as career-killers in a Navy obsessed with larger ship classes. The Wildlands is covered in wrecks of this ship class as a result of constant squabbles between petty warlords over territory and the 2465 intervention of the SAF. With much of the support structure these warlord fleets relied on gone or unavailable, corvettes were often the first vessels scrapped for spare parts. Some desperate scavengers plunder these plundered wrecks, hoping to find even tiny scraps of useful materials. Like frigates, corvettes follow no consistent naming scheme.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Support Craft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The unsung and unappreciated wheels which ensure the Solarian Navy continues to turn, support craft and their crews are typically looked down upon by “real” warships and their crews. The classes found under this category are stunningly diverse and include everything from massive Hephaestus-produced fuel tankers to small courier vessels designed to carry the small-scale cargo required to keep a fleet fed and happy. Durring the Solarian Civil War many warlords and rogue admirals had very limited access to these support vessels, making them a target of raids and assaults as the struggle to fuel defected ships intensified.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Carrier-Launched Aircraft&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Covering everything from multi-crew bombers to unmanned drones, carrier-based vessels are a cornerstone of the Navy which has long fought battleships for influence. Most of the time battleships have won this battle of influence, but some believe — particularly with recent reforms — that carriers and their craft will have their day in the limelight soon enough.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The Solarian Marine Corps==&lt;br /&gt;
[[File:SAMC.png|thumb|The symbol of the Solarian Alliance Marine Corps.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Look like you know the joke right like you have to know it come ooooon. The whole joke of like ‘you don’t have to worry about asking if somebody’s a marine since they’ll tell you!‘”&amp;lt;/i&amp;gt; - Unknown Callistean bartender speaking to an Sol Alliance News Network reporter regarding the Navy’s presence on [[Callisto]] (2458).&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Marines training.png|250px|thumb|In order to become a full marine, a Corps recruit must first pass one of the most rigorous EVA training programs in the Spur. Many do not.]]&lt;br /&gt;
Though de facto an independent branch of the SAF, with its own member of the JMC, the Solarian Alliance Marine Corps (SAMC) is de jure an extension of the Navy. They travel in Navy ships, fight the Navy’s battles alongside it, and conduct ground operations they cannot do, though with their assistance. Prior to SecD Courtois&#039; reforms the SAMC had a reputation for avoiding planets, instead giving that duty to the chronically-underfunded Solarian Army or the SAN&#039;s many naval landing divisions. Since the reforms, it has taken a much more active role in taking and holding planetary ground. The SAMC&#039;s close ties to the Navy bring it funding, prestige, and eager recruits thanks to multiple lucrative deals with [[Venus|Cytherean]] media moguls that depict them in a positive light. Many Solarian children and teenagers see marines as heroes who are capable of doing anything they are asked to do as long as it benefits the Alliance.&lt;br /&gt;
&lt;br /&gt;
But the reality is often different from the glitzy, Cytherean image projected by popular culture. Many marines are recruited from economically disadvantaged backgrounds and are looked down upon by Navy officers for this reason, and Marine officers are expected to defer to the judgement of their Naval counterparts even if they are of the same rank. The Army looks down upon Marines for a different reason: it has long viewed them a “toy army” subordinate to the Navy, though this has begun to change with their more active role in ground operations following SecD Courtois&#039; reforms. Built-in classism present in the SAN has been harder to dispel, with the humble background of the typical Solarian marine still looked down upon by many officers.&lt;br /&gt;
&lt;br /&gt;
Yet the morale of the Marines remains high. The marines wholeheartedly view themselves as elite infantry of the SAF who do what others cannot or will not, even if they die trying. The SAMC brags they make the impossible possible, and intend to make good on their boasting.&lt;br /&gt;
&lt;br /&gt;
===Notable Marine Formations===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;1st Marine Division, &amp;quot;The Old Breed&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The 1st MARDIV has long been the elite 1st Battlegroup of the Solarian Navy&#039;s assigned marine division. Well-trained and well-equipped, the it served with distinction during the Interstellar War and the Solarian Civil War. While originally an Earther formation most of its enlisted marines and officers are now recruited from the Lunan working class, which has led to tensions with the 1st BG&#039;s mostly upper-class- and middle-class-originating officers. Most enlisted sailors come from similar working-class Lunan backgrounds, ensuring there is a great amount of camaraderie between marines and enlisted Navy personnel. The Solarian Army has long had a rivalry with the 1st MARDIV, seeing them as overfunded and underused, but the Joint Military Command&#039;s creation and the 1st MARDIV&#039;s actions during the civil war have patched up this relationship to a remarkable extent. The end of Naval Landing Divisions (NLDs) has also seen 1st MARDIV and Army toopers interacting far more, leading to better joint coordination. 1st MARDIV&#039;s symbol is a blue diamond depicting the Southern Cross with a red one, upon which is written &amp;quot;Guadalcanal,&amp;quot; connecting the division to its Earther roots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;2nd Marine Division, &amp;quot;Black Berets&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Soviet marines I guess whatever do this later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|15th Marine Regiment]]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This regiment, which defected to the Solarian Restoration Front in 2462, served as the Marine detachment for the 35th Fleet of the SAN. Even before their defection they plagued by rumors of corruption and Caesarism, and a documented history of abuse towards non-humans that saw their commanding officer reprimanded by the Admiralty in 2459. Further investigations into the 15th were stopped by ATLAS in 2460, then fully halted by PM Frost when he came to power. During the 35th’s incursion into Tau Ceti the 15th’s behavior became so open it could no longer be hidden, and flickery videos of its marines executing Legionnaires or non-human Biesellites were a common sight on the Biesel extranet during and immediately following the incursion.&lt;br /&gt;
&lt;br /&gt;
In the Solarian Civil War the 15th became infamous for its brutality against civilians and opposing forces. It was destroyed during the Battle of D’Anzin by the combined forces of the Colettish Civil Guard and 2nd Venusian Air Cavalry Division, where it fought fanatically even when faced with impossible odds. Few of its marines were taken prisoner by the SAF, but several officers of the 15th were tried and sentenced for crimes against humanity by the Solarian Department of Justice. Like the 33rd, it has been officially struck from the SAMC roster.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;33rd Marine Regiment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Prior to his ascension as Prime Minister the 33rd served under the command of then-Admiral Michael Frost. They participated in his invasion of [[Biesel]] and, despite an internal inquiry by the Solarian Armed Forces, escaped all charges levied against them due to ATLAS interference in the investigation. The 33rd’s loyalty to Frost intrinsically tied their fate to his and saw their trustworthiness decline in the eyes of the broader SAF, then rise dramatically following his election as PM. Frost’s ascension to power saw him restore his loyal regiment to power and use them — at the protest of the Army — as  his personal guards only served to temporarily stop the 33rd&#039;s fall from grace. After Frost’s death they were pounced upon by reformist actors in the Navy and promptly disbanded, with many of its former officers shipped off to undisclosed prisons for crimes against humanity. Even before Frost’s body was cold the 33rd was formally struck from the Corps’ register. It will never return.&lt;br /&gt;
&lt;br /&gt;
===Notable Marine Equipment===&lt;br /&gt;
&lt;br /&gt;
Coming soon.&lt;br /&gt;
&lt;br /&gt;
==The Solarian Army==&lt;br /&gt;
[[File:SolArmy.png|thumb|The symbol of the modern Solarian Army.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“I don’t give a rat’s ass what your Admiral says marine! Unless you can get the PM down here and order me to stand aside, I’m not gonna be letting you into the building! You’re gonna stand down, now! I said now goddammit!”&amp;lt;/i&amp;gt; - 1st Lieutenant Anthony “Andy” Bonaccio moments before the Revolt of the Officers devolved into a gunfight. Bonaccio would later go on to become the Alliance’s Secretary of the Army.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Army embassy.png|400px|thumb|Solarian Army soldiers stationed as guards outside of a Solarian government building.]]&lt;br /&gt;
The second-largest SAF branch is the historically neglected Solarian Army. Chronically underfunded until 2462, the Army existed in the shadow of the Navy and made do with hand-me-down equipment passed over or otherwise discarded by the Marines for decades after the Interstellar War. A culture of bitterness towards the Navy and the Marines, which the Army views as a subordinate branch of the Navy, has engendered a desire in the Army to do better than the Navy despite the challenges, but has likewise impacted joint-branch cooperation even after the creation of the JMC. As an institution it is significantly less corrupt and prone to Caesarism than the Navy is and, thanks to reforms undertaken after the Interstellar War, is viewed by the civilian government as an ally. Army troopers serve as guards for Solarian government institutions aside from Navy facilities, which utilize Marine guards, due to their loyalty to the government.&lt;br /&gt;
&lt;br /&gt;
Unlike the Navy the Solarian Army generally recruits entire divisions from individual planets and trains them in local facilities, with only a few divisions recruiting form multiple worlds. These force typically serve as the local garrison of a Solarian member state alongside a System Defense Force until they are needed. Then, they are shipped by the Navy to wherever they are needed. Army Central Command itself has long been headquartered on Unity Station and is located within walking distance of the Prime Minister’s office. Interestingly, Central Command has no fixed unit to guard it: to avoid favoritism, the division tasked with protecting it is rotated on a two-year basis. At the time of the Collapse the chosen unit was the 37th Martian Mechanized Division, more popularly known as the “Red Devils.” Due to the mysterious nature of Prime Minister Frost’s death and his seeming lack of care for Mars, rumors that the 37th killed him have swirled since before his body was cold. The division has since rotated back to Mars, where it served with distinction during the reunification campaign. While currently a volunteer-only force the Solarian Army is, in theory, able to petition the government to institute a draft in times of emergency. It can additionally federalize SDFs in the event of a national emergency, such as the Solarian Civil War (2462-65) or Interstellar War, thus bringing the nominally independent commands of local forces under Army Central Command. The Army&#039;s draft has not been used since the Interstellar War, and it is unlikely a request to reinstate the draft would pass the Senate unless another Interstellar War-like event began.&lt;br /&gt;
&lt;br /&gt;
While Army equipment and training, unlike their SDF counterparts, is standardized across the board certain member states have gained a reputation of supplying the Army with higher-quality units than others. Despite its poor reputation with many figures in the broader Alliance the Army generally views [[Mars]] as providing the best units due to many seeing it as one of their only ways to get off-world. [[Silversun]], with the [[Silversun#The Originals|Originals]] forming a similar group, is similarly prized as are units recruited from [[Venus#Jintarian Culture|Venusian Jintarians]]. Luna is viewed by most as providing some of the poorest-quality troops for the Army, with most of its best recruits going into the SAN or SAMC. Some Army officials have accused the Navy of deliberately sabotaging Army recruitment efforts on the moon, and recruiting patterns are unlikely to change in the near future. Pluto historically provided poor-quality troops to the Army as its ruling government reserved its best troops for its internal security forces. Reforms undertaken by SecD Courtois have reversed this trend, with many Plutonian recruits now joining Soviet-originating regimnts such as the 1st Guards Proletariat. Pluto has seen a recruitment surge since 2462 as many of its younger residents have joined the Army in hopes of fighting against fascism in the Northern Reaches or capitalism in the Republic of Biesel, which many believe will be a target for the SAF very soon. Very few [[Luna|Lunarian]] units are trusted with anything other than garrison duty.&lt;br /&gt;
&lt;br /&gt;
Recently the Army-Navy struggle seems to be shifting towards a more even playing field due to Army successes, Navy failures, the JMC, and SecD Courtois&#039; efforts at reforms. During a period where the Navy was at its lowest before recent reforms the Army proved itself effective in a decisive campaign where it [[Mars#The Solarian Army’s Reunification Campaign|regained control over much of Mars]]. Army Central Command has viewed this as a massive victory and it has secured a great amount of positive press for the chronically underfunded force. The creation of the Joint Military Command further leveled the playing field, with both the Army and Army Air Force receiving a seat at the table.&lt;br /&gt;
&lt;br /&gt;
===The Solarian Army Air Force===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Gentlemen, I’ll be straight and level with you. We are going to pound these bastards until they give up, and we are going to save our Alliance,”&amp;lt;/i&amp;gt; - Lieutenant General Richard B. Dwyer, 4th Air Corps, to his assembled aircrews during the [[Xanu Prime#History|Siege of Xanu (2278 - 2284)]].&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The non-Navy aviation component of the Solarian Army, the Solarian Army Air Force (&#039;&#039;&#039;SAAF&#039;&#039;&#039;) is a component branch of the Army focused on aerospace operations. It was established shortly before the Interstellar War in an effort to make the Solarian Army’s air and ground components unique, and to reduce the amount of responsibility held by the Army’s ground troop leaders by creating a parallel structure for aerial operations. While it answers to the Chief of Staff for the Army, it is highly independent and has its own seat on the Joint Military Command. The SAAF has no spaceborne capacity and instead only manages in-atmosphere aerial assets, ranging from supersonic aircraft which engage and destroy enemy forces to cumbersome heavy-lift cargo helicopters charged with airlifting the Army’s heavy vehicles. It lacks any ground forces of its own beyond security personnel and military police, and instead relies on the Army itself to secure and hold terrain. SAAF units often show up later in a campaign once the Army, with Navy support, has secured or built a facility for their aircraft to operate from.&lt;br /&gt;
&lt;br /&gt;
Most aircraft operated by the SAAF are designed to operate in support of Army ground forces , and are built to be rugged in their designs due to the potential for operating out of poor air facilities in a conventional war or counterinsurgency campaign. These craft, due to lacking the equipment needed to fly through space, may be partially broken down in transit and reassembled on-site by SAAF personnel, requiring their designs be as simple as they are reliable. Like the regular Army, SAAF personnel are drawn from across the Alliance and are often clustered into units with a shared planetary origin, then attached to a matching ground unit from the same planet as their air component. &lt;br /&gt;
&lt;br /&gt;
The SAAF’s most iconic plane is the &#039;&#039;&#039;FB-25P “Foxfire”&#039;&#039;&#039; (officially the Fighter-Bomber Mk. 25, Planetary). With a pilot and weapons officer, it is commonly used to provide overwatch to Army units on maneuvers. Designed to fight peer rivals – such as the Coalition – but typically used to bomb insurgencies, the [[San Colette#The Civil Guard|Colettish Civil Guard]] used their wings of FB-25Ps to great effect during the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], where the plane was first used in the pitched battles it was originally designed for. The Foxfire, despite its use as a CAS aircraft, can fight reasonably well in a dogfight if prepared for the role. Like all SAAF aircraft it can only operate in-atmosphere and must be moved from planet to planet in a larger transport, typically while broken down into several parts for storage.&lt;br /&gt;
&lt;br /&gt;
===Notable Army Divisions===&lt;br /&gt;
[[File:Army Mars.png|400px|thumb|Soldiers of the 37th Martian Mechanized Division during the Martian Campaign of 2464.]]&lt;br /&gt;
&#039;&#039;&#039;1st Earther Infantry Division, “Big Red One”&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
One of the oldest continuously-serving divisions in the Alliance, the 1st Infantry Division has fought in every major war the SAF has become involved in and its troopers brag the Bloody First has fought for the Alliance on almost every planet worth visiting in the human Spur. The Bloody First is the Army division which thwarted the Revolt of the Officers and the civilian government has not forgotten its loyalty. It has long been one of the first divisions the civilian government pulls guards from, and its troopers have guarded Solarian diplomats in every nation of the Spur. It is recruited from Earth and primarily draws its recruits from the United States, though it contains Earthers from across the globe in its ranks. The First is prominently involved in peacekeeping operations on Lycoris, with most of its strength deployed to the former capital of the SRF. The First&#039;s traditional patch is a large, red numerical one on a green shield.&lt;br /&gt;
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&#039;&#039;&#039;1st Guards Proletariat Mechanized Division, &amp;quot;Red Guards&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The Soviet counterpart of the 1st Infantry, the Guards Proletariat have likewise fought in every major Solarian conflict including the civil war (2462-65) and peacekeeping operations on Lycoris. It has a long history stretching back to the 20th century, where it was involved in the Second World War, Sino-Soviet War, and multiple late Cold War proxy conflicts. It is one of only a few divisions which recruits from multiple worlds, and draws from both Earth and Pluto. The Guards Proletariat are known for their impressive regimental flag which shows the locations of many of its most famous battles including (but not limited to) Königsberg, Shenyang, Kshatragarh, and Nueva Isabela. It is a common joke in the SAF the Guards Proletariat represent the largest voting bloc for the Solarian Communist Party on any planet they are deployed to due to their close ties to Pluto and the USSR. The Guards Proletariat&#039;s traditional patch is a red banner with &amp;quot;GUARDS&amp;quot; written on it, imposed over a golden laurel with a numerical one at the bottom, and a red star in the middle.&lt;br /&gt;
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&#039;&#039;&#039;2nd Venusian Air Cavalry Division, “Jintaria’s Claws”&#039;&#039;&#039;&lt;br /&gt;
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Formed slightly after the Interstellar War from primarily-Jintarian units recruited on Venus, the 2nd Venusian is an elite division intended to be deployed from dropships into the toughest battles. Centuries later it is still primarily made up of Jintarians, though some Cytherean crashouts are present, and values its connection to Venus. Traditionally Jintarian 2nd Venusian recruits, including Cythereans, give themselves a cheek scar to symbolically note their separation from appearance-obsessed Cythereans. The 2nd was not deployed to Mars due to concerns phoron in the air would choke the engines of its dropships and gunships, which left the elite division bitter and eager for action. It received this action in 2465, when it was deployed to D’Anzin and assisted Colettish Civil Guard forces in the defeat of the Solarian Restoration Front’s invasion. The 2nd Venusian is, aside from their scars, well-known for their distinctive “cavalry” hats. Its traditional patch is a screaming hawk perched on an aerostat.&lt;br /&gt;
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&#039;&#039;&#039;37th Martian Mechanized Division, “Red Devils”&#039;&#039;&#039;&lt;br /&gt;
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The oldest continuously-serving Martian division, the “Red Devils” were originally formed from an amalgamation of pro-Sol &amp;quot;Blue&amp;quot; SDF units during the [[Mars#The Martian World War|Martian World War]]. It served with distinction during the Martian World War and earned its nickname from the large amount of dust its units would kick up on the open plains of Mars. Following the War it was formally integrated into the Solarian Army as a division -- one of only a few SDF units in history to make the leap -- and has served with distinction since. It was the most-engaged division during the Mars Campaign of 2464, where the Red Devils drove hard across the Martian plains once again. Few members of the division perished in the Violet Dawn catastrophe thanks to its garrison being located in Kunlun, far in the Martian north. Despite this performance rumors that the 37th assassinated Prime Minister Frost have continued to swirl, and may haunt the division for decades to come. The traditional 37th patch is a red devil on a blue background, and is intended to show Martian unity with the Alliance.&lt;br /&gt;
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&#039;&#039;&#039;3rd Callistean Infantry Division, “Commonwealth Marines”&#039;&#039;&#039;&lt;br /&gt;
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Recruited primarily from the [[Callisto#Government|Port Authority of Callisto]], the Commonwealth Marines are the Army’s only unit which specializes into zero-gravity combat in spaceborne objects such as stations, ships, and EVA environments. The Commonwealth Marines and the Solarian Marines have an infamously poor relationship due to the 3rd Callistean’s use of the term marines in their name, and those of the division are known to get into off-duty brawls with Navy Marines in the Ringpole District. Callistean military police and CMPD officers generally let the Commonwealth Marines, who are quite popular on Callisto, go with barely a slap on the wrist. The division is easily recognized by their black berets with gold-and-red badges — a color choice deliberately designed to resemble the Callistean flag. The Marines&#039; traditional patch is a lion&#039;s head looking right with &amp;quot;BY DEEDS ALONE&amp;quot; written on a banner under it.&lt;br /&gt;
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&#039;&#039;&#039;4th Haiphongese Armored Division, “Habs on Wheels”&#039;&#039;&#039;&lt;br /&gt;
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Many [[New Hai Phong|Haiphongese]] divisions become hopelessly stuck in the quagmire of corruption which defines so much of life on the planet. Not the 4th, which has proven to be resistant to corruption since its founding in the mid-2300s. 4th tankers are primarily recruited from the crime-riddled Ton Gwai Pei, which many young Haiphongers are eager to escape. They are then trained in armored drills in the harsh deserts outside the megalopolises of New Hai Phong in the operation of the Army’s standard M35A6 tank modified for the environment of New Hai Phong. Generally of shorter builds to fit comfortably into their modified tanks, their gas masks — which they almost always wear while in their vehicles — are typically customized in the traditional Haiphongese style. Some are intended to call back to the hab the tanker came from, while others use the colors of gangs the tankers were previously affiliated with. The 4th was a major participant in the Mars Campaign, where its harsh-environment training and NHP-adapted tanks proved an unbeatable force on the Martian plains.  The Fourth&#039;s traditional path is a triangle divided into yellow, blue, and red sections with a tank track and cannons superimposed over the center and a &amp;quot;4&amp;quot; on top, and &amp;quot;HABS ON WHEELS&amp;quot; on the bottom.&lt;br /&gt;
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&#039;&#039;&#039;12th Silversunner Coastal Infantry Division, “Mistral”&#039;&#039;&#039;&lt;br /&gt;
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A relative oddity in the 2400s, the 12th is a unit specialized into waterborne operations due to its origins on [[Silversun]]. In addition to waterborne operations the 12th is trained to fight in harsh environments such as the jungles and rainforests of Silversun, and is often used by the local governor to track down and apprehend criminal elements — such as poachers — who believe the dense undergrowth can hide them from Solarian authorities. This duty has caused them to sometimes be referred to sarcastically as “the Army’s Park Rangers,” by other units, and this is a surefire way to become involved in a brawl if said to most 12th soldiers. Though most commonly known for the green camouflage “Silversunner” boonie caps they often wear on patrol, 12th officers prize their distinctive blue-and-silver kepis they are issued when commissioned -- a locally-permitted uniform modification -- though few wear them in the jungle due to fears of spoiling the cap’s fabric. The 12th&#039;s sleeve patch is a dawnflower on a blue shield.&lt;br /&gt;
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&#039;&#039;&#039;78th Infantry Division, (Colettish) &amp;quot;The Bloody 78th&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Prior to 2462, the 78th was the only regular Solarian Army division formed and active on [[San Colette]]. A typical example of a Solarian infantry division, it was unproven and untested when the civil war began. In the initial phases of the conflict it remained loyal to San Colette and secured government facilities against Navy incursion. It was frequently engaged alongside the [[San Colette#The Civil Guard|Civil Guard]], SDFs, militia units, and police departments during the War in the [[Human Wildlands|Northern Wildlands]], ultimately being split into two units: one on San Colette (1st Brigade), the other on D’Anzin (2nd Brigade). While victorious, the 78th was badly mauled by the conflict and is still in the process of regeneration and replacement, but has been given the nickname of “The Bloody 78th” for its tenacious defenses and its red-and-white unit patch.&lt;br /&gt;
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&#039;&#039;&#039;221st Infantry Division, &amp;quot;The Jäger Division&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Known as the Jäger Division on [[Visegrad]], the 221st is a Visegradi infantry unit of the Army specialized in unconventional warfare. Established by the [[Sol Alliance#Department of Defense|Department of Defense]] to combat any future unrest on Visegrad, the 221st is an airmobile unit with very limited armored assets — only having light vehicles and the occasional exosuit — composed of native Visegradi familiar with the planet’s countryside. Equipped with native-produced equipment — including a domestic rifle design intended to punch more easily through trees and underbrush — the Jäger Division is intended to operate without external support for long periods of time. Secessionist forces believed they had withdrawn in 2462, but were quickly surprised when the 221st began to mount attacks from the near-impenetrable Visegradi countryside. The Jägers were vital both in securing a foothold for Fleet Admiral Szalai’s counterattack and in retaking secessionist territory. The 221&#039;s patch is a szazlabu swinging between trees while holding a M469 rifle.&lt;br /&gt;
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===Notable Army Equipment===&lt;br /&gt;
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The &#039;&#039;&#039;Model 469 (M469) assault rifle&#039;&#039;&#039; is the standard-issue rifle of the Solarian Armed Forces, used by the Army, Marine Corps, Navy, and many System Defense Forces. The Army&#039;s variant is known as the &#039;&#039;&#039;M469A2&#039;&#039;&#039;. A durable, modular, cheap, and highly reliable weapon system, it has dozens of variants across the SAF and millions have been produced. It was originally designed for the Army before being adopted by other branches, and was produced exclusively by [[Zavodskoi Interstellar]] prior to the advent of the Solarian Corporate Authority in 2463 — now, it is produced by hundreds of different Solarian companies, and the SAF Ordnance Corps has acquired the gargantuan task of ensuring these hundreds of companies -- rather than just one -- meet SAF production standards. Despite post-2465 efforts to replace earlier rifles in use by SDFs with M469s, many SDFs and regular SAF reserve units still use the earlier M376 assault rifle.&lt;br /&gt;
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One of the most powerful tools available in Solarian Army operations is the &#039;&#039;&#039;M35A6 main battle tank&#039;&#039;&#039;. Though a thirty year old design at this point, the M35A6 has gone through six updates which have kept it on the level of other, competing tanks such as the [[Dominian Imperial Military#Imperial Army|Dominian Imperial Army’s]] JA-57/2 breakthrough tank. The A6 variant includes an improved targeting matrix and Energy/Laser Reactive Armor (ELRA) on critical surfaces, though it continues to consume a frightening amount of fuel while in operation. The relatively simple construction of the M35A6 has allowed a multitude of variants to be produced, including engineering minesweeping, Marine Corps (the M35A6MC), and bridge-laying variants. One of the most notable variants is the M35A6/NHP (New Hai Phong) used by the 4th Haiphongese Armored Division, a slightly smaller variation of the typical M35A6 which features a large atmospherics filtering system on its rear. The M35A6/NHP’s filters, originally designed to survive the environment of New Hai Phong, allowed it to excel on the Martian surface and on D&#039;Anzin.&lt;br /&gt;
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The &#039;&#039;&#039;M38A2 WAGS&#039;&#039;&#039; (&#039;&#039;&#039;W&#039;&#039;&#039;alking &#039;&#039;&#039;A&#039;&#039;&#039;ssault &#039;&#039;&#039;G&#039;&#039;&#039;un &#039;&#039;&#039;S&#039;&#039;&#039;ystem) is an unusual Solarian Army vehicle intended for use in harsh terrain environments. Packing the same armament as the M35 MBT, the WAGS is instead a large, exosuit-like system that travels on six legs originating from a central body featuring the turret and small crew compartment. Its limbs allow it a greater degree of mobility than a conventional ground vehicle at the cost of greater vulnerability to a mobility kill if its legs are disabled. While deemed ill-suited for the urban and suburban warfare that characterized much of the Army’s operations in the Northern Reaches, WAGS-equipped units saw action in the Martian Campaign and are commonly used as patrol vehicles in the Northern Reaches due to their greater mobility.&lt;br /&gt;
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The &#039;&#039;&#039;M15A4 infantry fighting vehicle&#039;&#039;&#039; (IFV) is an aging vehicle of the Solarian Army slowly being phased out of service, though budget issues have seen it remain in service in many divisions and rear-echelon formations. The M15A4 is stubby and box-like, with a remotely controlled autocannon. It can hold a squad of troops and deploy them in relative safety, then remain to support with its gun. Earlier M15 models known as the A3 can be seen in the hands of anti-riot police units across the Alliance and in Biesel, where the new nation had access to mothballed vehicles. [[Tau Ceti Armed Forces|Biesel models]] are referred to by the Army as the M15(B) and proved to be woefully inadequate at surviving IEDs on [[Mictlan]], leading to the creation of the A4 retrofit as a stopgap measure until the vehicles can be replaced. It is a common sight on Lycoris and [[Mars]], where it is used to carry squads of peacekeepers from place to place. Mechanized infantry are known to ride “boots out” on top of their A4, allowing for more visual observation of the vehicle’s surroundings and quicker dismounting — a potentially leg-shattering fall from atop an A4 is often better than being inside it if it hits a mine.&lt;br /&gt;
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Primarily associated with the 2nd Venusian, the &#039;&#039;&#039;AH-52 “Tarantula Wasp”&#039;&#039;&#039; multi-role helicopter is one of the Solarian Army Air Force’s most beloved designs. First used in 2452, the AH-52 is a modern design and was rapidly produced for the 2nd Venusian to replace its aging helicopter fleet. It is capable of carrying up to a squad of troops and supporting them with a vigorous array of weaponry while easier enduring hits thanks to judicious armor and an on-board shield generator. While not deployed during the Mars Campaign the AH-52 proved its worth during the Solarian Intervention in the Northern Reaches, where it was used to devastating effect by the 2nd Venusian. The AH-52 is currently being upgraded into the AH-52IP (standing for Improvement Package), which enhances its electronic countermeasures (ECM) and energistics ablative countermeasure system (EACS),&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Basilisk Armored Exosuit&#039;&#039;&#039; is one of the most common Solarian Army “vehicles” in operation. Though dated in its design, as the Basilisk’s original frame dates to the late 2420s, it is capable of being surprisingly mobile thanks to its four-legged design and can be equipped with a vast array of weaponry and equipment, effectively allowing it to serve in any environment. Basilisks are also used by the Solarian Marine Corps and the Navy, and these variants are almost always more modern designs than their Army equivalents. Thanks to its flexibility and armament the Basilisk is easily capable of handling most ground-based threats short of heavy tanks on the battlefield and readily outclasses the improvised exosuits of the [[Tau Ceti Foreign Legion]], which it demonstrated itself as easily capable of destroying during the 35th Fleet’s incision.&lt;br /&gt;
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==System Defense Forces==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Nowhere is the state of our armed forces more obvious than in the miserable condition of many local forces. They are, seemingly as a rule, under-equipped, under-funded, and under-motivated. What I would give for every one of them to resemble [[San Colette]]!”&amp;lt;/i&amp;gt; - Fleet Admiral Ingrid von Varnhagen und Langenburg, commanding officer of the First Battlegroup, in an interview with the SANN recorded on 16 August 2462. &amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Militia Visegrad.png|400px|thumb|Many local military forces, such as those on [[Visegrad]] found themselves sorely tested by the Collapse. Many collapsed, unable to endure the pressure.]]&lt;br /&gt;
An institution that predates the Interstellar War, System Defense Forces (SDFs) are intended to serve as local military forces when the SAF&#039;s regulars are either unavailable or in need of additional forces to support its operations. Many SDFs defected during the Interstellar War, which greatly reduced their prestige in the eyes of the SAF and their importance in the eyes of Unity Station. Loyalist and Coalition SDFs sustained some of the highest rates of losses during the Interstellar War due to their poorer training and equipment, and many on both sides simply dissolved at the war’s end due to these losses.&lt;br /&gt;
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Solarian SDFs historically suffered from much of the same problems their Interstellar War counterparts did. Due to being funded primarily by the system they are stationed in, many have outdated equipment and poor training. This caused a lack of respect from the SAF&#039;s regular forces, which viewed them as underfunded, undertained, undermotivated, under-everything units likely to run at the first sign of combat. While there are some exceptions to this rule, such as the well-funded and, as a result, well-trained and well-equipped [[San Colette#The Civil Guard|Colettish Civil Guard]], most existing SDFs prior to 2462 were barely able to patrol and secure their immediate surroundings without SAF assistance, let alone fight off serious threats. Compounding these issues was a pre-2465 regulation which impacted all SDF vessels: due to the mass defections of many during the Interstellar War no SDF vessels were equipped with warp drives capable of warping without a warp gate’s assistance. Though originally intended as a safeguard against further SDF defections, this regulation greatly limited their capabilities, and has rendered them only able to patrol areas with ready access to warp lanes.&lt;br /&gt;
&lt;br /&gt;
During the Solarian Collapse these faults were laid bare for the entire Spur to see in dramatic fashion. Most SDFs stood no chance against [[Human Wildlands#The Southern Fleet Administration|emboldened pirates]] or [[Human Wildlands#The Solarian Restoration Front|rogue Navy forces]] as, for many of them, the largest ships they had access to were outdated and often poorly-maintained frigates, one of the smallest classes of combat-capable ships in the SAN. While some SDFs possessed larger vessels such as cruisers, only a handful possessed anything capable of challenging capital ships. Faced with destruction or defection, many SDFs opted to join local warlords or occupying forces, such as Biesel, for protection and, much like their Interstellar War counterparts, steady pay. Some, motivated by patriotism or a desire to ensure the safety of those they protected, fought to the bitter end or managed to retreat to the Inner Ring.&lt;br /&gt;
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The SDFs that survived the Collapse relatively intact, such as the Civil Guard and other forces of the Middle Ring Shield Pact or the Visegradi NDF, or successfully retreated to the Inner Ring are some of the most battle-hardened forces of the Alliance, and many vessels which retreated to the Inner Ring were retrofitted and integrated into the Navy itself. Though they could not stabilize the Wildlands on their own the SDFs of the Northern and Southern Reaches performed more effectively than almost anyone imagined, and have vindicated themselves in the eyes of the Solarian military. Those which have survived — and remained loyal to Sol — are rapidly being rearmed and modernized. For the first time in modern history, SDFs are being equipped with independent warp drives which will — in theory — give them a greater degree of autonomy and free up Navy assets from patrols.&lt;br /&gt;
&lt;br /&gt;
In the late 2460s the Alliance&#039;s remaining SDFs bear little resemblance to the paltry local forces of the pre-civil war Alliance. Though many still rely on hand-me-down equipment, more and more of their regular troops are equipped as well as their counterparts in the regular SAF. Their training and funding have likewise improved, and the SDFs now sit on the JMC alongside the Alliance&#039;s other branches. For the first time in their history, they have the respect they deserve, and the funding they have always desired. When the next war comes, and it may come soon, the Alliance&#039;s local forces will stand tall, proud, and ready for whatever comes at them.&lt;br /&gt;
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===Notable System Defense Forces===&lt;br /&gt;
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The &#039;&#039;&#039;Peorian State Guard&#039;&#039;&#039;, often known as the State Guard, is the standing military of the [[Solarian Reconstruction Mandates#New Peoria|Solarian Republic of New Peoria]]. Taking inspiration from its colonial origins — the United States — the State Guard is composed largely of reservists who hold full-time civilian jobs and is built around a small cadre of full-time officers and administrators. Its use of reservists makes the State Guard one of the Alliance’s largest per capita SDFs, but it is notably smaller than the nearby Colettish Civil Guard. It additionally suffered from equipment issues, with much of the area’s heavy weaponry prior to 2462 instead being routed to [[Konyang]] or [[San Colette]]. It was bloodied during the Solarian Civil War and could not stop the Solarian Restoration Front from temporarily seizing control over the planet in 2465. Several regiments of the State Guard escaped into the planet’s countryside and continued to fight against the SRF until their defeat by the Solarian Navy later that year. The 3rd Peorian Infantry Regiment, &amp;quot;All-Peorian Regiment,&amp;quot; escaped to San Colette and fought valiantly during the battle for the planet’s major cities, where it faced against the SRF-aligned Lycorii National Defense Force in the Battle of Nueva Isabel. Now, in a post-civil war world, it is being re-equipped with heavy weaponry by the [[Sol Alliance|Alliance]], and is set to become a tough nut to crack for any future invader.&lt;br /&gt;
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Also in the Northern Reaches is the now-disbanded &#039;&#039;&#039;Lycorii National Armed Forces&#039;&#039;&#039;, or LNAF. Prior to 2462 the LNAF was one of the best-equipped SDFs in the Alliance and was well-known for the distinctive red lycoris flower its members would wear in their helmet webbing or hat bands. With the start of the Solarian Civil War in 2462 the LNAF, already a right-learning organization due to [[Solarian Reconstruction Mandates#Lycoris|Lycoris]]’ politics, was absorbed into the Solarian Restoration Front and became an instrument of both genocide at home and destructive warfare in the support of fascism abroad, with multiple officers of the LNAF convicted of crimes against humanity in the postwar era. Much of its offensive strength was spent in the [[San Colette#The War in the Northern Reaches|Battle of San Colette]], and many remnants surrendered to the Solarian Army in 2465 with the fall of the SRF. The hardened core of the LNAF – the worst of its worst – fled into the countryside or hid in the cities of Lycoris and now fight against the Alliance as insurgents, striking terror into the very people they swore to protect. Post-civil war Lycoris has no SDF, instead relying on the Solarian military – primarily the Army – for protection, and Army patrols snaking their way through the forested countryside of the former industrial capital of the Northern Reaches have become a common sight.&lt;br /&gt;
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The &#039;&#039;&#039;Igman Defense Service (IDS)&#039;&#039;&#039; another Northern Reaches SDF. Responsible for protecting [[Solarian Reconstruction Mandates#Novo Igman|Novo Igman]], the IDS is a relatively small force built around a core of long-service professionals and is heavily mechanized. IDS troops had better equipment than most other SDFs prior to 2462, and resisted attacks during the civil war for longer than other forces. When the Solarian Restoration Front declared victory over it, the IDS went into the countryside and the cities, where it waged a successful guerrilla war against the SRF that ejected them from the planet. Some units were evacuated prior to the collapse of organized resistance and went on to fight in the Battle of San Colette, where the 22nd Armored Regiment, known as “Raróg Force,” fought alongside Colettish tanks, and the [[San Colette#The War in the Northern Reaches|Battle of D’Anzin]], where the 65th Infantry Regiment (Mechanized) fought alongside a motley collection of mercenaries, [[San Colette#The Civil Guard|Colettish forces]], and other SDF troops to hold the line. In the postwar era the IDS, thanks to the secure nature of Novo Igman,  has seen some of its units deployed to Lycoris to support regular Army troops, where the Igmani have proved themselves capable fighters against the Front’s insurgent forces.&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
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		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=38798</id>
		<title>User:NewOriginalSchwann/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=38798"/>
		<updated>2026-03-20T22:24:37Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* The Solarian Marine Corps */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Sol Navy.png|thumb|alt=Flag of the Navy of the Sol Alliance.|The ensign of the Solarian Navy, once flown from Earth to the Solarian Frontier.]]&lt;br /&gt;
Following the Collapse and the start of the Solarian Civil War, an effort was undertaken by reformists in the Solarian military, such as Minister of Defense Lucien Courtois, to reform the SAF and cut out much of the decay and rot which had taken root over the years. While their purges of the Navy’s ranks — and of many SAF staff — hampered a quicker response to the conflict, their efforts have been vindicated by the SAF’s success in bringing a decisive end to the Solarian Civil War in the summer of 2465. Today, the SAF has a new mission: defending the Reconstruction Mandates and protecting the borders of an ascendant Alliance.&lt;br /&gt;
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Some, however, believe the SAF will soon be used for more sinister purposes, and many in Biesel and the Coalition look upon it with alarm as the Alliance begins to exert itself in the Spur once again.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The Solarian military is dedicated to [[Mars#The Violet Dawn Explosion|destroying]] [[Xanu Prime|whatever]] it [[Human Wildlands|touches]], and will not hesitate to destroy [[Gadpathur|you]] if you show them weakness. Show them no mercy, for they showed your [[Gadpathur#The War|ancestors]] none!”&amp;lt;/i&amp;gt; - Excerpt from a [[Gadpathur|Gadpathurian]] anti-Solarian booklet intended to be distributed to children age 8-10.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Solarian Armed Forces have a history which stretches back to 17 July 2143, shortly after the founding of the Solarian Alliance. Its origin was not a happy one. Though it took almost a decade to hash out the terms of the Alliance, most parties (with the exception of Switzerland) on Earth agreed to join it by 2140. However, the idea of surrendering military autonomy to a supranational government was a point of concern for many members of the newly-formed supernational union, particular the two superpowers of the USA and USSR. Both were extremely hesitant to surrender their spacebound military capabilities to the Alliance, and, further compounding issues, both argued that they deserved to host the headquarters of the Alliance’s military command structure.&lt;br /&gt;
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It took three grueling years of back-and-forth negotiations between the Alliance and its members to resolve the issue of the SAF. Ultimately a compromise was reached regarding the Alliance’s military command which settled the pressing issue of who would host the admiralty of (and thus be able to exert significant influence in) what is now known as the Solarian Navy. The compromise placed the admiralty on a place where no Earth nation could, in theory, influence it: Harmony City, Luna. While the USA and USSR were not happy, they were both begrudgingly content to accept it, as while one wouldn’t be able to control it, their rivals couldn’t either. The position of the admiralty on Luna and the relative independence offered to it due to this would, in the decades and centuries to come, have truly dire consequences.&lt;br /&gt;
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In the century between the Alliance’s formation and the Interstellar War, the SAF was plagued by interservice rivalry between the Solarian Army and Solarian Navy which, while never turning to violence, defined much of the SAF’s trajectory before 2275. The Navy claimed it was of more importance due to securing Sol’s interstellar lanes of commerce and policing piracy, while the Army claimed it was of more importance due to protecting the colonies themselves and ensuring the Alliance was internally stable. The Army-Navy conflict prior to the Interstellar War has been viewed by some Solarian scholars as a microcosm of the future civil war: the Navy tended to be dominated by Inner Ring citizens, particularly those from Luna, and the Army tended to draw its personnel locally, leading to a large proportion from the Outer Ring and further afield colonies. &lt;br /&gt;
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This conflict, and the broader schism in the Alliance, would be brought to its bloody conclusion in 2275 with the start of the Interstellar War, the SAF’s largest and most costly conflict even two centuries later. It would tip the Army-Navy struggle decisively in the Navy’s favor as many Army units, recruited locally and unpaid for months due to the ongoing financial crisis, defected to the Coalition while few Navy units did the same, and those that did were often swept under the rug or otherwise disowned. While the Navy, and loyal units of the Army, fought fiercely — and in some cases, such as Gadpathur, committed horrific crimes in the name of Solarian unity — they were unable to defeat the Coalition due to its dogged defensive fighting. A peace treaty, the Treaty of Xansan, was ultimately signed in Geneva in 2287, bringing over a decade of warfare to a close and permanently shattering Solarian hegemony over humanity.&lt;br /&gt;
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To the Navy, which believed it could have won the Interstellar War, the Treaty of Xansan was seen as a betrayal of the venerable Navy by spineless politicians — a slap to the collective faces of Navy officers who had put their lives on the line defending the Alliance by cowardly politicians obsessed with their careers who had never spent a day in uniform. It incensed them, and they began to plot against it in secret. Decisive action was needed to ensure Sol remained intact, and who better to take it than the Navy, its most steadfast institution?&lt;br /&gt;
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While it ultimately failed in its goal of revoking the Treaty of Xansan, the Revolt of the Officers on 18 May 2289 forever ensured the Navy would have a voice in politics. The coup attempt’s goals were simple: overthrow the civilian government and declare the Treaty of Xansan null and void, then resume the Interstellar War and fight until the Alliance’s hegemony was once again established. The plan, however, began to fall apart almost immediately due to one factor the coup’s mastermind, Admiral Terrence Hopper, had not accounted for: that the Army guard stationed at the Alliance’s then-capital in New York City would not go along with their conspiracy, leading to an active gunfight outside the capitol building between Army guards and Navy marines. Ultimately the Army, with support from local member state forces and ordinary civilians, repulsed the attack and the coup was seemingly aborted. But it was not as simple as it seemed, however, as the admiralty, in the days after the coup, cut a backroom deal with the civilian government: the Revolt of the Officers would be swept under the metaphorical rug by being blamed on radical elements and the Navy would be given a political voice. In exchange, the Navy would continue to protect the Alliance from interstellar threats. Hopper himself, the Butcher of Gadpathur, would avoid justice once again and remain active in politics until his death on Luna in the 24th century, and ultimately shaped Solarian fascist thought up until the present day.&lt;br /&gt;
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Effectively, the Navy had used its position to extort the government. Emboldened by this, and how close they had come to controlling the government through violence, the Navy became more and more influential as the decades continued on. It also became more corrupt and less efficient, as political connections became more important than ability and Caesarism infected its ranks. Ultimately, the decision to place it on Luna, where it could not be controlled by a power on Earth, had made the Navy accountable primarily to itself rather than the civilian government based upon Earth and, post-2300, Unity Station. Its pet project, the Solarian Marine Corps, was hardly any better. For many Solarians the Navy has failed them time and time again as an institution, and nowhere is this more clear than in the Solarian Collapse of 2462. Rather than protecting the Alliance many Navy forces, more loyal to their Admirals than their nation, defected and have rampaged across the Middle and Outer Rings.&lt;br /&gt;
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The Army, meanwhile, did have civilian authorities to answer to due to being headquartered on Earth. Post-Interstellar War the Army was placed through multiple reforms which transformed it from a sluggish, inefficient institution which lost much of its strength to defections into a force capable of defending the Alliance’s planets and government from all enemies — whether they be foreign or domestic. Where the Navy failed the Army has succeeded, particularly upon Mars, where it — in mere weeks — brought the red planet back into nominal Solarian control.&lt;br /&gt;
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The painful reforms spearheaded by SecD Courtois during the civil war have been dramatically vindicated by the SAF’s performance during its 2465 intervention in the civil war, where it rapidly outmaneuvered and outperformed the Solarian Restoration Front and Coalition-backed League in a rapid campaign. Both warlord statelets collapsed under the SAF’s relentless offensive and the Alliance’s flag once again flew from above capital cities across the Northern Reaches, with the pro-Solarian Middle Ring Shield Pact having been peacefully reintegrated, and both League and SRF authorities totally collapsing. In the Southern Reaches, both local governments — already de facto part of the Alliance — were brought back into the ASSN officially. The Solarian Civil War ended in mid-2465 with a decisive victory for the government, though one tainted by the loss of many systems to the Republic of Biesel.&lt;br /&gt;
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With the end of organized resistance by major secessionist forces the SAF has found itself engaged in mop-up and counterinsurgency operations across the Northern Reaches. In the Southern Reaches it busies itself in piracy suppression and — unofficially — “rat transportation” runs of military equipment to anti-Biesel insurgents still fighting for the Alliance in the Hinterlands. The Alliance’s armed forces stand with their nose bloodied but unbroken, and remain a capable military force — especially with a newly reestablished and growing military relationship with the nearby Empire of Dominia providing them with an effective counterweight to Elyran and Coalition influence in its south.&lt;br /&gt;
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==Operational Strategy==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The size of the imperialist Alliance makes it clumsy and slow to react. We must strike where it is weak, and chip at its foundations. Only through attrition will our victory come,”&amp;lt;/i&amp;gt; - Cadre Leader Naveen Shankar speaking to the crew of his vessel before a patrol, mid-2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Managing the Solarian Armed Forces, the largest organized fighting force in the modern Spur, at the operational level is a titanic undertaking which has seen liter after liter of ink spilled on the pages of military manuals, academic projects, and Solarian government documents. The Alliance has been, in its history, the single largest nation in the Spur, and required a great deal of thought to manage its territory. Its losses in the Interstellar War and its aftermath, including the Elyran Revolution, have shown it does not always succeed in its operational strategy. Furthermore, prior to SecD Courtois’ reforms in 2462-63 the Alliance had long lacked a centralized command and control system, with various military high commands such as the Solarian Navy Admiralty on Luna instead reporting to the Secretary of Defense independently of the other branches. This led to naval over-representation, inefficiency, and virulent interservice rivalries.&lt;br /&gt;
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In December 2462 SecD Courtois chose to address this problem by creating the &#039;&#039;&#039;Joint Military Command&#039;&#039;&#039;, or &#039;&#039;&#039;JMC&#039;&#039;&#039;. Consisting of eight members — one from each service plus a SDF representative, a chair and vice chair (both from different branches), and the military’s chief logistics officer — the JMC is designed to reduce inefficiency in the SAF by fostering cooperation. Its trial by fire, the [[Mars#The Solarian Reunification Campaign_(2462 - present)|Martian Campaign]], was a success, with Army forces fighting using previously unseen levels of naval support from orbit. The Alliance’s rapid victory in the civil war seems to have further vindicated the JMC and Courtois, with its branches having worked together at levels unseen since the Interstellar War, and having won decisively.&lt;br /&gt;
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The overall mission of the Alliance’s military is twofold. First, it must ensure the Alliance’s territorial integrity is maintained and protected against external aggression, such as Biesel’s annexations in 2462, and internal unrest, such as the Solarian Civil War of 2462-65. Second, and less publicly, is to ensure the Alliance’s lost territories can be recovered from those currently occupying it. Prior to 2462 this was centered around the Coalition of Colonies and Republic of Elyra. Since 2462 the Alliance’s strategic thinking has shifted to a potential reunification war against the Republic of Biesel, which is known in its media as the Republic of Tau Ceti. Politicians talk of war and generals plan military exercises, but none can seriously considering the prospect of causing another Interstellar War — right?&lt;br /&gt;
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===Solarian Military Commands===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Persistent Excellence, Persistent Readiness,”&amp;lt;/i&amp;gt; - Motto of Sol Alliance Northern Command.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian military operates in four combat commands — multi-branch organizations that answer to the JMC, though they predate it — responsible for operations in different parts of the Alliance: North, South, Central, and [[Sol|Sol System]]. Though all four commands have been historically dominated by the Navy, post-2462 reforms and an excellent performance in the civil war have seen the Army — and local SDFs, though to a lesser extent — exert more influence over the combat commands, particularly Northern Command. Due to being regional, the four commands all have slightly different responsibilities, though three of four have a point of overlap: [[Republic of Biesel|Biesel]], which has seen itself become a strategic priority for the Alliance since its rapid — and illegal, in Solarian eyes — annexation of great swaths of the Alliance.&lt;br /&gt;
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Northern Command (&#039;&#039;&#039;NORCOM&#039;&#039;&#039;) is based on [[San Colette]] and has responsibility for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Northern Reaches]], the Coalition border near Konyang, and the northern border of Biesel. It is commanded by General Patrick Edwards, a veteran Solarian Army officer who previously served in the Martian and Lycorii theaters. NORCOM’s daily responsibilities are mostly concerned with maintaining the ongoing low-intensity conflict against the remnants of both the Solarian Restoration Front and League of Independent Corporate-Free Systems in the Northern Reaches, with its Army troops stationed on Lycoris and involved in counterinsurgency operations, and many of its naval patrol squadrons policing warp lanes for League remnants. More importantly, it is expected to be the first to defend or attack in the event of a war against the Coalition, being home to the legendary 1st Battlegroup and its vaunted Fleet Admiral, Ingrid von Varnhagen und Landerberg. Also at Edwards’ disposal are the veteran SDFs of the Northern Reaches, sans Lycoris, that cut their teeth in the fighting of the civil war and have seen the quality of their equipment rise dramatically post-2465.&lt;br /&gt;
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Central Command (&#039;&#039;&#039;CENTCOM&#039;&#039;&#039;) is based on Silversun and has responsibility for the Inner Ring and the central border with [[Republic of Biesel|Biesel]]. It was, from 2462 to 2465, home to the orphaned northern and southern commands due to its location. While it shrunk significantly in 2462 — losing its Coalition border and much of its territory to Biesel — it has remained effective under the leadership of Admiral Bahri Özkan, commander of the 25th Fleet prior to assuming command of CENTCOM in 2464. Özkan’s forces face Biesel’s [[Tau Ceti Armed Forces#Zoleth Line|Zoleth Line]] — a multi-layered defensive formation — and are expected to pin down the [[Tau Ceti Armed Forces|Republic’s forces]] by threatening it with an offensive. At his disposal are veteran naval formations and Army troops, many of whom he has seen equipped with electronic warfare and incendiary weapons to counter Biesel’s synthetic and vaurca troops.&lt;br /&gt;
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Sol System Command (&#039;&#039;&#039;SOLCOM&#039;&#039;&#039;) is based on [[Callisto]] and is a unique command that only supervises one system, the Sol System, rather than a region of the Alliance. Considered to be a strategic reserve for any future wars, it is under the command of Admiral Yaoting Kong. Known as “King Kong” by his subordinates due to his large build and love of the Monkey King franchise, Admiral Kong’s combat command is centered around logistics and training rather than combat. He is also responsible for the Sol System’s security, and is the first admiral to work with civilian fleet organizations such as the [[Callisto#Government and Politics|Callistean Port Authority]] in a new anti-smuggling campaign.&lt;br /&gt;
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Southern Command &#039;&#039;&#039;(SOUCOM&#039;&#039;&#039;) is based on Visegrad and is responsible for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Southern Reaches]], the southern border of Biesel and the Hinterlands, the southern border of the Alliance, and coordination with the nearby Empire of Dominia. Managing these operations is Admiral Monika von Schintling, a senior flag officer of the Solarian Navy with experience in the civil war and in the Southern Reaches. Underneath her is the veteran 6th Battlegroup, formed of loyal Middle Ring Battlefleets, and officers seasoned by years of anti-piracy experience. Alongside these duties von Schintling’s command is responsible for the “rat transportation” network of transporting supplies to pro-Solarian insurgents in the Hinterlands and coordinating with the Dominian Imperial Military, which had rebounded in prominence to SOUCOM following the civil war’s end. Once responsible for carrying out a theoretical war against [[Republic of Elyra|Elyra]], SOUCOM is now expected to work with CENTCOM in the event of a war against [[Republic of Biesel|Biesel]] — punching through the south and striking at [[Tau Ceti]] while CENTCOM forces hold the Zoleth Line garrison in place and NORCOM strikes downwards.&lt;br /&gt;
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===Joint Military Command Personnel===&lt;br /&gt;
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The military officers chosen to be part of the Joint Military Command are experienced officers and expected to represent the best of their services — they are perhaps the most experienced military officers in the Spur — and report to the prime minister and Secretary of Defense. The below individuals are the first ever to hold positions in the JMC, with their terms having started in January 2463, and will last until December 2468: a five-year term designed to make them loyal to the government itself rather than whatever SecD appointed them.&lt;br /&gt;
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The Chair of the Joint Military Command (CJMC) is &#039;&#039;&#039;Admiral Giorgio Palazzi&#039;&#039;&#039;, a fifty-year veteran of the Navy and former dean of the Alliance’s primary naval academy. Palazzi is a rare example of a veteran [[Luna|Lunarian officer]] with doctrinally conservative views who remained loyal to Courtois rather than retiring in 2462-63. He is a serious-faced, flint-eyed man who organized the evacuation of Solarian assets from Biesel during its secession and helped coordinate much of the Alliance’s victory in the Northern Reaches in 2465. Palazzi is seen by some as a compromise between the Navy’s conservative and reformist factions, with Courtois and the Chief of Naval Operations firmly reformist but Palazzi representing the best — and perhaps the last — of the Navy’s pre-2462, anti-Coalition operational strategy. As CJMC Palazzi holds no military command — leaving that to other members of the JMC — and serves as both an overall coordinator of its members and is a liaison between the JMC and the civilian government.&lt;br /&gt;
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The Vice Chair of the JMC (VCJMC) is &#039;&#039;&#039;General Valerie Yang Liao&#039;&#039;&#039;, formerly commander of the [[Callisto|Callistean Marines]] and a 35 year veteran of the Army. Commonly known as VYL (pronounced “Vile,” to the general’s amusement), Liao cut her teeth fighting against pirates on Konyang and Port Antilla as a young officer before leading the Callistean Marines during the anti-Frost coup. She is more aligned with Courtois and was given the role of VCJMC after demands by the Army to avoid Navy dominance of the JMC. In her day to day work Liao serves as a ground-based counterpart to Palazzi, and was vital in ensuring the Alliance’s victory on Mars and throughout the Northern Reaches.&lt;br /&gt;
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&#039;&#039;&#039;General Richard B. Sloan&#039;&#039;&#039;, also known as “Mad Dog” to his marines, is the current Commandant of the Solarian Alliance Marine Corps (CSAMC), representing his marines on the JMC. He acquired his nickname when only a Lieutenant with the 1st Marine Division: after his visor was cracked during a boarding operation, he grabbed a nearby roll of tape in the ship, taped over it, and continued leading his unit. On the tape was, appropriately, a dog-themed pattern, and a nickname was born. After replacing the previous commandant — a Frost loyalist — Sloan embarked on a mission to reduce corruption in the ranks and mend fences with the Army and Army Air Force. Multiple units were nearly completely dissolved and reorganized, and he made the unpopular decision to take a funding cut and redirect it to the Army — an act that has done much to repair intraservice relations.  Sloan fought hard for his reforms and was vindicated by his marines’ performance in the Northern Reaches, where they served with distinction and cooperated effectively with the Army.&lt;br /&gt;
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&#039;&#039;&#039;General Chi Hoa Phan&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army (CSSA). Former commander of the [[New Hai Phong|4th Haiphongese Armored Division]], she has been a tireless advocate for the Army’s funding and development in the face of its successes on Mars and in the civil war. Phan — like other members of the JMC — holds no combat command as CSAS but is known to frequently tour the Army’s major mission areas, and has been active in the development of new and better vehicles for the Army. She also abandoned several expensive Frost-era programs to equip the Army with energy rifles instead of their M469A2s, citing it as an unnecessary waste of taxpayer funds and, “corporate welfare,” for [[Zavodskoi Interstellar]], which continues to hold onto chunks of the Solarian defense industry.&lt;br /&gt;
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&#039;&#039;&#039;General Raymond Spaatz&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army Air Force (CSAAF). Originally from [[Silversun]], he has served the SAAF for fifty years — starting as a cadet — and is the oldest member of the JMC. He is expected to retire after his term ends. A bomber pilot by training, Spaatz is widely viewed as one of the preeminent scholars on SAAF operations during the Interstellar War and is a published author on the subject. Building on the successes and failures of the historical SAAF, Spaatz helped to establish a new doctrine for the military’s air component centered around attacking enemy infrastructure targets and providing close support to ground troops. He is additionally responsible for increasing coordination between the SAAF, SDF air forces, and the Navy through his formation of Air-Land-Space Operation Commands on planetary theaters of operation.&lt;br /&gt;
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&#039;&#039;&#039;Admiral Franziska Sibylle von Varnhagen&#039;&#039;&#039; is the current Chief of Naval Operations (CNO). A member of one of the Alliance’s most prominent naval families, von Varnhagen is the aunt of the First Battlegroup’s commander, Fleet Admiral Ingrid von Varnhagen und Langenburg. She was one of the admirals who saw the [[Sol Alliance History#2460-61: Michael Frost Ascends to Power|anti-Frost coup attempt]] was successful by commanding naval forces around Earth to stand down during the crisis. Since 2462 she has worked with Courtois and Solarian law enforcement to ensure the remains of Frost’s loyalists are purged from the Navy’s ranks, and has promoted loyal junior officers to fill these vacancies. However, many of von Varnhagen’s new cadre remain Lunarians — both due to much of the Alliance being cut off until 2465 and due to her status as a member of the moon’s naval aristocracy. Since 2465 she has become a major driver behind the restoration of Unity Station-Moroz naval ties, viewing the Empire as a natural counterweight to Elyra in the south.&lt;br /&gt;
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&#039;&#039;&#039;Lieutenant General Máximo Ruiz Navarro&#039;&#039;&#039;, [[San Colette#The Civil Guard|Colettish Civil Guard]], is the JMC’s current Chief Liaison for System Defense Forces (CSDF). Navarro is the most recent addition to the JMC, having joined it in December 2465, and represents the many SDFs of the Alliance, with his goal being to advocate for their interests and needs. Prior to assuming this position he was involved in the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], fighting on Lhokgon, New Peoria, and D’Anzin during 2465. Cut off from central command on San Colette proper during the final days of the battle for its system, he led an ad-hoc formation of Civil Guard units, SDF forces, militia, and mercenaries to fight against invading Solarian Restoration Front units. This force — called the Navarro Brigade by some — held out until regular Solarian forces arrived, and made its commander a hero of D’Anzin.&lt;br /&gt;
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&#039;&#039;&#039;General Mbwana Oyenusi&#039;&#039;&#039;, Quartermaster General of the Solarian Armed Forces (QMSAF), is a Solarian Army officer who previously served as its chief logistics officer, and now carries out the same duty for the entire SAF. An extremely talented, though doubtlessly overworked, man, Oyenusi has the unenviable task of ensuring the military logistics apparatus is ready to handle any and all situations thrown at it, ranging from military operations to training to disaster relief. While he does not have a combat command, Oyenusi is responsible for the operation of many supply routes run by military, merchant marine, and civilian-operated vessels. Already bald, Oyenusi jokes he would have lost all of his hair from stress if any remained. Prior to joining the SAF, Oyenusi worked as a logistics manager on [[Callisto]], where he helped manage a family-owned logistics firm alongside his father.&lt;br /&gt;
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==Logistics and Standardization==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Equipping millions of soldiers, sailors, and marines – let alone our reserve units in our member-states – is stressful enough to make women gray and men bald, prime minister. They chose me because I was already bald,”&amp;lt;/i&amp;gt; - General Mbwana Oyenusi, Quartermaster General of the SAF, to PM Strom, 29 June 2467.&amp;lt;/center&amp;gt;&lt;br /&gt;
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As the largest organized military in the modern [[Orion Spur]], simply maintaining the SAF requires an extensive logistics network which must be ready to expand quickly — and dramatically — in the event of a war, disaster, or crisis. This logistics system is under the leadership of the &#039;&#039;&#039;Solarian Armed Forces Ordnance Corps&#039;&#039;&#039; and &#039;&#039;&#039;Quartermaster General Mbwana Oyenusi&#039;&#039;&#039;. Both the Navy and Army operate a large fleet of support craft ranging from humble cargo shuttles to the Navy’s massive Atlas-class mobile fleet repair vessels, and numerous civilian businesses and vessels operate in contracts to support the SAF by producing or moving supplies to wherever they are needed. While megacorporations such as Orion Express have expressed interest in acquiring transportation contracts from the SAF, the [[Sol Alliance#Economics|Solarian Corporate Authority (SCA)]] has consistently refused any megacorporation contracts with regard to matters of national security, citing the existence of the [[Stellar Corporate Conglomerate]] as a major security risk due to its close ties with Biesel.&lt;br /&gt;
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Production of Solarian military equipment was, prior to 2462, the domain of [[Hephaestus Industries]] for shipbuilding and [[Zavodskoi Interstellar]] for almost everything else. With the advent of the SCA in 2463 this production has diversified into a dizzying array of small to medium-scale firms across the Alliance, though Hephaestus facilities on New Hai Phong and Zavodskoi ones on [[Luna]] remain producers, which have at times struggeld to meet the quotas previously reached by megacorporate logistics systems. Despite this diversification in supply sources the SAF has retained a key aspect of its logistical success: its policy of standardization in caliber and uniforms, which has greatly simplified the process of supplying the typical Solarian infantryman. They — with some exceptions — use 5.56 Solarian rounds and a standard set of camouflage-conforming fatigues whether they are a marine in orbit or a system defense force reservist in a muddy foxhole.&lt;br /&gt;
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Also standardized is the Alliance’s rank system, which it inherited from the Earther governments which preceded it. Alliance military enlisted have ranks which correspond to the enlisted scale, ranging from OR-1 to OR-9, and officers having a similar scale, ranging from OF-1 to OF-10. Both have space for specialist ranks such as the senior enlisted advisors of Joint Military Command officers, and the scale system is used by every organized military and System Defense Force throughout the Alliance. With each branch — Army, Navy, and Marines — having different rank names and the Alliance’s dozens of SDFs having their own variations, this system is vital to preventing confusion during joint operations such as the Martian Campaign or the ending phase of the civil war.&lt;br /&gt;
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While durable and able to supply the Alliance’s military forces with whatever they need — with units requiring everything from ration-filled crates to artillery shells to naval-grade fuels to toilet paper — the immense amount of investment required to provision the SAF has made it difficult to introduce new weapons and technologies at a large scale. While Biesel, Galatea, and Elyra have moved away from a ballistics-first military and seen their logistics need lessen due to ammunition being rechargeable — though in [[Republic of Elyra|Elyra’s case]], many of their energy-based weapons retain conventional ammunition systems — the Alliance has not due to the prohibitive cost of setting up production capacity to replace the millions of standard-issue M469 assault rifles already in service. Energy weapons remain experimental or limited-issue in Solarian service, and pre-2462 attempts to introduce them were stymied by inefficiency and corruption.&lt;br /&gt;
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Unique among major powers, the Alliance provides a license to produce some military equipment to entities approved by the [[Sol Alliance#Government|Solarian Senate]]. These include approved mercenary units such as the [[Private Military Contracting Group#Eridani Private Military Contractors|Eridanian Golden Fist]], the [[Eridani Federation Military|Eridanian military]], and the [[Dominian Imperial Military]]. The [[Empire of Dominia]] has purchased licenses for several Solarian weapon systems, including incendiary grenades, and produces them locally, while the [[Eridani Federation|Eridani Federation’s]] unique status in the Alliance allows it to both produce local equipment to outfit its private military contractors and to fill gaps with Solarian equipment where needed. Much of the heavy equipment used by [[Private Military Contracting Group#Ringspire|Ringspire]] on [[Adhomai]] was made through this program, with license-produced Solarian Army vehicles performing well in the PMC’s butchery.&lt;br /&gt;
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===Non-Humans in the Solarian Armed Forces===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“As far as I’m concerned? The Ban didn’t go far enough! We should carpet bomb their whole [censored] [[Adhomai|planet]], really give them a [censored] taste of what they did to us [https://forums.aurorastation.org/topic/2816-sol-alliance-news-network/?do=findComment&amp;amp;comment=141866| here]! Send the Navy in and have them clean it up! Get those [censored] [[Unathi|lizards]] too!”&amp;lt;/i&amp;gt; — Anonymous [[New Hai Phong|New Hai Phonger]] speaking to the Solarian Alliance News Network in the aftermath of bombings carried out by the [[Tajaran Emigration#Tajara Revolutionary Army|Tajara Revolutionary Army]]. Unaired due to foul language.&amp;lt;/center&amp;gt;&lt;br /&gt;
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No branch of the Solarian Armed Forces aside from rare System Defense Forces has, at any time, recruited an alien species into its ranks. The reasons for this are rooted in both simple practicality and the entrenched xenophobia common in much of the Solarian Alliance, which contributes to a belief that aliens are simply not to be trusted. Practically speaking the three SAF branches are massive organizations which would only marginally benefit from alien recruits and would have to incur an expensive cost as different species demand wildly different equipment, such as fitted voidsuits and armor, and different accommodations.&lt;br /&gt;
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On the less practical side the Solarian culture of alien distrust has been applied to each species and also argued. To the typical SAF official even the most trustworthy alien is less reliable than the worst human recruit . The SAF is not, and will never be, a force for alien tolerance in the Alliance. From an outright less xenophobic perspective, the Solarian Armed Forces&#039; traditions place a great deal of ideological and cultural importance on the idea of the military as the protector of Solarian humanity. To allow aliens into its ranks has long been considered a betrayal of that ideal, and that compromising this deeply-held tenet would be an unacceptable transgression against the Alliance itself, its human citizens, and the fundamental values of the Alliance&#039;s military.&lt;br /&gt;
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[[Sol Alliance#IPC in the Sol Alliance Military|Positronics]], on the contrary, are highly valued in the SAF. Having had a long history of using [[San Colette#Drone Warfare|drones]], the adoption of positronic intelligence was viewed as the next step in a long line of military robotics. For the longest time, however, IPC and other synthetics have been relegated to support and logistics roles due to mistrust and concerns over their ability to survive in combat scenarios. The collapse has led the SAF to begin looking at IPC in order to fill the gap in its manpower, with the Navy in particular eagerly adopting them in combat roles, placing the machines as both gunners and pilots, and employing traditional shipborne AI to assist and in some cases replace crewmembers. Although assuring the public that combat IPC are a temporary measure given the crisis, some observers note that funding towards further research of combat AI has increased since their adoption.&lt;br /&gt;
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==Dominia and the Solarian Armed Forces==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“By order of my Emperor, Boleslaw Keeser I, I address to you our Fleet and Empire’s highest felicitations and congratulations for your exemplary victory in the northern provinces. Long may [[Sol|Sol’s]] light shine across the [[Orion Spur|Spur]]!”&amp;lt;/i&amp;gt; - Grand Admiral Huiling Zhao of the [[Dominian Imperial Military#His Imperial Majesty’s Fleet|Imperial Fleet]] in an official letter to Secretary of Defense Courtois, July 2465.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Dominian Flag Horizontal.png|thumb|The flag of the Empire of Dominia, an authoritarian state in the Southern Spur aligned with the Solarian Alliance.]]&lt;br /&gt;
The relationship between the [[Empire of Dominia]] and the Solarian military stretches back to before the Empire’s founding, beginning shortly after the Empire’s predecessor states unintentionally contacted the Alliance during the [[Empire of Dominia#The War of Moroz|War of Moroz]]. Both the Solarian Army and Navy sent military observers to the Imperial Alliance’s forces who reported back to the Alliance about its successes, failures, and on the structure of the belligerent nations. Solarian military attachés were some of the first individuals from outside Dominia to write on the planet’s unique culture and history, and reported to Unity Station that the Empire had strategic potential for use as a counterbalance against Elyran influence in the southern region. The Republic, after all, had only seceded in 2302 — a recent memory for the officers on Moroz in the mid-2300s. Military liaisons wrote approvingly of a state which was, though still new, eager to learn and could become a large market for Solarian defense companies such as Zavodskoi Interstellar.&lt;br /&gt;
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With the Empire’s formation in 2385 the Alliance ramped up its aid efforts. With only a scraped-together excuse for what they called the Imperial Fleet, the Empire sent its best naval cadets and officers — generally belonging to houses Zhao or Kaneko — to Luna to study the Alliance’s naval tactics, and they were enrolled in the Solarian Naval Academy in Hangzhou alongside dozens of Solarian officers — mostly Lunarians. These officers, including then-Cadet Jitsuko Kaneko, soon to be a major figure in the nascent Imperial Fleet, excelled at their duties, and several Morozian cadets have been seconded to every academy class, with the exception of the 2460-65 period. Most of the earliest true Imperial Fleet warships were either made in Solarian facilities before being shipped to Mira Sancta or Zhurong for final work, or purchased wholesale from the Alliance’s reserve vessels. This tradition continues symbolically, with one gun of the Moroz-class dreadnought HIMFS Moroz and one gun of the Diyu-class dreadnought SAMV Gunnhildur each having been completed in the other nation’s foundries.&lt;br /&gt;
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The [[Dominian Imperial Military#The Imperial Army|Imperial Army]] likewise benefited from Solarian aid, both in training and in equipment. While they were experienced with planetary warfare the generals of the early Imperial Army were unfamiliar with warfare on an interstellar scale, and Solarian training during the late 24th and early 25th centuries likely helped turn the invasion of Sun Reach in 2422 into a lightning victory for the Empire. While Solarian Army surplus has long vanished into the scrapyards of Jinxiang and Zhurong — though some antiquated stock is used to equip the Home Guard, Sun Reach’s paramilitary scout force — some of the Imperial Army’s equipment remains closely related to — or licensed copies of — their Solarian counterparts.  The Empire and Alliance operate several joint training facilities for ground troops, with Solarian troops sometimes learning IED disposal from Dominian pioneers and their Dominian counterparts learning exosuit operation from Solarian vehicle crews.&lt;br /&gt;
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==The Solarian Navy==&lt;br /&gt;
[[File:Sol_Alliance_Navy.png|thumb|The symbol of the modern Solarian Navy.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Before the Interstellar War, the Solarian Navy was the largest and most perfect fighting force in the galaxy. That is, on the surface level. The admiralty of those years made the greatest mistake of pursuing strength in infinite numbers – a decision that would culminate in the Solarian Civil War.”&amp;lt;/i&amp;gt; – Excerpt from Lucien Courtois’ graduation thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The largest single branch of the SAF is the Solarian Alliance Navy (SAN). With millions of uniformed personnel scattered across dozens — if not hundreds — of planets, garrisons, starbases, fleets, and other facilities it may very well be the largest organized fighting force in the galaxy, and has the influence to match. The Navy has long held significant sway over Solarian politics due to both its size and its vital role in securing safe interstellar commerce and travel in the Alliance. This sway has long ensured the Navy is well-funded and it has long been on the cutting edge of Solarian defense spending. Its role in defending planets and shipping from piracy has historically given it a positive image in the eyes of many Solarians, many of with some notable exceptions such as Callisto -- long at odds with the Navy over the policing of trade and commerce flowing in through the moon’s spaceports. This positive view dimmed during the late 2450s and early 2460s, when the Navy became closely intertwined in the fascistic ATLAS-led government of Prime Minister Michael Frost.&lt;br /&gt;
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By 2462 the broad powers granted to the Navy to ensure the Alliance, then the largest human nation in the Orion Spur, remained safe and secure combined with limited oversight of the Navy to incubate a culture of graft, corruption, and rampant Caesarism in its ranks. As one traveled further from the Inner Ring these problems worsened: Solarian operational thinking prioritized more reliable officers for the defense of the Inner Ring while less reliable officers, and underperforming ones, were sent to the Outer Ring, wits its less strategic worlds. These admirals were given poor troops and little oversight by the Admiralty, allowing them to become their own masters and shape their assigned fleet to be loyal to their admiral over their Alliance.&lt;br /&gt;
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Between 2462 and 2465, defections, reforms, and attrition associated with the Solarian Civil War have taken the Navy from 200 fleets to 100. In 2465 a SISA discovery many officers were funneling supplies to radical warlords such as the Solarian Restoration Front caused a large purge of its upper ranks spearheaded by Secretary of Defense Lucien Courtois, allowing him to further already-existant reforms the Navy began in 2462. The Navy’s rapid defeat of warlords in the Northern Reaches have vindicated Courtois and the reformists, and brought the Navy back much of the prestige it lost in the Solarian Collapse of 2462.&lt;br /&gt;
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Now, in the late 2460s, the Solarian Navy has regained much of its earlier edge through a combination of reforms and ineffective units being disbanded. Most of its units have gained valuable combat experience in the final phase of the Solarian Civil War, which saw the largest interstellar engagements since the Interstellar War, and dated equipment has been replaced by domestically-produced or Einstein-manfactured upgrades able to compete with the Republic of Biesel&#039;s corporate equipment. In the Northern Reaches, it has reconstituted much of its defensive lines against the Coalition, while in the south old ties with the Dominian Imperial Fleet have been reestablished. Recent naval exercises such as OBSIDIAN CAGE 67 have shown the Solarian Navy at some of its highest readiness levels of the century, and it is likely Biesel&#039;s Republican Fleet watches the reinvigorated SAN with great nervousness: wondering when, not if, the old titan will strike it hard.&lt;br /&gt;
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===Solarian Navy Structure===&lt;br /&gt;
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The Solarian admiralty has long devoted a significant amount of its time to the logistics and operation of the increasingly-massive Navy, which peaked at 200 fleets — each, in theory, consisting of 100 ships — shortly before the Solarian Collapse of 2462. These fleets were, prior to the Collapse and Courtois’ reforms which followed it, organized into battlegroups of five fleets for greater cohesion in the event of war, with each fleet led by an Admiral and each battlegroup led by a Fleet Admiral. However, many “battlegroups” in the Outer and Middle Rings were spread across vast distances or contained disloyal elements which prevented them from functioning properly, with only a few — such as the [[Human Wildlands#The Southern Solarian Military District|Visegrad-based 1st Middle Ring Battlegroup]] (1MRB, sometimes referred to as a “Battlefleet” locally) — able to maintain both cohesion and loyalty as the Alliance spiraled towards the Collapse. Reforms by Courtois have reduced the total number of battlegroups by increasing the number of fleets per formation to ten, which has greatly assisted in command due to reducing the number of often-bickering Fleet Admirals by half.&lt;br /&gt;
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Navy fleets themselves are divided into three categories by the admiralty to represent their readiness in the event of an interstellar conflict. These categories are combat battlegroups, patrol battlegroups, and garrison battlegroups. Combat battlegroups are, as the name implies, fully-equipped and ready for combat at a moment’s notice. This classification generally only applied to Inner Ring battlegroups in the months before the Collapse. Standing slightly below combat battlegroups are patrol battlegroups: understrength, but otherwise combat-capable, formations fit for patrol duties but not for engaging full enemy formations. Below this swells the garrison battlegroup: an understrength formation so named as it is only trusted to hold a position and is not expected to perform complicated maneuvers. A fourth, though officially unrecognized, formation is the “ersatz” battlegroup. These formations are improvised and consist of whatever units were available at the time for the area’s Fleet Admiral. Last seen in the Interstellar War, ersatz battlegroups have returned in the Wildlands.&lt;br /&gt;
[[File:Navy graduation.png|A Lunarian officer of the Solarian Navy at her graduation ceremony.|thumb]]&lt;br /&gt;
Unlike the Army the personnel of the Navy are heavily divided by class and background thanks to the Luna-centric nature of its admiralty and officer class, and are even further divided based upon the Ring they are located in — an ironic echo of the Interstellar War. High-ranking officers are almost always Lunan by birth, and graduation photos from the Solarian Naval Academy are dominated by the tall, thin, and pale appearances of Lunans who have grown up in the moon’s characteristically lower gravity. These Lunan officers generally settle into command roles in the Inner, and sometimes Middle, Rings due to their perceived loyalty and familial connections — some families on [[Luna]] have served the Navy since its conception and hold significant influence over it. Officers of “lesser” importance, such as those in the Middle and Outer Rings, such as Fleet Admiral Klaudia Szalai, are often recruited and educated locally, and can be of wildly varying quality and loyalty.&lt;br /&gt;
[[File:Navy loading.png|350px|A Solarian Navy petty officer loading a Zavodskoi-produced &amp;quot;Longbow&amp;quot; naval gun. A common sight on smaller vessels which cannot easily fit larger coilguns.|thumb]]&lt;br /&gt;
Much of the Navy’s enlisted personnel is recruited locally out of convenience and its enlisted ranks are overwhelmingly dominated by those of poorer economic backgrounds, particularly when compared to its Lunan officers, such as Martians, Jintarians, and residents of the Outer and Middle Rings. The men and women which make up the vast majority of the Navy’s fighting force are, like their officers, often of debatable quality due to corruption, graft, and the megalomaniac tendencies of many officers. Prior to the Collapse most of the best enlisted— regardless of their origins — were eventually transferred out of the Outer and Middle Rings and into the Inner Rings due to the Admiralty placing a greater emphasis upon the Inner Ring.&lt;br /&gt;
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Fleet formation was, prior to the Collapse, marred by similar issues. Some fleets were recruited using the “Alliance-wide,” model where ships and personnel were recruited from across the Alliance and trained in the Sol System and its surroundings in order to ensure the best performance. These fleets were then deployed to strategic areas (generally in the Inner or Middle Rings) and placed under the command of a Solarian Naval Academy graduate to ensure the greatest possible quality. While expensive and often taking an extended period to train, these Alliance-wide fleets proved their mettle during the Collapse: no systems garrisoned by them were lost and none defected.&lt;br /&gt;
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But most Solarian fleets were not recruited using this method and were instead mobilized through the “system-wide,” method wherein a fleet’s personnel and officers were recruited and trained in the same system, and generally stationed nearby this system. In theory this was not a horrible idea: logically, military forces would fight harder for their homes than for another system. However, it did not result in the expected outcome: system-wide fleets were often shuffled from system to system and their shared origin made them more loyal to their admirals than the broader Alliance. Though many stayed loyal to the Alliance, and some managed fighting retreats to the Inner Ring, all defected — or otherwise lost — fleets during the Collapse were of the system-wide recruitment model.&lt;br /&gt;
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===Solarian Alliance Merchant Marine===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Often forgotten by historians and naval officers alike, the merchant mariner of the Alliance has been critical to victory or defeat in space throughout the Alliance’s history,”&amp;lt;/i&amp;gt; -  Excerpt from Lucien Courtois’ thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Consisting of Solarian civilian and government-owned merchant vessels above a certain tonnage, the Solarian Alliance Merchant Marine (generally known as the Merchant Marine) is a civilian organization under the Department of the Interior. Its role is to establish a universal set of laws, regulations, and training for Solarian civilian ship crew, and its members are known as merchant mariners. During wartime or other times of crisis the Merchant Marine can be assigned to the Solarian Navy as an auxiliary logistics force, though its members remain subject to civilian maritime law and do not hold military ranks (though their ship captains can be commissioned as deemed necessary).&lt;br /&gt;
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Most Solarian sailors have gone through either the Merchant Marine or one of its training programs, and its safety regulations — such as the presence of oxygen tanks and EVA equipment throughout a ship — have influenced interstellar shipping across the modern Spur. The civilian nature of the Merchant Marine has led to friction with the Navy during wartime, with naval officers coming into conflict with the often unionized crews of merchant ships over the amount of hours they intend their civilian counterparts to work.&lt;br /&gt;
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===Naval Landing Divisions===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“War is too serious a matter to entrust to military men,”&amp;lt;/i&amp;gt; - Georges Clemenceau, Prime Minister of France.&amp;lt;/center&amp;gt;&lt;br /&gt;
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A pre-2462 institution which has mostly been disbanded by the CNO and SecD, Naval Landing Divisions (NLDs) were an attempt by the Solarian Navy’s admiralty to address its lack of ground personnel beyond marines. NLDs were its attempt to address this problem, and – to some scholars of the Solarian military – represent the Navy’s most extreme attempt at achieving total operational independence from the rest of the military, and forming a separate military within the military itself. Generally smaller than a comparative Solarian Army division, they were made up of non-marine Navy personnel – though the Marine Corps often provided advisors and officers – and initially intended to serve as security personnel for planetside naval facilities where the EVA training of marines would not – in the views of Navy and Marine officers – be put to effective use. Mission creep led to these platoon- and company-sized units slowly expanding, acquiring heavier equipment (sometimes diverted from Army stocks and resupplies), and morphing into brigade-sized entities. Never officially approved by the Department of Defense, bureaucrat after bureaucrat opted to look the other way on these divisions until 2462. Many admirals skimped on training for their NLDs, instead viewing them as pet projects and a way to spite the Army. If such an underfunded, maligned branch could do ground warfare, surely the Navy could as well!&lt;br /&gt;
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During the early phase of the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]] these units were heavily utilized by many warlord and secessionist admirals, such as the forces of the Solarian Restoration Front, due to being more well-equipped than many System Defense Forces. Others, such as the 1st Battlegroup, had theirs disbanded out of security concerns. The SRF’s landing divisions – collectively known as the Hopper Group – performed worse than the fleet’s marines and the Lycorii National Armed Forces due to the Group’s poor training standards, and was assigned to rear-line duties where it became responsible for hunting insurgents and enemies of the Front’s “new Solarian state.” Its leader was among those tried and executed for war crimes following the civil war’s end. NLDs from the League of Independent Corporate-Free Systems – known as the Free Sailors’ Union –  engaged in looting and show trials of those accused of corporate sympathies, with its leader tried and imprisoned for thirty years due to looting and mistreatment of Solarian civilians.&lt;br /&gt;
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The use of NLDs by admirals to carve out their own statelets during the Solarian Civil War’s early phase – and the grotesque excesses committed by many – led to dogged attempts by the CNO and SecD to dissolve them and dramatically reduce their sizes, with much of their excess equipment going to the Army. Navy security detachments remain, though reduced to their pre-NLD sizes and often supplemented by marines. NLDs remain a symbol of the Navy’s Caesarism and the threat it once posed to the Solarian government it is meant to protect.&lt;br /&gt;
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===Notable Facilities===&lt;br /&gt;
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Located on [[Luna]] in Harmony City, the &#039;&#039;&#039;Solarian Admiralty&#039;&#039;&#039; serves as high command for the entire Solarian Navy. While it started its existence as a small building mostly responsible for managing armed platforms tasked with destroying asteroids and other potentially harmful celestial objects, the Admiralty has grown over the intervening decades into a massive complex which is a city District unto itself. Solarian Naval Central Command (SNCC) looks over the district at nearly a hundred stories tall and stands as one of, if not the, most important buildings in the modern Alliance. The Admiralty is rumored to have dozens, if not hundreds, of underground facilities scattered across the Admiralty containing everything from mundane paperwork to intelligence on the Stellar Corporate Conglomerate to blacksites for especially infamous prisoners. Though its reputation has been tarnished by the Collapse, the Admiralty remains an unshakable feature of Luna.&lt;br /&gt;
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Located on [[Luna]] in Hangzhou, the &#039;&#039;&#039;Solarian Navy Academy&#039;&#039;&#039; is the premier — and to Lunarians, the only — institute of naval military education in the Alliance. Established in 2115 continuously functional ever since this point the Academy, as it is often simply known, has long had a reputation of producing only the finest naval officers in the Alliance. But this reputation for excellence has made the Academy an extremely difficult institution to gain entry into — particularly if one is not from the Inner Ring. Certain Lunarian families, such as the ancient Varnhagen und Langenburg family, have long held sway over the Academy’s curriculum and membership in such a family — either by blood or covenant — is a near-certain way to gain access to its halls. Academy officers, in addition to their renowned quality, are generally more loyal to the Alliance than their non-Academy counterparts. Few Academy graduates defected during the Collapse and those that have, such as the Solarian Restoration Front’s Florentina von Keyserling, have been stricken from its graduation rolls.&lt;br /&gt;
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In the orbit of Uranus lies the mundanely-named &#039;&#039;&#039;Solarian Naval Maintenance, Regeneration, and Repair Facility&#039;&#039;&#039; which is, thanks to its awful abbreviation of “&#039;&#039;&#039;SNMRRF&#039;&#039;&#039;” (occasionally phoneticized as “&#039;&#039;&#039;Smurf&#039;&#039;&#039;”), commonly referred to as “the Boneyard.” The Boneyard is a massive facility filled with outdated and mothballed hulls ranging in size from fighter aircraft to battleships which remain on the official Navy registry but are, in reality, either too outdated or too damaged to effectively operate alongside their counterparts. Boneyard vessels are, particularly since the Collapse, often cannibalized for parts or — in rare cases — “refloated” and pressed back into service. The pirate raid which brought Frost into power as Prime Minister targeted the Boneyard and stole multiple warships the former Admiral later returned with, eventually catapulting himself into popularity. Many have long theorized this “raid” and Frost’s success after was an inside job planned by Navy officers to place one of their own in power and have pointed to a multitude of “coincidences” as evidence. The fact that the raiders were never caught but were “engaged and destroyed,” the sensors monitoring Boneyard and its defenses being off at the same time, the raiders only hitting the Boneyard rather than any civilian targets or the nearby Navy sensor stations, the fact that the raiders were able to spoof a brand-new Solarian Navy ID code, and the fact that the leaker — a reformer — was one of the only deaths in the raid.&lt;br /&gt;
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===Notable Navy Forces===&lt;br /&gt;
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&#039;&#039;&#039;1st Battlegroup, “The First”&#039;&#039;&#039;&lt;br /&gt;
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The most venerable and oldest of the Alliance’s battlegroups, the First has fought in every major interstellar conflict the Alliance has officially participated in. It is responsible for decisively destroying the Coalition’s naval forces in the Battle of Xanu and has long preserved the Xanan naval battle standard captured during the battle in the Admiralty. The first five fleets of the First are overwhelmingly Lunan. The next five, which were integrated into it following Courtois’ reforms, are five of the highest-quality Alliance-wide fleets in the Alliance. Officers of the First can easily be identified by their distinctive oak leaves, which are typically placed in the side of their caps. The First is currently commanded by Fleet Admiral Ingrid von Varnhagen und Langenburg, a Lunan graduate of the Solarian Naval Academy firmly in Courtois’ reformist faction. The Fleet Admiral of the First is issued a saber as their badge of office and is expected to wear it at all times while commanding, regardless of practicality. The sword itself, while unnamed, is a priceless heirloom which has been passed down from Fleet Admiral to Fleet Admiral since the founding of the First, and to lose it is simply inconceivable.&lt;br /&gt;
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The First was the Alliance’s vanguard force during the Solarian Intervention in San Colette, with its flagship — the SAMV &#039;&#039;Gunnhildr&#039;&#039; — the first Navy vessel in the [[San Colette|Nueva Patria System]]. After destroying the Solarian Restoration Front’s forces in the system and accepting San Colette back into the Alliance, the first went on to free much of the central Northern Reaches from Front occupation and was the first Navy battlegroup to reach the Coalition’s border. The First has since returned to its berth in the Sol System, but remains ready to deploy anywhere in the Alliance upon short notice using its advanced warp drives.&lt;br /&gt;
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&#039;&#039;&#039;[[Human Wildlands#The Southern Solarian Military District|1st Middle Ring Battlegroup]]&#039;&#039;&#039;&lt;br /&gt;
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Regarded as one of the highest-quality battlegroups prior to the Collapse, the 1MRB under Fleet Admiral Klaudia Szalai, despite never formally defecting from the Alliance, spent much of the Solarian Civil War cut off from the broader Alliance and struggling against difficult odds. The five fleets of the 1MRB were understrength prior to the Collapse and were worn down by fighting against pirates, defected Solarian Navy personnel, and — at times — the Tau Ceti Foreign Legion, which it has engaged during cross-border raids by the 1MRB and border disputes with the CRZ until 2464. The 1MRB was never defeated upon the field of battle and remained steadfast in its loyalty to Sol, though many of its personnel — almost all of which hail from Visegrad or its surrounding systems — became concerned at the Navy’s non-intervention in the Southern Reaches prior to 2465.&lt;br /&gt;
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Following the Solarian reunification the 1MRB has been folded back into the Navy’s roster of active-duty fleets alongside Myo Yunso’s nearby 6MRB, based in Sankt Frederick. The return of Visegrad to the Alliance has seen the 1MRB rearmed and restored to full strength, now equipped with modern Navy vessels and warp drives. It is now one of the major Navy forces in the Southern Reaches, and remains based in Visegrad.&lt;br /&gt;
[[File:Marines SRF.png|300px|thumb|Assembled marines of the 15th Marine Regiment, now serving as part of the Solarian Restoration Front.]]&lt;br /&gt;
&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|35th Fleet]]&#039;&#039;&#039;&lt;br /&gt;
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One of the most infamous Solarian fleets in the Navy’s history, the 35th was formed after the Interstellar War and stationed near Tau Ceti in order to keep the strategic system safe. Tau Ceti’s defection — which many 35th officers hailed from — was viewed by the Fleet as a betrayal, and its rapid embrace of aliens after the defection was viewed as a further compromise of Solarian values. This hatred has, over the years between Tau Ceti’s defection and the Collapse, twisted the 35th into what it was prior to its invasion of Tau Ceti: one of the most xenophobic, fanatical, and nationalistic Solarian fleets. The losses it suffered during the invasion and its seeming betrayal by the broader Alliance further radicalized the 35th, which returned to its berth in Lycoris and declared the Solarian Restoration Front in 2462, and rapidly set about purging aliens — who they blamed for the Collapse — from the area they controlled. Though the Navy has officially disavowed the 35th and declared its officers traitors to the Alliance many, particularly those formerly loyal to Frost, flocked to its banner.&lt;br /&gt;
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In 2465 the Front began the War in the Northern Wildlands through an invasion of the nearby Middle Ring Shield Pact. Though it initially found success the 35th Fleet and its fellow Front fleets were defeated by the Solarian Navy during its intervention and have been officially struck from the Navy’s fleet roster. Many of its flag officers were tried by the Solarian Department of Justice for crimes against humanity following the civil war’s end, and were sentenced to either death or life imprisonment.&lt;br /&gt;
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&#039;&#039;&#039;25th Fleet&#039;&#039;&#039;&lt;br /&gt;
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When the 25th, primarily consisting of Silversunners, was ordered into Biesel to stop rogue Admiral Michael Frost it could have never anticipated the consequences its orders would have for the Spur. Despite the apprehension its officers and enlisted felt when they were ordered into what was, at least officially, a rebellious Solarian system ruled by an illegitimate government, the 25th followed its orders. The 25th was badly mauled by the 33rd in one of the first engagements between Solarian Navy vessels since the Interstellar War, but it pushed the 33rd out of the system and returned Biesel to a modicum of normality. The population of Biesel was understandably cold towards them, but the Admiralty promised rewards for the deed. But no rewards appeared as, nearly as soon as he had been imprisoned, Frost was swept back into power and became Prime Minister. The new PM punished the 25th severely, and sent them to an ignominious duty: to serve as an auxiliary for one of the worst battlegroups in the Navy, the 10th Middle Ring Battlegroup. But the 25th was not broken by this and, thanks to its superior equipment and training, they fought their way back to their original berth of Silversun, arriving battered and bruised — yet unbowed — in summer 2463 to a hero’s welcome. Now the 25th has a new home: the prestigious 1st Battlegroup.&lt;br /&gt;
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The 25th Fleet was the first Solarian Navy force to engage the Solarian Restoration Front in 2465 and was present during the Navy’s intervention in the Nueva Patria System, where it served as the screening force for the dreadnought SAMV &#039;&#039;Gunnhildr&#039;&#039;. Perhaps no Solarian Navy force fought harder than the 25th did, and they were the first fleet to reach the Coalition’s border.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
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===Solarian Ship Classes===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Carrier&#039;&#039;&#039;&lt;br /&gt;
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The carrier occupies a critical role in Solarian operational doctrine along with the battleships it supports. Carriers are often the largest and most important ships in a Solarian fleet, and typically serve as flagships. The largest of this class are hundreds of meters long and are often regarded as floating cities due to the size of their crews. Carrier classes are generally named after geographic features.&lt;br /&gt;
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&#039;&#039;&#039;Supercarrier&#039;&#039;&#039;&lt;br /&gt;
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With only a handful ever built, the supercarriers of the Solarian Navy are very rarely seen outside of the Jewel Worlds. These gargantuan vessels are nearly a kilometer long and stand as some of the largest vessels ever constructed in the Orion Spur. A supercarrier is always the flagship of its fleet, and none have ever been lost in combat. Supercarriers have a near-mythical reputation in the Alliance due to their rarity and Navy-funded media, which often promotes them as the peak of Solarian military might. Some in the Navy grumble at this deification, instead viewing the tried-and-true dreadnoughts as the peak of the Navy. Ships of the only active supercarrier class used by the Navy, the &amp;lt;i&amp;gt;Thule&amp;lt;/i&amp;gt;-class, derive their names from mythological geographical features.&lt;br /&gt;
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&#039;&#039;&#039;Dreadnought&#039;&#039;&#039;&lt;br /&gt;
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The most well-armed and heavily-armored of the Solarian Navy’s battleship classes are designated as dreadnoughts by the Admiralty. To many the dreadnoughts are the unbeatable pride of the Navy which helped it win victory after victory in the Interstellar War before cowardly politicians snatched it from them. To others they are a reminder of how backwards-facing the Navy can be at times, and how obsessed many of its officers have become with its former glories. Recently reformers have chipped away at much of the dreadnought’s mythical image, and the classification may very well be on its last legs due to recent naval reforms. Fitting their near-mythic reputation, ships of these classes are generally named after mythological figures.&lt;br /&gt;
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&#039;&#039;&#039;Battleship&#039;&#039;&#039;&lt;br /&gt;
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Solarian battleships are heavily-armed and heavily-armored testaments to the unchallenged naval supremacy of the Alliance. Battleships were commonly seen in all three Rings of the Alliance prior to the Collapse and now often serve as flagships of defected or rogue fleets. These ships-of-the-line are often in disrepair due to having been run ragged by their warlord masters and are, generally speaking, outdated compared to contemporary examples still loyal to the Alliance. Both battleships and fast battleships are typically named after cities.&lt;br /&gt;
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&#039;&#039;&#039;Fast Battleship&#039;&#039;&#039;&lt;br /&gt;
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A post-Interstellar War innovation, the fast battleship classes of the Solarian Navy are intended to fill gaps in patrol fleets where a full battleship is unnecessary but a cruiser is insufficient. Fast battleships trade armor and firepower for speed and operational range, making them ideal for patrols in the former Alliance Neutral Zone. During the Solarian Civil War many ships of this class ended up in the hands of warlords due to the class primarily serving in the Middle and Outer Rings. Here they have excelled at a role they were never meant for: raiding and terrorizing the civilian populations they were built to protect.&lt;br /&gt;
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&#039;&#039;&#039;Cruiser&#039;&#039;&#039;&lt;br /&gt;
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Cruisers have long served as the backbone of the Solarian Navy. These vessels are typically divided into two classes: light and heavy. Like their larger counterparts, both categories of destroyers are generally named after cities with light cruisers favoring the cities of the Middle and Outer Rings. Many heavy cruisers are instead named after prominent Solarian figures, perhaps due to their captains wishing to imitate the larger and grander battleships of the Navy.&lt;br /&gt;
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&#039;&#039;&#039;Heavy Cruiser&#039;&#039;&#039;&lt;br /&gt;
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Heavy cruisers such as the Taipei-class represent the peak of Solarian cruiser design. These heavily-armed and heavily-armored vessels closely resemble the battleships they escort but are significantly less expensive due to their smaller size. Many prospective future admirals seek to command a heavy cruiser for both this reason and for the prestige commanding one brings.&lt;br /&gt;
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&#039;&#039;&#039;Light Cruiser&#039;&#039;&#039;&lt;br /&gt;
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While less prestigious than their heavier counterparts, light cruisers fill a valuable niche in the Solarian Navy. Light cruisers are fast vessels which can operate for long distances without resupplying, which easily allows them to serve as the lead vessels of patrols when fast battleships are not available. However, most officers who one day aspire to command a fleet avoid light cruisers for this very reason: while it may mean command of a squadron, it is a command which affords very little prestige and is often assigned to those who lack the money or connections to play the Navy’s influence game. With many commanded by officers of debatable ability or loyalty (and at times a lack of both) prior to 2462 it should come as no great surprise that this ship class often formed the backbone of warlord fleets in the Wildlands.&lt;br /&gt;
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&#039;&#039;&#039;Destroyer&#039;&#039;&#039;&lt;br /&gt;
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Destroyers are well-armed but small vessels designed to assist the Alliance’s battlegroups and to protect the ships that truly matter: cruisers, battleships, and carriers. Prior to the Collapse destroyers were a common sight in the Middle and Outer Ring’s anti-piracy patrols, where they often commanded groups of smaller vessels. During the Solarian Civil War many destroyers fleets of warlords, where they served much the same purpose. Destroyer and destroyer escort class ships derive their names from stellar objects, though exceptions exist due to the sheer number of destroyers in the Solarian Navy.&lt;br /&gt;
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&#039;&#039;&#039;Escort Destroyer&#039;&#039;&#039;&lt;br /&gt;
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Only barely larger than a frigate, escort destroyers are intended to provide a modicum of protection to civilian and military convoys across the Alliance. Faster and fitted with better warp drives than many larger ships, a surprising amount of escort destroyers stationed in the Middle and Outer Ring opted to evacuate to the Inner Ring rather than remaining to assist warlords. Some naval scholars believe this is due to most destroyer escort captains and crews having been local recruits in their systems, and there are many stories from shortly after the Collapse of ships of this class limping into systems such as Sol filled with terrified refugees and exhausted sailors.&lt;br /&gt;
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&#039;&#039;&#039;Frigate&#039;&#039;&#039;&lt;br /&gt;
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Smaller than both destroyer classes and yet larger than a corvette, Solarian Navy frigates were a common sight in all three Rings prior to the Collapse. Though originally intended to serve exclusively as escort vessels for larger ships, frigates have, particularly in recent years, been pressed into a variety of roles they were never meant for such as pirate-hunting operations. Up-gunned variations of common frigate designs were often the best ships available in the Outer Ring for anti-piracy patrols and system defense. These ships proved ill-equipped to fight off the forces of defected warlord fleets, and most were destroyed or themselves defected. A sad fate for the ships of a class of little importance to the Lunan-dominated Admiralty. Due to their sheer number, frigates follow no clear naming scheme.&lt;br /&gt;
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&#039;&#039;&#039;Corvette&#039;&#039;&#039;&lt;br /&gt;
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The smallest rated combat vessels in the Solarian Navy, corvettes are often commanded by new officers or officers deemed failures by their superiors. Few officers wish to command a corvette for long, rightfully viewing them as career-killers in a Navy obsessed with larger ship classes. The Wildlands is covered in wrecks of this ship class as a result of constant squabbles between petty warlords over territory and the 2465 intervention of the SAF. With much of the support structure these warlord fleets relied on gone or unavailable, corvettes were often the first vessels scrapped for spare parts. Some desperate scavengers plunder these plundered wrecks, hoping to find even tiny scraps of useful materials. Like frigates, corvettes follow no consistent naming scheme.&lt;br /&gt;
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&#039;&#039;&#039;Support Craft&#039;&#039;&#039;&lt;br /&gt;
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The unsung and unappreciated wheels which ensure the Solarian Navy continues to turn, support craft and their crews are typically looked down upon by “real” warships and their crews. The classes found under this category are stunningly diverse and include everything from massive Hephaestus-produced fuel tankers to small courier vessels designed to carry the small-scale cargo required to keep a fleet fed and happy. Durring the Solarian Civil War many warlords and rogue admirals had very limited access to these support vessels, making them a target of raids and assaults as the struggle to fuel defected ships intensified.&lt;br /&gt;
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&#039;&#039;&#039;Carrier-Launched Aircraft&#039;&#039;&#039;&lt;br /&gt;
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Covering everything from multi-crew bombers to unmanned drones, carrier-based vessels are a cornerstone of the Navy which has long fought battleships for influence. Most of the time battleships have won this battle of influence, but some believe — particularly with recent reforms — that carriers and their craft will have their day in the limelight soon enough.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==The Solarian Marine Corps==&lt;br /&gt;
[[File:SAMC.png|thumb|The symbol of the Solarian Alliance Marine Corps.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Look like you know the joke right like you have to know it come ooooon. The whole joke of like ‘you don’t have to worry about asking if somebody’s a marine since they’ll tell you!‘”&amp;lt;/i&amp;gt; - Unknown Callistean bartender speaking to an Sol Alliance News Network reporter regarding the Navy’s presence on [[Callisto]] (2458).&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Marines training.png|250px|thumb|In order to become a full marine, a Corps recruit must first pass one of the most rigorous EVA training programs in the Spur. Many do not.]]&lt;br /&gt;
Though de facto an independent branch of the SAF, with its own member of the JMC, the Solarian Alliance Marine Corps (SAMC) is de jure an extension of the Navy. They travel in Navy ships, fight the Navy’s battles alongside it, and conduct ground operations they cannot do, though with their assistance. Prior to SecD Courtois&#039; reforms the SAMC had a reputation for avoiding planets, instead giving that duty to the chronically-underfunded Solarian Army or the SAN&#039;s many naval landing divisions. Since the reforms, it has taken a much more active role in taking and holding planetary ground. The SAMC&#039;s close ties to the Navy bring it funding, prestige, and eager recruits thanks to multiple lucrative deals with [[Venus|Cytherean]] media moguls that depict them in a positive light. Many Solarian children and teenagers see marines as heroes who are capable of doing anything they are asked to do as long as it benefits the Alliance.&lt;br /&gt;
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But the reality is often different from the glitzy, Cytherean image projected by popular culture. Many marines are recruited from economically disadvantaged backgrounds and are looked down upon by Navy officers for this reason, and Marine officers are expected to defer to the judgement of their Naval counterparts even if they are of the same rank. The Army looks down upon Marines for a different reason: it has long viewed them a “toy army” subordinate to the Navy, though this has begun to change with their more active role in ground operations following SecD Courtois&#039; reforms. Built-in classism present in the SAN has been harder to dispel, with the humble background of the typical Solarian marine still looked down upon by many officers.&lt;br /&gt;
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Yet the morale of the Marines remains high. The marines wholeheartedly view themselves as elite infantry of the SAF who do what others cannot or will not, even if they die trying. The SAMC brags they make the impossible possible, and intend to make good on their boasting.&lt;br /&gt;
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===Notable Marine Formations===&lt;br /&gt;
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&#039;&#039;&#039;1st Marine Division, &amp;quot;The Old Breed&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The 1st MARDIV has long been the elite 1st Battlegroup of the Solarian Navy&#039;s assigned marine division. Well-trained and well-equipped, the it served with distinction during the Interstellar War and the Solarian Civil War. While originally an Earther formation most of its enlisted marines and officers are now recruited from the Lunan working class, which has led to tensions with the 1st BG&#039;s mostly upper-class- and middle-class-originating officers. Most enlisted sailors come from similar working-class Lunan backgrounds, ensuring there is a great amount of camaraderie between marines and enlisted Navy personnel. The Solarian Army has long had a rivalry with the 1st MARDIV, seeing them as overfunded and underused, but the Joint Military Command&#039;s creation and the 1st MARDIV&#039;s actions during the civil war have patched up this relationship to a remarkable extent. The end of Naval Landing Divisions (NLDs) has also seen 1st MARDIV and Army toopers interacting far more, leading to better joint coordination. 1st MARDIV&#039;s symbol is a blue diamond depicting the Southern Cross with a red one, upon which is written &amp;quot;Guadalcanal,&amp;quot; connecting the division to its Earther roots.&lt;br /&gt;
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&#039;&#039;&#039;2nd Marine Division, &amp;quot;Black Berets&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Soviet marines I guess whatever do this later.&lt;br /&gt;
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&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|15th Marine Regiment]]&#039;&#039;&#039;&lt;br /&gt;
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This regiment, which defected to the Solarian Restoration Front in 2462, served as the Marine detachment for the 35th Fleet of the SAN. Even before their defection they plagued by rumors of corruption and Caesarism, and a documented history of abuse towards non-humans that saw their commanding officer reprimanded by the Admiralty in 2459. Further investigations into the 15th were stopped by ATLAS in 2460, then fully halted by PM Frost when he came to power. During the 35th’s incursion into Tau Ceti the 15th’s behavior became so open it could no longer be hidden, and flickery videos of its marines executing Legionnaires or non-human Biesellites were a common sight on the Biesel extranet during and immediately following the incursion.&lt;br /&gt;
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In the Solarian Civil War the 15th became infamous for its brutality against civilians and opposing forces. It was destroyed during the Battle of D’Anzin by the combined forces of the Colettish Civil Guard and 2nd Venusian Air Cavalry Division, where it fought fanatically even when faced with impossible odds. Few of its marines were taken prisoner by the SAF, but several officers of the 15th were tried and sentenced for crimes against humanity by the Solarian Department of Justice. Like the 33rd, it has been officially struck from the SAMC roster.&lt;br /&gt;
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&#039;&#039;&#039;33rd Marine Regiment&#039;&#039;&#039;&lt;br /&gt;
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Prior to his ascension as Prime Minister the 33rd served under the command of then-Admiral Michael Frost. They participated in his invasion of [[Biesel]] and, despite an internal inquiry by the Solarian Armed Forces, escaped all charges levied against them due to ATLAS interference in the investigation. The 33rd’s loyalty to Frost intrinsically tied their fate to his and saw their trustworthiness decline in the eyes of the broader SAF, then rise dramatically following his election as PM. Frost’s ascension to power saw him restore his loyal regiment to power and use them — at the protest of the Army — as  his personal guards only served to temporarily stop the 33rd&#039;s fall from grace. After Frost’s death they were pounced upon by reformist actors in the Navy and promptly disbanded, with many of its former officers shipped off to undisclosed prisons for crimes against humanity. Even before Frost’s body was cold the 33rd was formally struck from the Corps’ register. It will never return.&lt;br /&gt;
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===Notable Marine Equipment===&lt;br /&gt;
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Coming soon.&lt;br /&gt;
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==The Solarian Army==&lt;br /&gt;
[[File:SolArmy.png|thumb|The symbol of the modern Solarian Army.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“I don’t give a rat’s ass what your Admiral says marine! Unless you can get the PM down here and order me to stand aside, I’m not gonna be letting you into the building! You’re gonna stand down, now! I said now goddammit!”&amp;lt;/i&amp;gt; - 1st Lieutenant Anthony “Andy” Bonaccio moments before the Revolt of the Officers devolved into a gunfight. Bonaccio would later go on to become the Alliance’s Secretary of the Army.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Army embassy.png|400px|thumb|Solarian Army soldiers stationed as guards outside of a Solarian government building.]]&lt;br /&gt;
The second-largest SAF branch is the historically neglected Solarian Army. Chronically underfunded until 2462, the Army existed in the shadow of the Navy and made do with hand-me-down equipment passed over or otherwise discarded by the Marines for decades after the Interstellar War. A culture of bitterness towards the Navy and the Marines, which the Army views as a subordinate branch of the Navy, has engendered a desire in the Army to do better than the Navy despite the challenges, but has likewise impacted joint-branch cooperation even after the creation of the JMC. As an institution it is significantly less corrupt and prone to Caesarism than the Navy is and, thanks to reforms undertaken after the Interstellar War, is viewed by the civilian government as an ally. Army troopers serve as guards for Solarian government institutions aside from Navy facilities, which utilize Marine guards, due to their loyalty to the government.&lt;br /&gt;
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Unlike the Navy the Solarian Army generally recruits entire divisions from individual planets and trains them in local facilities, with only a few divisions recruiting form multiple worlds. These force typically serve as the local garrison of a Solarian member state alongside a System Defense Force until they are needed. Then, they are shipped by the Navy to wherever they are needed. Army Central Command itself has long been headquartered on Unity Station and is located within walking distance of the Prime Minister’s office. Interestingly, Central Command has no fixed unit to guard it: to avoid favoritism, the division tasked with protecting it is rotated on a two-year basis. At the time of the Collapse the chosen unit was the 37th Martian Mechanized Division, more popularly known as the “Red Devils.” Due to the mysterious nature of Prime Minister Frost’s death and his seeming lack of care for Mars, rumors that the 37th killed him have swirled since before his body was cold. The division has since rotated back to Mars, where it served with distinction during the reunification campaign. While currently a volunteer-only force the Solarian Army is, in theory, able to petition the government to institute a draft in times of emergency. It can additionally federalize SDFs in the event of a national emergency, such as the Solarian Civil War (2462-65) or Interstellar War, thus bringing the nominally independent commands of local forces under Army Central Command. The Army&#039;s draft has not been used since the Interstellar War, and it is unlikely a request to reinstate the draft would pass the Senate unless another Interstellar War-like event began.&lt;br /&gt;
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While Army equipment and training, unlike their SDF counterparts, is standardized across the board certain member states have gained a reputation of supplying the Army with higher-quality units than others. Despite its poor reputation with many figures in the broader Alliance the Army generally views [[Mars]] as providing the best units due to many seeing it as one of their only ways to get off-world. [[Silversun]], with the [[Silversun#The Originals|Originals]] forming a similar group, is similarly prized as are units recruited from [[Venus#Jintarian Culture|Venusian Jintarians]]. Luna is viewed by most as providing some of the poorest-quality troops for the Army, with most of its best recruits going into the SAN or SAMC. Some Army officials have accused the Navy of deliberately sabotaging Army recruitment efforts on the moon, and recruiting patterns are unlikely to change in the near future. Pluto historically provided poor-quality troops to the Army as its ruling government reserved its best troops for its internal security forces. Reforms undertaken by SecD Courtois have reversed this trend, with many Plutonian recruits now joining Soviet-originating regimnts such as the 1st Guards Proletariat. Pluto has seen a recruitment surge since 2462 as many of its younger residents have joined the Army in hopes of fighting against fascism in the Northern Reaches or capitalism in the Republic of Biesel, which many believe will be a target for the SAF very soon. Very few [[Luna|Lunarian]] units are trusted with anything other than garrison duty.&lt;br /&gt;
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Recently the Army-Navy struggle seems to be shifting towards a more even playing field due to Army successes, Navy failures, the JMC, and SecD Courtois&#039; efforts at reforms. During a period where the Navy was at its lowest before recent reforms the Army proved itself effective in a decisive campaign where it [[Mars#The Solarian Army’s Reunification Campaign|regained control over much of Mars]]. Army Central Command has viewed this as a massive victory and it has secured a great amount of positive press for the chronically underfunded force. The creation of the Joint Military Command further leveled the playing field, with both the Army and Army Air Force receiving a seat at the table.&lt;br /&gt;
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===The Solarian Army Air Force===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Gentlemen, I’ll be straight and level with you. We are going to pound these bastards until they give up, and we are going to save our Alliance,”&amp;lt;/i&amp;gt; - Lieutenant General Richard B. Dwyer, 4th Air Corps, to his assembled aircrews during the [[Xanu Prime#History|Siege of Xanu (2278 - 2284)]].&amp;lt;/center&amp;gt;&lt;br /&gt;
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The non-Navy aviation component of the Solarian Army, the Solarian Army Air Force (&#039;&#039;&#039;SAAF&#039;&#039;&#039;) is a component branch of the Army focused on aerospace operations. It was established shortly before the Interstellar War in an effort to make the Solarian Army’s air and ground components unique, and to reduce the amount of responsibility held by the Army’s ground troop leaders by creating a parallel structure for aerial operations. While it answers to the Chief of Staff for the Army, it is highly independent and has its own seat on the Joint Military Command. The SAAF has no spaceborne capacity and instead only manages in-atmosphere aerial assets, ranging from supersonic aircraft which engage and destroy enemy forces to cumbersome heavy-lift cargo helicopters charged with airlifting the Army’s heavy vehicles. It lacks any ground forces of its own beyond security personnel and military police, and instead relies on the Army itself to secure and hold terrain. SAAF units often show up later in a campaign once the Army, with Navy support, has secured or built a facility for their aircraft to operate from.&lt;br /&gt;
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Most aircraft operated by the SAAF are designed to operate in support of Army ground forces , and are built to be rugged in their designs due to the potential for operating out of poor air facilities in a conventional war or counterinsurgency campaign. These craft, due to lacking the equipment needed to fly through space, may be partially broken down in transit and reassembled on-site by SAAF personnel, requiring their designs be as simple as they are reliable. Like the regular Army, SAAF personnel are drawn from across the Alliance and are often clustered into units with a shared planetary origin, then attached to a matching ground unit from the same planet as their air component. &lt;br /&gt;
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The SAAF’s most iconic plane is the &#039;&#039;&#039;FB-25P “Foxfire”&#039;&#039;&#039; (officially the Fighter-Bomber Mk. 25, Planetary). With a pilot and weapons officer, it is commonly used to provide overwatch to Army units on maneuvers. Designed to fight peer rivals – such as the Coalition – but typically used to bomb insurgencies, the [[San Colette#The Civil Guard|Colettish Civil Guard]] used their wings of FB-25Ps to great effect during the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], where the plane was first used in the pitched battles it was originally designed for. The Foxfire, despite its use as a CAS aircraft, can fight reasonably well in a dogfight if prepared for the role. Like all SAAF aircraft it can only operate in-atmosphere and must be moved from planet to planet in a larger transport, typically while broken down into several parts for storage.&lt;br /&gt;
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===Notable Army Divisions===&lt;br /&gt;
[[File:Army Mars.png|400px|thumb|Soldiers of the 37th Martian Mechanized Division during the Martian Campaign of 2464.]]&lt;br /&gt;
&#039;&#039;&#039;1st Earther Infantry Division, “Big Red One”&#039;&#039;&#039;&lt;br /&gt;
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One of the oldest continuously-serving divisions in the Alliance, the 1st Infantry Division has fought in every major war the SAF has become involved in and its troopers brag the Bloody First has fought for the Alliance on almost every planet worth visiting in the human Spur. The Bloody First is the Army division which thwarted the Revolt of the Officers and the civilian government has not forgotten its loyalty. It has long been one of the first divisions the civilian government pulls guards from, and its troopers have guarded Solarian diplomats in every nation of the Spur. It is recruited from Earth and primarily draws its recruits from the United States, though it contains Earthers from across the globe in its ranks. The First is prominently involved in peacekeeping operations on Lycoris, with most of its strength deployed to the former capital of the SRF. The First&#039;s traditional patch is a large, red numerical one on a green shield.&lt;br /&gt;
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&#039;&#039;&#039;1st Guards Proletariat Mechanized Division, &amp;quot;Red Guards&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The Soviet counterpart of the 1st Infantry, the Guards Proletariat have likewise fought in every major Solarian conflict including the civil war (2462-65) and peacekeeping operations on Lycoris. It has a long history stretching back to the 20th century, where it was involved in the Second World War, Sino-Soviet War, and multiple late Cold War proxy conflicts. It is one of only a few divisions which recruits from multiple worlds, and draws from both Earth and Pluto. The Guards Proletariat are known for their impressive regimental flag which shows the locations of many of its most famous battles including (but not limited to) Königsberg, Shenyang, Kshatragarh, and Nueva Isabela. It is a common joke in the SAF the Guards Proletariat represent the largest voting bloc for the Solarian Communist Party on any planet they are deployed to due to their close ties to Pluto and the USSR. The Guards Proletariat&#039;s traditional patch is a red banner with &amp;quot;GUARDS&amp;quot; written on it, imposed over a golden laurel with a numerical one at the bottom, and a red star in the middle.&lt;br /&gt;
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&#039;&#039;&#039;2nd Venusian Air Cavalry Division, “Jintaria’s Claws”&#039;&#039;&#039;&lt;br /&gt;
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Formed slightly after the Interstellar War from primarily-Jintarian units recruited on Venus, the 2nd Venusian is an elite division intended to be deployed from dropships into the toughest battles. Centuries later it is still primarily made up of Jintarians, though some Cytherean crashouts are present, and values its connection to Venus. Traditionally Jintarian 2nd Venusian recruits, including Cythereans, give themselves a cheek scar to symbolically note their separation from appearance-obsessed Cythereans. The 2nd was not deployed to Mars due to concerns phoron in the air would choke the engines of its dropships and gunships, which left the elite division bitter and eager for action. It received this action in 2465, when it was deployed to D’Anzin and assisted Colettish Civil Guard forces in the defeat of the Solarian Restoration Front’s invasion. The 2nd Venusian is, aside from their scars, well-known for their distinctive “cavalry” hats. Its traditional patch is a screaming hawk perched on an aerostat.&lt;br /&gt;
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&#039;&#039;&#039;37th Martian Mechanized Division, “Red Devils”&#039;&#039;&#039;&lt;br /&gt;
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The oldest continuously-serving Martian division, the “Red Devils” were originally formed from an amalgamation of pro-Sol &amp;quot;Blue&amp;quot; SDF units during the [[Mars#The Martian World War|Martian World War]]. It served with distinction during the Martian World War and earned its nickname from the large amount of dust its units would kick up on the open plains of Mars. Following the War it was formally integrated into the Solarian Army as a division -- one of only a few SDF units in history to make the leap -- and has served with distinction since. It was the most-engaged division during the Mars Campaign of 2464, where the Red Devils drove hard across the Martian plains once again. Few members of the division perished in the Violet Dawn catastrophe thanks to its garrison being located in Kunlun, far in the Martian north. Despite this performance rumors that the 37th assassinated Prime Minister Frost have continued to swirl, and may haunt the division for decades to come. The traditional 37th patch is a red devil on a blue background, and is intended to show Martian unity with the Alliance.&lt;br /&gt;
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&#039;&#039;&#039;3rd Callistean Infantry Division, “Commonwealth Marines”&#039;&#039;&#039;&lt;br /&gt;
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Recruited primarily from the [[Callisto#Government|Port Authority of Callisto]], the Commonwealth Marines are the Army’s only unit which specializes into zero-gravity combat in spaceborne objects such as stations, ships, and EVA environments. The Commonwealth Marines and the Solarian Marines have an infamously poor relationship due to the 3rd Callistean’s use of the term marines in their name, and those of the division are known to get into off-duty brawls with Navy Marines in the Ringpole District. Callistean military police and CMPD officers generally let the Commonwealth Marines, who are quite popular on Callisto, go with barely a slap on the wrist. The division is easily recognized by their black berets with gold-and-red badges — a color choice deliberately designed to resemble the Callistean flag. The Marines&#039; traditional patch is a lion&#039;s head looking right with &amp;quot;BY DEEDS ALONE&amp;quot; written on a banner under it.&lt;br /&gt;
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&#039;&#039;&#039;4th Haiphongese Armored Division, “Habs on Wheels”&#039;&#039;&#039;&lt;br /&gt;
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Many [[New Hai Phong|Haiphongese]] divisions become hopelessly stuck in the quagmire of corruption which defines so much of life on the planet. Not the 4th, which has proven to be resistant to corruption since its founding in the mid-2300s. 4th tankers are primarily recruited from the crime-riddled Ton Gwai Pei, which many young Haiphongers are eager to escape. They are then trained in armored drills in the harsh deserts outside the megalopolises of New Hai Phong in the operation of the Army’s standard M35A6 tank modified for the environment of New Hai Phong. Generally of shorter builds to fit comfortably into their modified tanks, their gas masks — which they almost always wear while in their vehicles — are typically customized in the traditional Haiphongese style. Some are intended to call back to the hab the tanker came from, while others use the colors of gangs the tankers were previously affiliated with. The 4th was a major participant in the Mars Campaign, where its harsh-environment training and NHP-adapted tanks proved an unbeatable force on the Martian plains.  The Fourth&#039;s traditional path is a triangle divided into yellow, blue, and red sections with a tank track and cannons superimposed over the center and a &amp;quot;4&amp;quot; on top, and &amp;quot;HABS ON WHEELS&amp;quot; on the bottom.&lt;br /&gt;
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&#039;&#039;&#039;12th Silversunner Coastal Infantry Division, “Mistral”&#039;&#039;&#039;&lt;br /&gt;
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A relative oddity in the 2400s, the 12th is a unit specialized into waterborne operations due to its origins on [[Silversun]]. In addition to waterborne operations the 12th is trained to fight in harsh environments such as the jungles and rainforests of Silversun, and is often used by the local governor to track down and apprehend criminal elements — such as poachers — who believe the dense undergrowth can hide them from Solarian authorities. This duty has caused them to sometimes be referred to sarcastically as “the Army’s Park Rangers,” by other units, and this is a surefire way to become involved in a brawl if said to most 12th soldiers. Though most commonly known for the green camouflage “Silversunner” boonie caps they often wear on patrol, 12th officers prize their distinctive blue-and-silver kepis they are issued when commissioned -- a locally-permitted uniform modification -- though few wear them in the jungle due to fears of spoiling the cap’s fabric. The 12th&#039;s sleeve patch is a dawnflower on a blue shield.&lt;br /&gt;
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&#039;&#039;&#039;78th Infantry Division, (Colettish) &amp;quot;The Bloody 78th&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Prior to 2462, the 78th was the only regular Solarian Army division formed and active on [[San Colette]]. A typical example of a Solarian infantry division, it was unproven and untested when the civil war began. In the initial phases of the conflict it remained loyal to San Colette and secured government facilities against Navy incursion. It was frequently engaged alongside the [[San Colette#The Civil Guard|Civil Guard]], SDFs, militia units, and police departments during the War in the [[Human Wildlands|Northern Wildlands]], ultimately being split into two units: one on San Colette (1st Brigade), the other on D’Anzin (2nd Brigade). While victorious, the 78th was badly mauled by the conflict and is still in the process of regeneration and replacement, but has been given the nickname of “The Bloody 78th” for its tenacious defenses and its red-and-white unit patch.&lt;br /&gt;
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&#039;&#039;&#039;221st Infantry Division, &amp;quot;The Jäger Division&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Known as the Jäger Division on [[Visegrad]], the 221st is a Visegradi infantry unit of the Army specialized in unconventional warfare. Established by the [[Sol Alliance#Department of Defense|Department of Defense]] to combat any future unrest on Visegrad, the 221st is an airmobile unit with very limited armored assets — only having light vehicles and the occasional exosuit — composed of native Visegradi familiar with the planet’s countryside. Equipped with native-produced equipment — including a domestic rifle design intended to punch more easily through trees and underbrush — the Jäger Division is intended to operate without external support for long periods of time. Secessionist forces believed they had withdrawn in 2462, but were quickly surprised when the 221st began to mount attacks from the near-impenetrable Visegradi countryside. The Jägers were vital both in securing a foothold for Fleet Admiral Szalai’s counterattack and in retaking secessionist territory. The 221&#039;s patch is a szazlabu swinging between trees while holding a M469 rifle.&lt;br /&gt;
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===Notable Army Equipment===&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;Model 469 (M469) assault rifle&#039;&#039;&#039; is the standard-issue rifle of the Solarian Armed Forces, used by the Army, Marine Corps, Navy, and many System Defense Forces. The Army&#039;s variant is known as the &#039;&#039;&#039;M469A2&#039;&#039;&#039;. A durable, modular, cheap, and highly reliable weapon system, it has dozens of variants across the SAF and millions have been produced. It was originally designed for the Army before being adopted by other branches, and was produced exclusively by [[Zavodskoi Interstellar]] prior to the advent of the Solarian Corporate Authority in 2463 — now, it is produced by hundreds of different Solarian companies, and the SAF Ordnance Corps has acquired the gargantuan task of ensuring these hundreds of companies -- rather than just one -- meet SAF production standards. Despite post-2465 efforts to replace earlier rifles in use by SDFs with M469s, many SDFs and regular SAF reserve units still use the earlier M376 assault rifle.&lt;br /&gt;
&lt;br /&gt;
One of the most powerful tools available in Solarian Army operations is the &#039;&#039;&#039;M35A6 main battle tank&#039;&#039;&#039;. Though a thirty year old design at this point, the M35A6 has gone through six updates which have kept it on the level of other, competing tanks such as the [[Dominian Imperial Military#Imperial Army|Dominian Imperial Army’s]] JA-57/2 breakthrough tank. The A6 variant includes an improved targeting matrix and Energy/Laser Reactive Armor (ELRA) on critical surfaces, though it continues to consume a frightening amount of fuel while in operation. The relatively simple construction of the M35A6 has allowed a multitude of variants to be produced, including engineering minesweeping, and bridge-laying variants. One of the most notable variants is the M35A6/NHP (New Hai Phong) used by the 4th Haiphongese Armored Division, a slightly smaller variation of the typical M35A6 which features a large atmospherics filtering system on its rear. The M35A6/NHP’s filters, originally designed to survive the environment of New Hai Phong, allowed it to excel on the Martian surface and on D&#039;Anzin.&lt;br /&gt;
&lt;br /&gt;
The &#039;&#039;&#039;M38A2 WAGS&#039;&#039;&#039; (&#039;&#039;&#039;W&#039;&#039;&#039;alking &#039;&#039;&#039;A&#039;&#039;&#039;ssault &#039;&#039;&#039;G&#039;&#039;&#039;un &#039;&#039;&#039;S&#039;&#039;&#039;ystem) is an unusual Solarian Army vehicle intended for use in harsh terrain environments. Packing the same armament as the M35 MBT, the WAGS is instead a large, exosuit-like system that travels on six legs originating from a central body featuring the turret and small crew compartment. Its limbs allow it a greater degree of mobility than a conventional ground vehicle at the cost of greater vulnerability to a mobility kill if its legs are disabled. While deemed ill-suited for the urban and suburban warfare that characterized much of the Army’s operations in the Northern Reaches, WAGS-equipped units saw action in the Martian Campaign and are commonly used as patrol vehicles in the Northern Reaches due to their greater mobility.&lt;br /&gt;
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The &#039;&#039;&#039;M15A4 infantry fighting vehicle&#039;&#039;&#039; (IFV) is an aging vehicle of the Solarian Army slowly being phased out of service, though budget issues have seen it remain in service in many divisions and rear-echelon formations. The M15A4 is stubby and box-like, with a remotely controlled autocannon. It can hold a squad of troops and deploy them in relative safety, then remain to support with its gun. Earlier M15 models known as the A3 can be seen in the hands of anti-riot police units across the Alliance and in Biesel, where the new nation had access to mothballed vehicles. [[Tau Ceti Armed Forces|Biesel models]] are referred to by the Army as the M15(B) and proved to be woefully inadequate at surviving IEDs on [[Mictlan]], leading to the creation of the A4 retrofit as a stopgap measure until the vehicles can be replaced. It is a common sight on Lycoris and [[Mars]], where it is used to carry squads of peacekeepers from place to place. Mechanized infantry are known to ride “boots out” on top of their A4, allowing for more visual observation of the vehicle’s surroundings and quicker dismounting — a potentially leg-shattering fall from atop an A4 is often better than being inside it if it hits a mine.&lt;br /&gt;
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Primarily associated with the 2nd Venusian, the &#039;&#039;&#039;AH-52 “Tarantula Wasp”&#039;&#039;&#039; multi-role helicopter is one of the Solarian Army Air Force’s most beloved designs. First used in 2452, the AH-52 is a modern design and was rapidly produced for the 2nd Venusian to replace its aging helicopter fleet. It is capable of carrying up to a squad of troops and supporting them with a vigorous array of weaponry while easier enduring hits thanks to judicious armor and an on-board shield generator. While not deployed during the Mars Campaign the AH-52 proved its worth during the Solarian Intervention in the Northern Reaches, where it was used to devastating effect by the 2nd Venusian. The AH-52 is currently being upgraded into the AH-52IP (standing for Improvement Package), which enhances its electronic countermeasures (ECM) and energistics ablative countermeasure system (EACS),&lt;br /&gt;
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The &#039;&#039;&#039;Basilisk Armored Exosuit&#039;&#039;&#039; is one of the most common Solarian Army “vehicles” in operation. Though dated in its design, as the Basilisk’s original frame dates to the late 2420s, it is capable of being surprisingly mobile thanks to its four-legged design and can be equipped with a vast array of weaponry and equipment, effectively allowing it to serve in any environment. Basilisks are also used by the Solarian Marine Corps and the Navy, and these variants are almost always more modern designs than their Army equivalents. Thanks to its flexibility and armament the Basilisk is easily capable of handling most ground-based threats short of heavy tanks on the battlefield and readily outclasses the improvised exosuits of the [[Tau Ceti Foreign Legion]], which it demonstrated itself as easily capable of destroying during the 35th Fleet’s incision.&lt;br /&gt;
&lt;br /&gt;
==System Defense Forces==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Nowhere is the state of our armed forces more obvious than in the miserable condition of many local forces. They are, seemingly as a rule, under-equipped, under-funded, and under-motivated. What I would give for every one of them to resemble [[San Colette]]!”&amp;lt;/i&amp;gt; - Fleet Admiral Ingrid von Varnhagen und Langenburg, commanding officer of the First Battlegroup, in an interview with the SANN recorded on 16 August 2462. &amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Militia Visegrad.png|400px|thumb|Many local military forces, such as those on [[Visegrad]] found themselves sorely tested by the Collapse. Many collapsed, unable to endure the pressure.]]&lt;br /&gt;
An institution that predates the Interstellar War, System Defense Forces (SDFs) are intended to serve as local military forces when the SAF&#039;s regulars are either unavailable or in need of additional forces to support its operations. Many SDFs defected during the Interstellar War, which greatly reduced their prestige in the eyes of the SAF and their importance in the eyes of Unity Station. Loyalist and Coalition SDFs sustained some of the highest rates of losses during the Interstellar War due to their poorer training and equipment, and many on both sides simply dissolved at the war’s end due to these losses.&lt;br /&gt;
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Solarian SDFs historically suffered from much of the same problems their Interstellar War counterparts did. Due to being funded primarily by the system they are stationed in, many have outdated equipment and poor training. This caused a lack of respect from the SAF&#039;s regular forces, which viewed them as underfunded, undertained, undermotivated, under-everything units likely to run at the first sign of combat. While there are some exceptions to this rule, such as the well-funded and, as a result, well-trained and well-equipped [[San Colette#The Civil Guard|Colettish Civil Guard]], most existing SDFs prior to 2462 were barely able to patrol and secure their immediate surroundings without SAF assistance, let alone fight off serious threats. Compounding these issues was a pre-2465 regulation which impacted all SDF vessels: due to the mass defections of many during the Interstellar War no SDF vessels were equipped with warp drives capable of warping without a warp gate’s assistance. Though originally intended as a safeguard against further SDF defections, this regulation greatly limited their capabilities, and has rendered them only able to patrol areas with ready access to warp lanes.&lt;br /&gt;
&lt;br /&gt;
During the Solarian Collapse these faults were laid bare for the entire Spur to see in dramatic fashion. Most SDFs stood no chance against [[Human Wildlands#The Southern Fleet Administration|emboldened pirates]] or [[Human Wildlands#The Solarian Restoration Front|rogue Navy forces]] as, for many of them, the largest ships they had access to were outdated and often poorly-maintained frigates, one of the smallest classes of combat-capable ships in the SAN. While some SDFs possessed larger vessels such as cruisers, only a handful possessed anything capable of challenging capital ships. Faced with destruction or defection, many SDFs opted to join local warlords or occupying forces, such as Biesel, for protection and, much like their Interstellar War counterparts, steady pay. Some, motivated by patriotism or a desire to ensure the safety of those they protected, fought to the bitter end or managed to retreat to the Inner Ring.&lt;br /&gt;
&lt;br /&gt;
The SDFs that survived the Collapse relatively intact, such as the Civil Guard and other forces of the Middle Ring Shield Pact or the Visegradi NDF, or successfully retreated to the Inner Ring are some of the most battle-hardened forces of the Alliance, and many vessels which retreated to the Inner Ring were retrofitted and integrated into the Navy itself. Though they could not stabilize the Wildlands on their own the SDFs of the Northern and Southern Reaches performed more effectively than almost anyone imagined, and have vindicated themselves in the eyes of the Solarian military. Those which have survived — and remained loyal to Sol — are rapidly being rearmed and modernized. For the first time in modern history, SDFs are being equipped with independent warp drives which will — in theory — give them a greater degree of autonomy and free up Navy assets from patrols.&lt;br /&gt;
&lt;br /&gt;
In the late 2460s the Alliance&#039;s remaining SDFs bear little resemblance to the paltry local forces of the pre-civil war Alliance. Though many still rely on hand-me-down equipment, more and more of their regular troops are equipped as well as their counterparts in the regular SAF. Their training and funding have likewise improved, and the SDFs now sit on the JMC alongside the Alliance&#039;s other branches. For the first time in their history, they have the respect they deserve, and the funding they have always desired. When the next war comes, and it may come soon, the Alliance&#039;s local forces will stand tall, proud, and ready for whatever comes at them.&lt;br /&gt;
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===Notable System Defense Forces===&lt;br /&gt;
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The &#039;&#039;&#039;Peorian State Guard&#039;&#039;&#039;, often known as the State Guard, is the standing military of the [[Solarian Reconstruction Mandates#New Peoria|Solarian Republic of New Peoria]]. Taking inspiration from its colonial origins — the United States — the State Guard is composed largely of reservists who hold full-time civilian jobs and is built around a small cadre of full-time officers and administrators. Its use of reservists makes the State Guard one of the Alliance’s largest per capita SDFs, but it is notably smaller than the nearby Colettish Civil Guard. It additionally suffered from equipment issues, with much of the area’s heavy weaponry prior to 2462 instead being routed to [[Konyang]] or [[San Colette]]. It was bloodied during the Solarian Civil War and could not stop the Solarian Restoration Front from temporarily seizing control over the planet in 2465. Several regiments of the State Guard escaped into the planet’s countryside and continued to fight against the SRF until their defeat by the Solarian Navy later that year. The 3rd Peorian Infantry Regiment, &amp;quot;All-Peorian Regiment,&amp;quot; escaped to San Colette and fought valiantly during the battle for the planet’s major cities, where it faced against the SRF-aligned Lycorii National Defense Force in the Battle of Nueva Isabel. Now, in a post-civil war world, it is being re-equipped with heavy weaponry by the [[Sol Alliance|Alliance]], and is set to become a tough nut to crack for any future invader.&lt;br /&gt;
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Also in the Northern Reaches is the now-disbanded &#039;&#039;&#039;Lycorii National Armed Forces&#039;&#039;&#039;, or LNAF. Prior to 2462 the LNAF was one of the best-equipped SDFs in the Alliance and was well-known for the distinctive red lycoris flower its members would wear in their helmet webbing or hat bands. With the start of the Solarian Civil War in 2462 the LNAF, already a right-learning organization due to [[Solarian Reconstruction Mandates#Lycoris|Lycoris]]’ politics, was absorbed into the Solarian Restoration Front and became an instrument of both genocide at home and destructive warfare in the support of fascism abroad, with multiple officers of the LNAF convicted of crimes against humanity in the postwar era. Much of its offensive strength was spent in the [[San Colette#The War in the Northern Reaches|Battle of San Colette]], and many remnants surrendered to the Solarian Army in 2465 with the fall of the SRF. The hardened core of the LNAF – the worst of its worst – fled into the countryside or hid in the cities of Lycoris and now fight against the Alliance as insurgents, striking terror into the very people they swore to protect. Post-civil war Lycoris has no SDF, instead relying on the Solarian military – primarily the Army – for protection, and Army patrols snaking their way through the forested countryside of the former industrial capital of the Northern Reaches have become a common sight.&lt;br /&gt;
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The &#039;&#039;&#039;Igman Defense Service (IDS)&#039;&#039;&#039; another Northern Reaches SDF. Responsible for protecting [[Solarian Reconstruction Mandates#Novo Igman|Novo Igman]], the IDS is a relatively small force built around a core of long-service professionals and is heavily mechanized. IDS troops had better equipment than most other SDFs prior to 2462, and resisted attacks during the civil war for longer than other forces. When the Solarian Restoration Front declared victory over it, the IDS went into the countryside and the cities, where it waged a successful guerrilla war against the SRF that ejected them from the planet. Some units were evacuated prior to the collapse of organized resistance and went on to fight in the Battle of San Colette, where the 22nd Armored Regiment, known as “Raróg Force,” fought alongside Colettish tanks, and the [[San Colette#The War in the Northern Reaches|Battle of D’Anzin]], where the 65th Infantry Regiment (Mechanized) fought alongside a motley collection of mercenaries, [[San Colette#The Civil Guard|Colettish forces]], and other SDF troops to hold the line. In the postwar era the IDS, thanks to the secure nature of Novo Igman,  has seen some of its units deployed to Lycoris to support regular Army troops, where the Igmani have proved themselves capable fighters against the Front’s insurgent forces.&lt;br /&gt;
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{{Navbox Human Lore}}&lt;br /&gt;
{{Navbox Lore}}&lt;br /&gt;
[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
	</entry>
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		<id>https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=38797</id>
		<title>User:NewOriginalSchwann/Sandbox</title>
		<link rel="alternate" type="text/html" href="https://wiki.aurorastation.org/index.php?title=User:NewOriginalSchwann/Sandbox&amp;diff=38797"/>
		<updated>2026-03-20T22:23:03Z</updated>

		<summary type="html">&lt;p&gt;NewOriginalSchwann: /* The Solarian Marine Corps */&lt;/p&gt;
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&lt;div&gt;{{Navbox Lore}}&lt;br /&gt;
{{Navbox Human Lore}}&lt;br /&gt;
[[File:Sol Navy.png|thumb|alt=Flag of the Navy of the Sol Alliance.|The ensign of the Solarian Navy, once flown from Earth to the Solarian Frontier.]]&lt;br /&gt;
Following the Collapse and the start of the Solarian Civil War, an effort was undertaken by reformists in the Solarian military, such as Minister of Defense Lucien Courtois, to reform the SAF and cut out much of the decay and rot which had taken root over the years. While their purges of the Navy’s ranks — and of many SAF staff — hampered a quicker response to the conflict, their efforts have been vindicated by the SAF’s success in bringing a decisive end to the Solarian Civil War in the summer of 2465. Today, the SAF has a new mission: defending the Reconstruction Mandates and protecting the borders of an ascendant Alliance.&lt;br /&gt;
&lt;br /&gt;
Some, however, believe the SAF will soon be used for more sinister purposes, and many in Biesel and the Coalition look upon it with alarm as the Alliance begins to exert itself in the Spur once again.&lt;br /&gt;
{{TOC Hidden}}&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The Solarian military is dedicated to [[Mars#The Violet Dawn Explosion|destroying]] [[Xanu Prime|whatever]] it [[Human Wildlands|touches]], and will not hesitate to destroy [[Gadpathur|you]] if you show them weakness. Show them no mercy, for they showed your [[Gadpathur#The War|ancestors]] none!”&amp;lt;/i&amp;gt; - Excerpt from a [[Gadpathur|Gadpathurian]] anti-Solarian booklet intended to be distributed to children age 8-10.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Solarian Armed Forces have a history which stretches back to 17 July 2143, shortly after the founding of the Solarian Alliance. Its origin was not a happy one. Though it took almost a decade to hash out the terms of the Alliance, most parties (with the exception of Switzerland) on Earth agreed to join it by 2140. However, the idea of surrendering military autonomy to a supranational government was a point of concern for many members of the newly-formed supernational union, particular the two superpowers of the USA and USSR. Both were extremely hesitant to surrender their spacebound military capabilities to the Alliance, and, further compounding issues, both argued that they deserved to host the headquarters of the Alliance’s military command structure.&lt;br /&gt;
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It took three grueling years of back-and-forth negotiations between the Alliance and its members to resolve the issue of the SAF. Ultimately a compromise was reached regarding the Alliance’s military command which settled the pressing issue of who would host the admiralty of (and thus be able to exert significant influence in) what is now known as the Solarian Navy. The compromise placed the admiralty on a place where no Earth nation could, in theory, influence it: Harmony City, Luna. While the USA and USSR were not happy, they were both begrudgingly content to accept it, as while one wouldn’t be able to control it, their rivals couldn’t either. The position of the admiralty on Luna and the relative independence offered to it due to this would, in the decades and centuries to come, have truly dire consequences.&lt;br /&gt;
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In the century between the Alliance’s formation and the Interstellar War, the SAF was plagued by interservice rivalry between the Solarian Army and Solarian Navy which, while never turning to violence, defined much of the SAF’s trajectory before 2275. The Navy claimed it was of more importance due to securing Sol’s interstellar lanes of commerce and policing piracy, while the Army claimed it was of more importance due to protecting the colonies themselves and ensuring the Alliance was internally stable. The Army-Navy conflict prior to the Interstellar War has been viewed by some Solarian scholars as a microcosm of the future civil war: the Navy tended to be dominated by Inner Ring citizens, particularly those from Luna, and the Army tended to draw its personnel locally, leading to a large proportion from the Outer Ring and further afield colonies. &lt;br /&gt;
&lt;br /&gt;
This conflict, and the broader schism in the Alliance, would be brought to its bloody conclusion in 2275 with the start of the Interstellar War, the SAF’s largest and most costly conflict even two centuries later. It would tip the Army-Navy struggle decisively in the Navy’s favor as many Army units, recruited locally and unpaid for months due to the ongoing financial crisis, defected to the Coalition while few Navy units did the same, and those that did were often swept under the rug or otherwise disowned. While the Navy, and loyal units of the Army, fought fiercely — and in some cases, such as Gadpathur, committed horrific crimes in the name of Solarian unity — they were unable to defeat the Coalition due to its dogged defensive fighting. A peace treaty, the Treaty of Xansan, was ultimately signed in Geneva in 2287, bringing over a decade of warfare to a close and permanently shattering Solarian hegemony over humanity.&lt;br /&gt;
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To the Navy, which believed it could have won the Interstellar War, the Treaty of Xansan was seen as a betrayal of the venerable Navy by spineless politicians — a slap to the collective faces of Navy officers who had put their lives on the line defending the Alliance by cowardly politicians obsessed with their careers who had never spent a day in uniform. It incensed them, and they began to plot against it in secret. Decisive action was needed to ensure Sol remained intact, and who better to take it than the Navy, its most steadfast institution?&lt;br /&gt;
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While it ultimately failed in its goal of revoking the Treaty of Xansan, the Revolt of the Officers on 18 May 2289 forever ensured the Navy would have a voice in politics. The coup attempt’s goals were simple: overthrow the civilian government and declare the Treaty of Xansan null and void, then resume the Interstellar War and fight until the Alliance’s hegemony was once again established. The plan, however, began to fall apart almost immediately due to one factor the coup’s mastermind, Admiral Terrence Hopper, had not accounted for: that the Army guard stationed at the Alliance’s then-capital in New York City would not go along with their conspiracy, leading to an active gunfight outside the capitol building between Army guards and Navy marines. Ultimately the Army, with support from local member state forces and ordinary civilians, repulsed the attack and the coup was seemingly aborted. But it was not as simple as it seemed, however, as the admiralty, in the days after the coup, cut a backroom deal with the civilian government: the Revolt of the Officers would be swept under the metaphorical rug by being blamed on radical elements and the Navy would be given a political voice. In exchange, the Navy would continue to protect the Alliance from interstellar threats. Hopper himself, the Butcher of Gadpathur, would avoid justice once again and remain active in politics until his death on Luna in the 24th century, and ultimately shaped Solarian fascist thought up until the present day.&lt;br /&gt;
&lt;br /&gt;
Effectively, the Navy had used its position to extort the government. Emboldened by this, and how close they had come to controlling the government through violence, the Navy became more and more influential as the decades continued on. It also became more corrupt and less efficient, as political connections became more important than ability and Caesarism infected its ranks. Ultimately, the decision to place it on Luna, where it could not be controlled by a power on Earth, had made the Navy accountable primarily to itself rather than the civilian government based upon Earth and, post-2300, Unity Station. Its pet project, the Solarian Marine Corps, was hardly any better. For many Solarians the Navy has failed them time and time again as an institution, and nowhere is this more clear than in the Solarian Collapse of 2462. Rather than protecting the Alliance many Navy forces, more loyal to their Admirals than their nation, defected and have rampaged across the Middle and Outer Rings.&lt;br /&gt;
&lt;br /&gt;
The Army, meanwhile, did have civilian authorities to answer to due to being headquartered on Earth. Post-Interstellar War the Army was placed through multiple reforms which transformed it from a sluggish, inefficient institution which lost much of its strength to defections into a force capable of defending the Alliance’s planets and government from all enemies — whether they be foreign or domestic. Where the Navy failed the Army has succeeded, particularly upon Mars, where it — in mere weeks — brought the red planet back into nominal Solarian control.&lt;br /&gt;
&lt;br /&gt;
The painful reforms spearheaded by SecD Courtois during the civil war have been dramatically vindicated by the SAF’s performance during its 2465 intervention in the civil war, where it rapidly outmaneuvered and outperformed the Solarian Restoration Front and Coalition-backed League in a rapid campaign. Both warlord statelets collapsed under the SAF’s relentless offensive and the Alliance’s flag once again flew from above capital cities across the Northern Reaches, with the pro-Solarian Middle Ring Shield Pact having been peacefully reintegrated, and both League and SRF authorities totally collapsing. In the Southern Reaches, both local governments — already de facto part of the Alliance — were brought back into the ASSN officially. The Solarian Civil War ended in mid-2465 with a decisive victory for the government, though one tainted by the loss of many systems to the Republic of Biesel.&lt;br /&gt;
&lt;br /&gt;
With the end of organized resistance by major secessionist forces the SAF has found itself engaged in mop-up and counterinsurgency operations across the Northern Reaches. In the Southern Reaches it busies itself in piracy suppression and — unofficially — “rat transportation” runs of military equipment to anti-Biesel insurgents still fighting for the Alliance in the Hinterlands. The Alliance’s armed forces stand with their nose bloodied but unbroken, and remain a capable military force — especially with a newly reestablished and growing military relationship with the nearby Empire of Dominia providing them with an effective counterweight to Elyran and Coalition influence in its south.&lt;br /&gt;
&lt;br /&gt;
==Operational Strategy==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“The size of the imperialist Alliance makes it clumsy and slow to react. We must strike where it is weak, and chip at its foundations. Only through attrition will our victory come,”&amp;lt;/i&amp;gt; - Cadre Leader Naveen Shankar speaking to the crew of his vessel before a patrol, mid-2460.&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Managing the Solarian Armed Forces, the largest organized fighting force in the modern Spur, at the operational level is a titanic undertaking which has seen liter after liter of ink spilled on the pages of military manuals, academic projects, and Solarian government documents. The Alliance has been, in its history, the single largest nation in the Spur, and required a great deal of thought to manage its territory. Its losses in the Interstellar War and its aftermath, including the Elyran Revolution, have shown it does not always succeed in its operational strategy. Furthermore, prior to SecD Courtois’ reforms in 2462-63 the Alliance had long lacked a centralized command and control system, with various military high commands such as the Solarian Navy Admiralty on Luna instead reporting to the Secretary of Defense independently of the other branches. This led to naval over-representation, inefficiency, and virulent interservice rivalries.&lt;br /&gt;
&lt;br /&gt;
In December 2462 SecD Courtois chose to address this problem by creating the &#039;&#039;&#039;Joint Military Command&#039;&#039;&#039;, or &#039;&#039;&#039;JMC&#039;&#039;&#039;. Consisting of eight members — one from each service plus a SDF representative, a chair and vice chair (both from different branches), and the military’s chief logistics officer — the JMC is designed to reduce inefficiency in the SAF by fostering cooperation. Its trial by fire, the [[Mars#The Solarian Reunification Campaign_(2462 - present)|Martian Campaign]], was a success, with Army forces fighting using previously unseen levels of naval support from orbit. The Alliance’s rapid victory in the civil war seems to have further vindicated the JMC and Courtois, with its branches having worked together at levels unseen since the Interstellar War, and having won decisively.&lt;br /&gt;
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The overall mission of the Alliance’s military is twofold. First, it must ensure the Alliance’s territorial integrity is maintained and protected against external aggression, such as Biesel’s annexations in 2462, and internal unrest, such as the Solarian Civil War of 2462-65. Second, and less publicly, is to ensure the Alliance’s lost territories can be recovered from those currently occupying it. Prior to 2462 this was centered around the Coalition of Colonies and Republic of Elyra. Since 2462 the Alliance’s strategic thinking has shifted to a potential reunification war against the Republic of Biesel, which is known in its media as the Republic of Tau Ceti. Politicians talk of war and generals plan military exercises, but none can seriously considering the prospect of causing another Interstellar War — right?&lt;br /&gt;
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===Solarian Military Commands===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Persistent Excellence, Persistent Readiness,”&amp;lt;/i&amp;gt; - Motto of Sol Alliance Northern Command.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The Solarian military operates in four combat commands — multi-branch organizations that answer to the JMC, though they predate it — responsible for operations in different parts of the Alliance: North, South, Central, and [[Sol|Sol System]]. Though all four commands have been historically dominated by the Navy, post-2462 reforms and an excellent performance in the civil war have seen the Army — and local SDFs, though to a lesser extent — exert more influence over the combat commands, particularly Northern Command. Due to being regional, the four commands all have slightly different responsibilities, though three of four have a point of overlap: [[Republic of Biesel|Biesel]], which has seen itself become a strategic priority for the Alliance since its rapid — and illegal, in Solarian eyes — annexation of great swaths of the Alliance.&lt;br /&gt;
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Northern Command (&#039;&#039;&#039;NORCOM&#039;&#039;&#039;) is based on [[San Colette]] and has responsibility for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Northern Reaches]], the Coalition border near Konyang, and the northern border of Biesel. It is commanded by General Patrick Edwards, a veteran Solarian Army officer who previously served in the Martian and Lycorii theaters. NORCOM’s daily responsibilities are mostly concerned with maintaining the ongoing low-intensity conflict against the remnants of both the Solarian Restoration Front and League of Independent Corporate-Free Systems in the Northern Reaches, with its Army troops stationed on Lycoris and involved in counterinsurgency operations, and many of its naval patrol squadrons policing warp lanes for League remnants. More importantly, it is expected to be the first to defend or attack in the event of a war against the Coalition, being home to the legendary 1st Battlegroup and its vaunted Fleet Admiral, Ingrid von Varnhagen und Landerberg. Also at Edwards’ disposal are the veteran SDFs of the Northern Reaches, sans Lycoris, that cut their teeth in the fighting of the civil war and have seen the quality of their equipment rise dramatically post-2465.&lt;br /&gt;
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Central Command (&#039;&#039;&#039;CENTCOM&#039;&#039;&#039;) is based on Silversun and has responsibility for the Inner Ring and the central border with [[Republic of Biesel|Biesel]]. It was, from 2462 to 2465, home to the orphaned northern and southern commands due to its location. While it shrunk significantly in 2462 — losing its Coalition border and much of its territory to Biesel — it has remained effective under the leadership of Admiral Bahri Özkan, commander of the 25th Fleet prior to assuming command of CENTCOM in 2464. Özkan’s forces face Biesel’s [[Tau Ceti Armed Forces#Zoleth Line|Zoleth Line]] — a multi-layered defensive formation — and are expected to pin down the [[Tau Ceti Armed Forces|Republic’s forces]] by threatening it with an offensive. At his disposal are veteran naval formations and Army troops, many of whom he has seen equipped with electronic warfare and incendiary weapons to counter Biesel’s synthetic and vaurca troops.&lt;br /&gt;
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Sol System Command (&#039;&#039;&#039;SOLCOM&#039;&#039;&#039;) is based on [[Callisto]] and is a unique command that only supervises one system, the Sol System, rather than a region of the Alliance. Considered to be a strategic reserve for any future wars, it is under the command of Admiral Yaoting Kong. Known as “King Kong” by his subordinates due to his large build and love of the Monkey King franchise, Admiral Kong’s combat command is centered around logistics and training rather than combat. He is also responsible for the Sol System’s security, and is the first admiral to work with civilian fleet organizations such as the [[Callisto#Government and Politics|Callistean Port Authority]] in a new anti-smuggling campaign.&lt;br /&gt;
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Southern Command &#039;&#039;&#039;(SOUCOM&#039;&#039;&#039;) is based on Visegrad and is responsible for the [[Solarian Reconstruction Mandates#Northern Solarian Reconstruction Mandate|Southern Reaches]], the southern border of Biesel and the Hinterlands, the southern border of the Alliance, and coordination with the nearby Empire of Dominia. Managing these operations is Admiral Monika von Schintling, a senior flag officer of the Solarian Navy with experience in the civil war and in the Southern Reaches. Underneath her is the veteran 6th Battlegroup, formed of loyal Middle Ring Battlefleets, and officers seasoned by years of anti-piracy experience. Alongside these duties von Schintling’s command is responsible for the “rat transportation” network of transporting supplies to pro-Solarian insurgents in the Hinterlands and coordinating with the Dominian Imperial Military, which had rebounded in prominence to SOUCOM following the civil war’s end. Once responsible for carrying out a theoretical war against [[Republic of Elyra|Elyra]], SOUCOM is now expected to work with CENTCOM in the event of a war against [[Republic of Biesel|Biesel]] — punching through the south and striking at [[Tau Ceti]] while CENTCOM forces hold the Zoleth Line garrison in place and NORCOM strikes downwards.&lt;br /&gt;
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===Joint Military Command Personnel===&lt;br /&gt;
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The military officers chosen to be part of the Joint Military Command are experienced officers and expected to represent the best of their services — they are perhaps the most experienced military officers in the Spur — and report to the prime minister and Secretary of Defense. The below individuals are the first ever to hold positions in the JMC, with their terms having started in January 2463, and will last until December 2468: a five-year term designed to make them loyal to the government itself rather than whatever SecD appointed them.&lt;br /&gt;
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The Chair of the Joint Military Command (CJMC) is &#039;&#039;&#039;Admiral Giorgio Palazzi&#039;&#039;&#039;, a fifty-year veteran of the Navy and former dean of the Alliance’s primary naval academy. Palazzi is a rare example of a veteran [[Luna|Lunarian officer]] with doctrinally conservative views who remained loyal to Courtois rather than retiring in 2462-63. He is a serious-faced, flint-eyed man who organized the evacuation of Solarian assets from Biesel during its secession and helped coordinate much of the Alliance’s victory in the Northern Reaches in 2465. Palazzi is seen by some as a compromise between the Navy’s conservative and reformist factions, with Courtois and the Chief of Naval Operations firmly reformist but Palazzi representing the best — and perhaps the last — of the Navy’s pre-2462, anti-Coalition operational strategy. As CJMC Palazzi holds no military command — leaving that to other members of the JMC — and serves as both an overall coordinator of its members and is a liaison between the JMC and the civilian government.&lt;br /&gt;
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The Vice Chair of the JMC (VCJMC) is &#039;&#039;&#039;General Valerie Yang Liao&#039;&#039;&#039;, formerly commander of the [[Callisto|Callistean Marines]] and a 35 year veteran of the Army. Commonly known as VYL (pronounced “Vile,” to the general’s amusement), Liao cut her teeth fighting against pirates on Konyang and Port Antilla as a young officer before leading the Callistean Marines during the anti-Frost coup. She is more aligned with Courtois and was given the role of VCJMC after demands by the Army to avoid Navy dominance of the JMC. In her day to day work Liao serves as a ground-based counterpart to Palazzi, and was vital in ensuring the Alliance’s victory on Mars and throughout the Northern Reaches.&lt;br /&gt;
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&#039;&#039;&#039;General Richard B. Sloan&#039;&#039;&#039;, also known as “Mad Dog” to his marines, is the current Commandant of the Solarian Alliance Marine Corps (CSAMC), representing his marines on the JMC. He acquired his nickname when only a Lieutenant with the 1st Marine Division: after his visor was cracked during a boarding operation, he grabbed a nearby roll of tape in the ship, taped over it, and continued leading his unit. On the tape was, appropriately, a dog-themed pattern, and a nickname was born. After replacing the previous commandant — a Frost loyalist — Sloan embarked on a mission to reduce corruption in the ranks and mend fences with the Army and Army Air Force. Multiple units were nearly completely dissolved and reorganized, and he made the unpopular decision to take a funding cut and redirect it to the Army — an act that has done much to repair intraservice relations.  Sloan fought hard for his reforms and was vindicated by his marines’ performance in the Northern Reaches, where they served with distinction and cooperated effectively with the Army.&lt;br /&gt;
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&#039;&#039;&#039;General Chi Hoa Phan&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army (CSSA). Former commander of the [[New Hai Phong|4th Haiphongese Armored Division]], she has been a tireless advocate for the Army’s funding and development in the face of its successes on Mars and in the civil war. Phan — like other members of the JMC — holds no combat command as CSAS but is known to frequently tour the Army’s major mission areas, and has been active in the development of new and better vehicles for the Army. She also abandoned several expensive Frost-era programs to equip the Army with energy rifles instead of their M469A2s, citing it as an unnecessary waste of taxpayer funds and, “corporate welfare,” for [[Zavodskoi Interstellar]], which continues to hold onto chunks of the Solarian defense industry.&lt;br /&gt;
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&#039;&#039;&#039;General Raymond Spaatz&#039;&#039;&#039; is the current Chief of Staff of the Solarian Army Air Force (CSAAF). Originally from [[Silversun]], he has served the SAAF for fifty years — starting as a cadet — and is the oldest member of the JMC. He is expected to retire after his term ends. A bomber pilot by training, Spaatz is widely viewed as one of the preeminent scholars on SAAF operations during the Interstellar War and is a published author on the subject. Building on the successes and failures of the historical SAAF, Spaatz helped to establish a new doctrine for the military’s air component centered around attacking enemy infrastructure targets and providing close support to ground troops. He is additionally responsible for increasing coordination between the SAAF, SDF air forces, and the Navy through his formation of Air-Land-Space Operation Commands on planetary theaters of operation.&lt;br /&gt;
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&#039;&#039;&#039;Admiral Franziska Sibylle von Varnhagen&#039;&#039;&#039; is the current Chief of Naval Operations (CNO). A member of one of the Alliance’s most prominent naval families, von Varnhagen is the aunt of the First Battlegroup’s commander, Fleet Admiral Ingrid von Varnhagen und Langenburg. She was one of the admirals who saw the [[Sol Alliance History#2460-61: Michael Frost Ascends to Power|anti-Frost coup attempt]] was successful by commanding naval forces around Earth to stand down during the crisis. Since 2462 she has worked with Courtois and Solarian law enforcement to ensure the remains of Frost’s loyalists are purged from the Navy’s ranks, and has promoted loyal junior officers to fill these vacancies. However, many of von Varnhagen’s new cadre remain Lunarians — both due to much of the Alliance being cut off until 2465 and due to her status as a member of the moon’s naval aristocracy. Since 2465 she has become a major driver behind the restoration of Unity Station-Moroz naval ties, viewing the Empire as a natural counterweight to Elyra in the south.&lt;br /&gt;
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&#039;&#039;&#039;Lieutenant General Máximo Ruiz Navarro&#039;&#039;&#039;, [[San Colette#The Civil Guard|Colettish Civil Guard]], is the JMC’s current Chief Liaison for System Defense Forces (CSDF). Navarro is the most recent addition to the JMC, having joined it in December 2465, and represents the many SDFs of the Alliance, with his goal being to advocate for their interests and needs. Prior to assuming this position he was involved in the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], fighting on Lhokgon, New Peoria, and D’Anzin during 2465. Cut off from central command on San Colette proper during the final days of the battle for its system, he led an ad-hoc formation of Civil Guard units, SDF forces, militia, and mercenaries to fight against invading Solarian Restoration Front units. This force — called the Navarro Brigade by some — held out until regular Solarian forces arrived, and made its commander a hero of D’Anzin.&lt;br /&gt;
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&#039;&#039;&#039;General Mbwana Oyenusi&#039;&#039;&#039;, Quartermaster General of the Solarian Armed Forces (QMSAF), is a Solarian Army officer who previously served as its chief logistics officer, and now carries out the same duty for the entire SAF. An extremely talented, though doubtlessly overworked, man, Oyenusi has the unenviable task of ensuring the military logistics apparatus is ready to handle any and all situations thrown at it, ranging from military operations to training to disaster relief. While he does not have a combat command, Oyenusi is responsible for the operation of many supply routes run by military, merchant marine, and civilian-operated vessels. Already bald, Oyenusi jokes he would have lost all of his hair from stress if any remained. Prior to joining the SAF, Oyenusi worked as a logistics manager on [[Callisto]], where he helped manage a family-owned logistics firm alongside his father.&lt;br /&gt;
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==Logistics and Standardization==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Equipping millions of soldiers, sailors, and marines – let alone our reserve units in our member-states – is stressful enough to make women gray and men bald, prime minister. They chose me because I was already bald,”&amp;lt;/i&amp;gt; - General Mbwana Oyenusi, Quartermaster General of the SAF, to PM Strom, 29 June 2467.&amp;lt;/center&amp;gt;&lt;br /&gt;
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As the largest organized military in the modern [[Orion Spur]], simply maintaining the SAF requires an extensive logistics network which must be ready to expand quickly — and dramatically — in the event of a war, disaster, or crisis. This logistics system is under the leadership of the &#039;&#039;&#039;Solarian Armed Forces Ordnance Corps&#039;&#039;&#039; and &#039;&#039;&#039;Quartermaster General Mbwana Oyenusi&#039;&#039;&#039;. Both the Navy and Army operate a large fleet of support craft ranging from humble cargo shuttles to the Navy’s massive Atlas-class mobile fleet repair vessels, and numerous civilian businesses and vessels operate in contracts to support the SAF by producing or moving supplies to wherever they are needed. While megacorporations such as Orion Express have expressed interest in acquiring transportation contracts from the SAF, the [[Sol Alliance#Economics|Solarian Corporate Authority (SCA)]] has consistently refused any megacorporation contracts with regard to matters of national security, citing the existence of the [[Stellar Corporate Conglomerate]] as a major security risk due to its close ties with Biesel.&lt;br /&gt;
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Production of Solarian military equipment was, prior to 2462, the domain of [[Hephaestus Industries]] for shipbuilding and [[Zavodskoi Interstellar]] for almost everything else. With the advent of the SCA in 2463 this production has diversified into a dizzying array of small to medium-scale firms across the Alliance, though Hephaestus facilities on New Hai Phong and Zavodskoi ones on [[Luna]] remain producers, which have at times struggeld to meet the quotas previously reached by megacorporate logistics systems. Despite this diversification in supply sources the SAF has retained a key aspect of its logistical success: its policy of standardization in caliber and uniforms, which has greatly simplified the process of supplying the typical Solarian infantryman. They — with some exceptions — use 5.56 Solarian rounds and a standard set of camouflage-conforming fatigues whether they are a marine in orbit or a system defense force reservist in a muddy foxhole.&lt;br /&gt;
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Also standardized is the Alliance’s rank system, which it inherited from the Earther governments which preceded it. Alliance military enlisted have ranks which correspond to the enlisted scale, ranging from OR-1 to OR-9, and officers having a similar scale, ranging from OF-1 to OF-10. Both have space for specialist ranks such as the senior enlisted advisors of Joint Military Command officers, and the scale system is used by every organized military and System Defense Force throughout the Alliance. With each branch — Army, Navy, and Marines — having different rank names and the Alliance’s dozens of SDFs having their own variations, this system is vital to preventing confusion during joint operations such as the Martian Campaign or the ending phase of the civil war.&lt;br /&gt;
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While durable and able to supply the Alliance’s military forces with whatever they need — with units requiring everything from ration-filled crates to artillery shells to naval-grade fuels to toilet paper — the immense amount of investment required to provision the SAF has made it difficult to introduce new weapons and technologies at a large scale. While Biesel, Galatea, and Elyra have moved away from a ballistics-first military and seen their logistics need lessen due to ammunition being rechargeable — though in [[Republic of Elyra|Elyra’s case]], many of their energy-based weapons retain conventional ammunition systems — the Alliance has not due to the prohibitive cost of setting up production capacity to replace the millions of standard-issue M469 assault rifles already in service. Energy weapons remain experimental or limited-issue in Solarian service, and pre-2462 attempts to introduce them were stymied by inefficiency and corruption.&lt;br /&gt;
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Unique among major powers, the Alliance provides a license to produce some military equipment to entities approved by the [[Sol Alliance#Government|Solarian Senate]]. These include approved mercenary units such as the [[Private Military Contracting Group#Eridani Private Military Contractors|Eridanian Golden Fist]], the [[Eridani Federation Military|Eridanian military]], and the [[Dominian Imperial Military]]. The [[Empire of Dominia]] has purchased licenses for several Solarian weapon systems, including incendiary grenades, and produces them locally, while the [[Eridani Federation|Eridani Federation’s]] unique status in the Alliance allows it to both produce local equipment to outfit its private military contractors and to fill gaps with Solarian equipment where needed. Much of the heavy equipment used by [[Private Military Contracting Group#Ringspire|Ringspire]] on [[Adhomai]] was made through this program, with license-produced Solarian Army vehicles performing well in the PMC’s butchery.&lt;br /&gt;
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===Non-Humans in the Solarian Armed Forces===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“As far as I’m concerned? The Ban didn’t go far enough! We should carpet bomb their whole [censored] [[Adhomai|planet]], really give them a [censored] taste of what they did to us [https://forums.aurorastation.org/topic/2816-sol-alliance-news-network/?do=findComment&amp;amp;comment=141866| here]! Send the Navy in and have them clean it up! Get those [censored] [[Unathi|lizards]] too!”&amp;lt;/i&amp;gt; — Anonymous [[New Hai Phong|New Hai Phonger]] speaking to the Solarian Alliance News Network in the aftermath of bombings carried out by the [[Tajaran Emigration#Tajara Revolutionary Army|Tajara Revolutionary Army]]. Unaired due to foul language.&amp;lt;/center&amp;gt;&lt;br /&gt;
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No branch of the Solarian Armed Forces aside from rare System Defense Forces has, at any time, recruited an alien species into its ranks. The reasons for this are rooted in both simple practicality and the entrenched xenophobia common in much of the Solarian Alliance, which contributes to a belief that aliens are simply not to be trusted. Practically speaking the three SAF branches are massive organizations which would only marginally benefit from alien recruits and would have to incur an expensive cost as different species demand wildly different equipment, such as fitted voidsuits and armor, and different accommodations.&lt;br /&gt;
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On the less practical side the Solarian culture of alien distrust has been applied to each species and also argued. To the typical SAF official even the most trustworthy alien is less reliable than the worst human recruit . The SAF is not, and will never be, a force for alien tolerance in the Alliance. From an outright less xenophobic perspective, the Solarian Armed Forces&#039; traditions place a great deal of ideological and cultural importance on the idea of the military as the protector of Solarian humanity. To allow aliens into its ranks has long been considered a betrayal of that ideal, and that compromising this deeply-held tenet would be an unacceptable transgression against the Alliance itself, its human citizens, and the fundamental values of the Alliance&#039;s military.&lt;br /&gt;
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[[Sol Alliance#IPC in the Sol Alliance Military|Positronics]], on the contrary, are highly valued in the SAF. Having had a long history of using [[San Colette#Drone Warfare|drones]], the adoption of positronic intelligence was viewed as the next step in a long line of military robotics. For the longest time, however, IPC and other synthetics have been relegated to support and logistics roles due to mistrust and concerns over their ability to survive in combat scenarios. The collapse has led the SAF to begin looking at IPC in order to fill the gap in its manpower, with the Navy in particular eagerly adopting them in combat roles, placing the machines as both gunners and pilots, and employing traditional shipborne AI to assist and in some cases replace crewmembers. Although assuring the public that combat IPC are a temporary measure given the crisis, some observers note that funding towards further research of combat AI has increased since their adoption.&lt;br /&gt;
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==Dominia and the Solarian Armed Forces==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“By order of my Emperor, Boleslaw Keeser I, I address to you our Fleet and Empire’s highest felicitations and congratulations for your exemplary victory in the northern provinces. Long may [[Sol|Sol’s]] light shine across the [[Orion Spur|Spur]]!”&amp;lt;/i&amp;gt; - Grand Admiral Huiling Zhao of the [[Dominian Imperial Military#His Imperial Majesty’s Fleet|Imperial Fleet]] in an official letter to Secretary of Defense Courtois, July 2465.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Dominian Flag Horizontal.png|thumb|The flag of the Empire of Dominia, an authoritarian state in the Southern Spur aligned with the Solarian Alliance.]]&lt;br /&gt;
The relationship between the [[Empire of Dominia]] and the Solarian military stretches back to before the Empire’s founding, beginning shortly after the Empire’s predecessor states unintentionally contacted the Alliance during the [[Empire of Dominia#The War of Moroz|War of Moroz]]. Both the Solarian Army and Navy sent military observers to the Imperial Alliance’s forces who reported back to the Alliance about its successes, failures, and on the structure of the belligerent nations. Solarian military attachés were some of the first individuals from outside Dominia to write on the planet’s unique culture and history, and reported to Unity Station that the Empire had strategic potential for use as a counterbalance against Elyran influence in the southern region. The Republic, after all, had only seceded in 2302 — a recent memory for the officers on Moroz in the mid-2300s. Military liaisons wrote approvingly of a state which was, though still new, eager to learn and could become a large market for Solarian defense companies such as Zavodskoi Interstellar.&lt;br /&gt;
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With the Empire’s formation in 2385 the Alliance ramped up its aid efforts. With only a scraped-together excuse for what they called the Imperial Fleet, the Empire sent its best naval cadets and officers — generally belonging to houses Zhao or Kaneko — to Luna to study the Alliance’s naval tactics, and they were enrolled in the Solarian Naval Academy in Hangzhou alongside dozens of Solarian officers — mostly Lunarians. These officers, including then-Cadet Jitsuko Kaneko, soon to be a major figure in the nascent Imperial Fleet, excelled at their duties, and several Morozian cadets have been seconded to every academy class, with the exception of the 2460-65 period. Most of the earliest true Imperial Fleet warships were either made in Solarian facilities before being shipped to Mira Sancta or Zhurong for final work, or purchased wholesale from the Alliance’s reserve vessels. This tradition continues symbolically, with one gun of the Moroz-class dreadnought HIMFS Moroz and one gun of the Diyu-class dreadnought SAMV Gunnhildur each having been completed in the other nation’s foundries.&lt;br /&gt;
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The [[Dominian Imperial Military#The Imperial Army|Imperial Army]] likewise benefited from Solarian aid, both in training and in equipment. While they were experienced with planetary warfare the generals of the early Imperial Army were unfamiliar with warfare on an interstellar scale, and Solarian training during the late 24th and early 25th centuries likely helped turn the invasion of Sun Reach in 2422 into a lightning victory for the Empire. While Solarian Army surplus has long vanished into the scrapyards of Jinxiang and Zhurong — though some antiquated stock is used to equip the Home Guard, Sun Reach’s paramilitary scout force — some of the Imperial Army’s equipment remains closely related to — or licensed copies of — their Solarian counterparts.  The Empire and Alliance operate several joint training facilities for ground troops, with Solarian troops sometimes learning IED disposal from Dominian pioneers and their Dominian counterparts learning exosuit operation from Solarian vehicle crews.&lt;br /&gt;
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==The Solarian Navy==&lt;br /&gt;
[[File:Sol_Alliance_Navy.png|thumb|The symbol of the modern Solarian Navy.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Before the Interstellar War, the Solarian Navy was the largest and most perfect fighting force in the galaxy. That is, on the surface level. The admiralty of those years made the greatest mistake of pursuing strength in infinite numbers – a decision that would culminate in the Solarian Civil War.”&amp;lt;/i&amp;gt; – Excerpt from Lucien Courtois’ graduation thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
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The largest single branch of the SAF is the Solarian Alliance Navy (SAN). With millions of uniformed personnel scattered across dozens — if not hundreds — of planets, garrisons, starbases, fleets, and other facilities it may very well be the largest organized fighting force in the galaxy, and has the influence to match. The Navy has long held significant sway over Solarian politics due to both its size and its vital role in securing safe interstellar commerce and travel in the Alliance. This sway has long ensured the Navy is well-funded and it has long been on the cutting edge of Solarian defense spending. Its role in defending planets and shipping from piracy has historically given it a positive image in the eyes of many Solarians, many of with some notable exceptions such as Callisto -- long at odds with the Navy over the policing of trade and commerce flowing in through the moon’s spaceports. This positive view dimmed during the late 2450s and early 2460s, when the Navy became closely intertwined in the fascistic ATLAS-led government of Prime Minister Michael Frost.&lt;br /&gt;
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By 2462 the broad powers granted to the Navy to ensure the Alliance, then the largest human nation in the Orion Spur, remained safe and secure combined with limited oversight of the Navy to incubate a culture of graft, corruption, and rampant Caesarism in its ranks. As one traveled further from the Inner Ring these problems worsened: Solarian operational thinking prioritized more reliable officers for the defense of the Inner Ring while less reliable officers, and underperforming ones, were sent to the Outer Ring, wits its less strategic worlds. These admirals were given poor troops and little oversight by the Admiralty, allowing them to become their own masters and shape their assigned fleet to be loyal to their admiral over their Alliance.&lt;br /&gt;
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Between 2462 and 2465, defections, reforms, and attrition associated with the Solarian Civil War have taken the Navy from 200 fleets to 100. In 2465 a SISA discovery many officers were funneling supplies to radical warlords such as the Solarian Restoration Front caused a large purge of its upper ranks spearheaded by Secretary of Defense Lucien Courtois, allowing him to further already-existant reforms the Navy began in 2462. The Navy’s rapid defeat of warlords in the Northern Reaches have vindicated Courtois and the reformists, and brought the Navy back much of the prestige it lost in the Solarian Collapse of 2462.&lt;br /&gt;
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Now, in the late 2460s, the Solarian Navy has regained much of its earlier edge through a combination of reforms and ineffective units being disbanded. Most of its units have gained valuable combat experience in the final phase of the Solarian Civil War, which saw the largest interstellar engagements since the Interstellar War, and dated equipment has been replaced by domestically-produced or Einstein-manfactured upgrades able to compete with the Republic of Biesel&#039;s corporate equipment. In the Northern Reaches, it has reconstituted much of its defensive lines against the Coalition, while in the south old ties with the Dominian Imperial Fleet have been reestablished. Recent naval exercises such as OBSIDIAN CAGE 67 have shown the Solarian Navy at some of its highest readiness levels of the century, and it is likely Biesel&#039;s Republican Fleet watches the reinvigorated SAN with great nervousness: wondering when, not if, the old titan will strike it hard.&lt;br /&gt;
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===Solarian Navy Structure===&lt;br /&gt;
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The Solarian admiralty has long devoted a significant amount of its time to the logistics and operation of the increasingly-massive Navy, which peaked at 200 fleets — each, in theory, consisting of 100 ships — shortly before the Solarian Collapse of 2462. These fleets were, prior to the Collapse and Courtois’ reforms which followed it, organized into battlegroups of five fleets for greater cohesion in the event of war, with each fleet led by an Admiral and each battlegroup led by a Fleet Admiral. However, many “battlegroups” in the Outer and Middle Rings were spread across vast distances or contained disloyal elements which prevented them from functioning properly, with only a few — such as the [[Human Wildlands#The Southern Solarian Military District|Visegrad-based 1st Middle Ring Battlegroup]] (1MRB, sometimes referred to as a “Battlefleet” locally) — able to maintain both cohesion and loyalty as the Alliance spiraled towards the Collapse. Reforms by Courtois have reduced the total number of battlegroups by increasing the number of fleets per formation to ten, which has greatly assisted in command due to reducing the number of often-bickering Fleet Admirals by half.&lt;br /&gt;
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Navy fleets themselves are divided into three categories by the admiralty to represent their readiness in the event of an interstellar conflict. These categories are combat battlegroups, patrol battlegroups, and garrison battlegroups. Combat battlegroups are, as the name implies, fully-equipped and ready for combat at a moment’s notice. This classification generally only applied to Inner Ring battlegroups in the months before the Collapse. Standing slightly below combat battlegroups are patrol battlegroups: understrength, but otherwise combat-capable, formations fit for patrol duties but not for engaging full enemy formations. Below this swells the garrison battlegroup: an understrength formation so named as it is only trusted to hold a position and is not expected to perform complicated maneuvers. A fourth, though officially unrecognized, formation is the “ersatz” battlegroup. These formations are improvised and consist of whatever units were available at the time for the area’s Fleet Admiral. Last seen in the Interstellar War, ersatz battlegroups have returned in the Wildlands.&lt;br /&gt;
[[File:Navy graduation.png|A Lunarian officer of the Solarian Navy at her graduation ceremony.|thumb]]&lt;br /&gt;
Unlike the Army the personnel of the Navy are heavily divided by class and background thanks to the Luna-centric nature of its admiralty and officer class, and are even further divided based upon the Ring they are located in — an ironic echo of the Interstellar War. High-ranking officers are almost always Lunan by birth, and graduation photos from the Solarian Naval Academy are dominated by the tall, thin, and pale appearances of Lunans who have grown up in the moon’s characteristically lower gravity. These Lunan officers generally settle into command roles in the Inner, and sometimes Middle, Rings due to their perceived loyalty and familial connections — some families on [[Luna]] have served the Navy since its conception and hold significant influence over it. Officers of “lesser” importance, such as those in the Middle and Outer Rings, such as Fleet Admiral Klaudia Szalai, are often recruited and educated locally, and can be of wildly varying quality and loyalty.&lt;br /&gt;
[[File:Navy loading.png|350px|A Solarian Navy petty officer loading a Zavodskoi-produced &amp;quot;Longbow&amp;quot; naval gun. A common sight on smaller vessels which cannot easily fit larger coilguns.|thumb]]&lt;br /&gt;
Much of the Navy’s enlisted personnel is recruited locally out of convenience and its enlisted ranks are overwhelmingly dominated by those of poorer economic backgrounds, particularly when compared to its Lunan officers, such as Martians, Jintarians, and residents of the Outer and Middle Rings. The men and women which make up the vast majority of the Navy’s fighting force are, like their officers, often of debatable quality due to corruption, graft, and the megalomaniac tendencies of many officers. Prior to the Collapse most of the best enlisted— regardless of their origins — were eventually transferred out of the Outer and Middle Rings and into the Inner Rings due to the Admiralty placing a greater emphasis upon the Inner Ring.&lt;br /&gt;
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Fleet formation was, prior to the Collapse, marred by similar issues. Some fleets were recruited using the “Alliance-wide,” model where ships and personnel were recruited from across the Alliance and trained in the Sol System and its surroundings in order to ensure the best performance. These fleets were then deployed to strategic areas (generally in the Inner or Middle Rings) and placed under the command of a Solarian Naval Academy graduate to ensure the greatest possible quality. While expensive and often taking an extended period to train, these Alliance-wide fleets proved their mettle during the Collapse: no systems garrisoned by them were lost and none defected.&lt;br /&gt;
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But most Solarian fleets were not recruited using this method and were instead mobilized through the “system-wide,” method wherein a fleet’s personnel and officers were recruited and trained in the same system, and generally stationed nearby this system. In theory this was not a horrible idea: logically, military forces would fight harder for their homes than for another system. However, it did not result in the expected outcome: system-wide fleets were often shuffled from system to system and their shared origin made them more loyal to their admirals than the broader Alliance. Though many stayed loyal to the Alliance, and some managed fighting retreats to the Inner Ring, all defected — or otherwise lost — fleets during the Collapse were of the system-wide recruitment model.&lt;br /&gt;
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===Solarian Alliance Merchant Marine===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Often forgotten by historians and naval officers alike, the merchant mariner of the Alliance has been critical to victory or defeat in space throughout the Alliance’s history,”&amp;lt;/i&amp;gt; -  Excerpt from Lucien Courtois’ thesis, &amp;lt;i&amp;gt;How David Defeated Goliath: The First Interstellar War&amp;lt;/i&amp;gt;.&amp;lt;/center&amp;gt;&lt;br /&gt;
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Consisting of Solarian civilian and government-owned merchant vessels above a certain tonnage, the Solarian Alliance Merchant Marine (generally known as the Merchant Marine) is a civilian organization under the Department of the Interior. Its role is to establish a universal set of laws, regulations, and training for Solarian civilian ship crew, and its members are known as merchant mariners. During wartime or other times of crisis the Merchant Marine can be assigned to the Solarian Navy as an auxiliary logistics force, though its members remain subject to civilian maritime law and do not hold military ranks (though their ship captains can be commissioned as deemed necessary).&lt;br /&gt;
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Most Solarian sailors have gone through either the Merchant Marine or one of its training programs, and its safety regulations — such as the presence of oxygen tanks and EVA equipment throughout a ship — have influenced interstellar shipping across the modern Spur. The civilian nature of the Merchant Marine has led to friction with the Navy during wartime, with naval officers coming into conflict with the often unionized crews of merchant ships over the amount of hours they intend their civilian counterparts to work.&lt;br /&gt;
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===Naval Landing Divisions===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“War is too serious a matter to entrust to military men,”&amp;lt;/i&amp;gt; - Georges Clemenceau, Prime Minister of France.&amp;lt;/center&amp;gt;&lt;br /&gt;
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A pre-2462 institution which has mostly been disbanded by the CNO and SecD, Naval Landing Divisions (NLDs) were an attempt by the Solarian Navy’s admiralty to address its lack of ground personnel beyond marines. NLDs were its attempt to address this problem, and – to some scholars of the Solarian military – represent the Navy’s most extreme attempt at achieving total operational independence from the rest of the military, and forming a separate military within the military itself. Generally smaller than a comparative Solarian Army division, they were made up of non-marine Navy personnel – though the Marine Corps often provided advisors and officers – and initially intended to serve as security personnel for planetside naval facilities where the EVA training of marines would not – in the views of Navy and Marine officers – be put to effective use. Mission creep led to these platoon- and company-sized units slowly expanding, acquiring heavier equipment (sometimes diverted from Army stocks and resupplies), and morphing into brigade-sized entities. Never officially approved by the Department of Defense, bureaucrat after bureaucrat opted to look the other way on these divisions until 2462. Many admirals skimped on training for their NLDs, instead viewing them as pet projects and a way to spite the Army. If such an underfunded, maligned branch could do ground warfare, surely the Navy could as well!&lt;br /&gt;
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During the early phase of the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]] these units were heavily utilized by many warlord and secessionist admirals, such as the forces of the Solarian Restoration Front, due to being more well-equipped than many System Defense Forces. Others, such as the 1st Battlegroup, had theirs disbanded out of security concerns. The SRF’s landing divisions – collectively known as the Hopper Group – performed worse than the fleet’s marines and the Lycorii National Armed Forces due to the Group’s poor training standards, and was assigned to rear-line duties where it became responsible for hunting insurgents and enemies of the Front’s “new Solarian state.” Its leader was among those tried and executed for war crimes following the civil war’s end. NLDs from the League of Independent Corporate-Free Systems – known as the Free Sailors’ Union –  engaged in looting and show trials of those accused of corporate sympathies, with its leader tried and imprisoned for thirty years due to looting and mistreatment of Solarian civilians.&lt;br /&gt;
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The use of NLDs by admirals to carve out their own statelets during the Solarian Civil War’s early phase – and the grotesque excesses committed by many – led to dogged attempts by the CNO and SecD to dissolve them and dramatically reduce their sizes, with much of their excess equipment going to the Army. Navy security detachments remain, though reduced to their pre-NLD sizes and often supplemented by marines. NLDs remain a symbol of the Navy’s Caesarism and the threat it once posed to the Solarian government it is meant to protect.&lt;br /&gt;
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===Notable Facilities===&lt;br /&gt;
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Located on [[Luna]] in Harmony City, the &#039;&#039;&#039;Solarian Admiralty&#039;&#039;&#039; serves as high command for the entire Solarian Navy. While it started its existence as a small building mostly responsible for managing armed platforms tasked with destroying asteroids and other potentially harmful celestial objects, the Admiralty has grown over the intervening decades into a massive complex which is a city District unto itself. Solarian Naval Central Command (SNCC) looks over the district at nearly a hundred stories tall and stands as one of, if not the, most important buildings in the modern Alliance. The Admiralty is rumored to have dozens, if not hundreds, of underground facilities scattered across the Admiralty containing everything from mundane paperwork to intelligence on the Stellar Corporate Conglomerate to blacksites for especially infamous prisoners. Though its reputation has been tarnished by the Collapse, the Admiralty remains an unshakable feature of Luna.&lt;br /&gt;
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Located on [[Luna]] in Hangzhou, the &#039;&#039;&#039;Solarian Navy Academy&#039;&#039;&#039; is the premier — and to Lunarians, the only — institute of naval military education in the Alliance. Established in 2115 continuously functional ever since this point the Academy, as it is often simply known, has long had a reputation of producing only the finest naval officers in the Alliance. But this reputation for excellence has made the Academy an extremely difficult institution to gain entry into — particularly if one is not from the Inner Ring. Certain Lunarian families, such as the ancient Varnhagen und Langenburg family, have long held sway over the Academy’s curriculum and membership in such a family — either by blood or covenant — is a near-certain way to gain access to its halls. Academy officers, in addition to their renowned quality, are generally more loyal to the Alliance than their non-Academy counterparts. Few Academy graduates defected during the Collapse and those that have, such as the Solarian Restoration Front’s Florentina von Keyserling, have been stricken from its graduation rolls.&lt;br /&gt;
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In the orbit of Uranus lies the mundanely-named &#039;&#039;&#039;Solarian Naval Maintenance, Regeneration, and Repair Facility&#039;&#039;&#039; which is, thanks to its awful abbreviation of “&#039;&#039;&#039;SNMRRF&#039;&#039;&#039;” (occasionally phoneticized as “&#039;&#039;&#039;Smurf&#039;&#039;&#039;”), commonly referred to as “the Boneyard.” The Boneyard is a massive facility filled with outdated and mothballed hulls ranging in size from fighter aircraft to battleships which remain on the official Navy registry but are, in reality, either too outdated or too damaged to effectively operate alongside their counterparts. Boneyard vessels are, particularly since the Collapse, often cannibalized for parts or — in rare cases — “refloated” and pressed back into service. The pirate raid which brought Frost into power as Prime Minister targeted the Boneyard and stole multiple warships the former Admiral later returned with, eventually catapulting himself into popularity. Many have long theorized this “raid” and Frost’s success after was an inside job planned by Navy officers to place one of their own in power and have pointed to a multitude of “coincidences” as evidence. The fact that the raiders were never caught but were “engaged and destroyed,” the sensors monitoring Boneyard and its defenses being off at the same time, the raiders only hitting the Boneyard rather than any civilian targets or the nearby Navy sensor stations, the fact that the raiders were able to spoof a brand-new Solarian Navy ID code, and the fact that the leaker — a reformer — was one of the only deaths in the raid.&lt;br /&gt;
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===Notable Navy Forces===&lt;br /&gt;
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&#039;&#039;&#039;1st Battlegroup, “The First”&#039;&#039;&#039;&lt;br /&gt;
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The most venerable and oldest of the Alliance’s battlegroups, the First has fought in every major interstellar conflict the Alliance has officially participated in. It is responsible for decisively destroying the Coalition’s naval forces in the Battle of Xanu and has long preserved the Xanan naval battle standard captured during the battle in the Admiralty. The first five fleets of the First are overwhelmingly Lunan. The next five, which were integrated into it following Courtois’ reforms, are five of the highest-quality Alliance-wide fleets in the Alliance. Officers of the First can easily be identified by their distinctive oak leaves, which are typically placed in the side of their caps. The First is currently commanded by Fleet Admiral Ingrid von Varnhagen und Langenburg, a Lunan graduate of the Solarian Naval Academy firmly in Courtois’ reformist faction. The Fleet Admiral of the First is issued a saber as their badge of office and is expected to wear it at all times while commanding, regardless of practicality. The sword itself, while unnamed, is a priceless heirloom which has been passed down from Fleet Admiral to Fleet Admiral since the founding of the First, and to lose it is simply inconceivable.&lt;br /&gt;
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The First was the Alliance’s vanguard force during the Solarian Intervention in San Colette, with its flagship — the SAMV &#039;&#039;Gunnhildr&#039;&#039; — the first Navy vessel in the [[San Colette|Nueva Patria System]]. After destroying the Solarian Restoration Front’s forces in the system and accepting San Colette back into the Alliance, the first went on to free much of the central Northern Reaches from Front occupation and was the first Navy battlegroup to reach the Coalition’s border. The First has since returned to its berth in the Sol System, but remains ready to deploy anywhere in the Alliance upon short notice using its advanced warp drives.&lt;br /&gt;
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&#039;&#039;&#039;[[Human Wildlands#The Southern Solarian Military District|1st Middle Ring Battlegroup]]&#039;&#039;&#039;&lt;br /&gt;
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Regarded as one of the highest-quality battlegroups prior to the Collapse, the 1MRB under Fleet Admiral Klaudia Szalai, despite never formally defecting from the Alliance, spent much of the Solarian Civil War cut off from the broader Alliance and struggling against difficult odds. The five fleets of the 1MRB were understrength prior to the Collapse and were worn down by fighting against pirates, defected Solarian Navy personnel, and — at times — the Tau Ceti Foreign Legion, which it has engaged during cross-border raids by the 1MRB and border disputes with the CRZ until 2464. The 1MRB was never defeated upon the field of battle and remained steadfast in its loyalty to Sol, though many of its personnel — almost all of which hail from Visegrad or its surrounding systems — became concerned at the Navy’s non-intervention in the Southern Reaches prior to 2465.&lt;br /&gt;
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Following the Solarian reunification the 1MRB has been folded back into the Navy’s roster of active-duty fleets alongside Myo Yunso’s nearby 6MRB, based in Sankt Frederick. The return of Visegrad to the Alliance has seen the 1MRB rearmed and restored to full strength, now equipped with modern Navy vessels and warp drives. It is now one of the major Navy forces in the Southern Reaches, and remains based in Visegrad.&lt;br /&gt;
[[File:Marines SRF.png|300px|thumb|Assembled marines of the 15th Marine Regiment, now serving as part of the Solarian Restoration Front.]]&lt;br /&gt;
&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|35th Fleet]]&#039;&#039;&#039;&lt;br /&gt;
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One of the most infamous Solarian fleets in the Navy’s history, the 35th was formed after the Interstellar War and stationed near Tau Ceti in order to keep the strategic system safe. Tau Ceti’s defection — which many 35th officers hailed from — was viewed by the Fleet as a betrayal, and its rapid embrace of aliens after the defection was viewed as a further compromise of Solarian values. This hatred has, over the years between Tau Ceti’s defection and the Collapse, twisted the 35th into what it was prior to its invasion of Tau Ceti: one of the most xenophobic, fanatical, and nationalistic Solarian fleets. The losses it suffered during the invasion and its seeming betrayal by the broader Alliance further radicalized the 35th, which returned to its berth in Lycoris and declared the Solarian Restoration Front in 2462, and rapidly set about purging aliens — who they blamed for the Collapse — from the area they controlled. Though the Navy has officially disavowed the 35th and declared its officers traitors to the Alliance many, particularly those formerly loyal to Frost, flocked to its banner.&lt;br /&gt;
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In 2465 the Front began the War in the Northern Wildlands through an invasion of the nearby Middle Ring Shield Pact. Though it initially found success the 35th Fleet and its fellow Front fleets were defeated by the Solarian Navy during its intervention and have been officially struck from the Navy’s fleet roster. Many of its flag officers were tried by the Solarian Department of Justice for crimes against humanity following the civil war’s end, and were sentenced to either death or life imprisonment.&lt;br /&gt;
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&#039;&#039;&#039;25th Fleet&#039;&#039;&#039;&lt;br /&gt;
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When the 25th, primarily consisting of Silversunners, was ordered into Biesel to stop rogue Admiral Michael Frost it could have never anticipated the consequences its orders would have for the Spur. Despite the apprehension its officers and enlisted felt when they were ordered into what was, at least officially, a rebellious Solarian system ruled by an illegitimate government, the 25th followed its orders. The 25th was badly mauled by the 33rd in one of the first engagements between Solarian Navy vessels since the Interstellar War, but it pushed the 33rd out of the system and returned Biesel to a modicum of normality. The population of Biesel was understandably cold towards them, but the Admiralty promised rewards for the deed. But no rewards appeared as, nearly as soon as he had been imprisoned, Frost was swept back into power and became Prime Minister. The new PM punished the 25th severely, and sent them to an ignominious duty: to serve as an auxiliary for one of the worst battlegroups in the Navy, the 10th Middle Ring Battlegroup. But the 25th was not broken by this and, thanks to its superior equipment and training, they fought their way back to their original berth of Silversun, arriving battered and bruised — yet unbowed — in summer 2463 to a hero’s welcome. Now the 25th has a new home: the prestigious 1st Battlegroup.&lt;br /&gt;
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The 25th Fleet was the first Solarian Navy force to engage the Solarian Restoration Front in 2465 and was present during the Navy’s intervention in the Nueva Patria System, where it served as the screening force for the dreadnought SAMV &#039;&#039;Gunnhildr&#039;&#039;. Perhaps no Solarian Navy force fought harder than the 25th did, and they were the first fleet to reach the Coalition’s border.&lt;br /&gt;
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&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot;&amp;gt;&lt;br /&gt;
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===Solarian Ship Classes===&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
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&#039;&#039;&#039;Carrier&#039;&#039;&#039;&lt;br /&gt;
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The carrier occupies a critical role in Solarian operational doctrine along with the battleships it supports. Carriers are often the largest and most important ships in a Solarian fleet, and typically serve as flagships. The largest of this class are hundreds of meters long and are often regarded as floating cities due to the size of their crews. Carrier classes are generally named after geographic features.&lt;br /&gt;
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&#039;&#039;&#039;Supercarrier&#039;&#039;&#039;&lt;br /&gt;
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With only a handful ever built, the supercarriers of the Solarian Navy are very rarely seen outside of the Jewel Worlds. These gargantuan vessels are nearly a kilometer long and stand as some of the largest vessels ever constructed in the Orion Spur. A supercarrier is always the flagship of its fleet, and none have ever been lost in combat. Supercarriers have a near-mythical reputation in the Alliance due to their rarity and Navy-funded media, which often promotes them as the peak of Solarian military might. Some in the Navy grumble at this deification, instead viewing the tried-and-true dreadnoughts as the peak of the Navy. Ships of the only active supercarrier class used by the Navy, the &amp;lt;i&amp;gt;Thule&amp;lt;/i&amp;gt;-class, derive their names from mythological geographical features.&lt;br /&gt;
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&#039;&#039;&#039;Dreadnought&#039;&#039;&#039;&lt;br /&gt;
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The most well-armed and heavily-armored of the Solarian Navy’s battleship classes are designated as dreadnoughts by the Admiralty. To many the dreadnoughts are the unbeatable pride of the Navy which helped it win victory after victory in the Interstellar War before cowardly politicians snatched it from them. To others they are a reminder of how backwards-facing the Navy can be at times, and how obsessed many of its officers have become with its former glories. Recently reformers have chipped away at much of the dreadnought’s mythical image, and the classification may very well be on its last legs due to recent naval reforms. Fitting their near-mythic reputation, ships of these classes are generally named after mythological figures.&lt;br /&gt;
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&#039;&#039;&#039;Battleship&#039;&#039;&#039;&lt;br /&gt;
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Solarian battleships are heavily-armed and heavily-armored testaments to the unchallenged naval supremacy of the Alliance. Battleships were commonly seen in all three Rings of the Alliance prior to the Collapse and now often serve as flagships of defected or rogue fleets. These ships-of-the-line are often in disrepair due to having been run ragged by their warlord masters and are, generally speaking, outdated compared to contemporary examples still loyal to the Alliance. Both battleships and fast battleships are typically named after cities.&lt;br /&gt;
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&#039;&#039;&#039;Fast Battleship&#039;&#039;&#039;&lt;br /&gt;
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A post-Interstellar War innovation, the fast battleship classes of the Solarian Navy are intended to fill gaps in patrol fleets where a full battleship is unnecessary but a cruiser is insufficient. Fast battleships trade armor and firepower for speed and operational range, making them ideal for patrols in the former Alliance Neutral Zone. During the Solarian Civil War many ships of this class ended up in the hands of warlords due to the class primarily serving in the Middle and Outer Rings. Here they have excelled at a role they were never meant for: raiding and terrorizing the civilian populations they were built to protect.&lt;br /&gt;
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&#039;&#039;&#039;Cruiser&#039;&#039;&#039;&lt;br /&gt;
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Cruisers have long served as the backbone of the Solarian Navy. These vessels are typically divided into two classes: light and heavy. Like their larger counterparts, both categories of destroyers are generally named after cities with light cruisers favoring the cities of the Middle and Outer Rings. Many heavy cruisers are instead named after prominent Solarian figures, perhaps due to their captains wishing to imitate the larger and grander battleships of the Navy.&lt;br /&gt;
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&#039;&#039;&#039;Heavy Cruiser&#039;&#039;&#039;&lt;br /&gt;
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Heavy cruisers such as the Taipei-class represent the peak of Solarian cruiser design. These heavily-armed and heavily-armored vessels closely resemble the battleships they escort but are significantly less expensive due to their smaller size. Many prospective future admirals seek to command a heavy cruiser for both this reason and for the prestige commanding one brings.&lt;br /&gt;
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&#039;&#039;&#039;Light Cruiser&#039;&#039;&#039;&lt;br /&gt;
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While less prestigious than their heavier counterparts, light cruisers fill a valuable niche in the Solarian Navy. Light cruisers are fast vessels which can operate for long distances without resupplying, which easily allows them to serve as the lead vessels of patrols when fast battleships are not available. However, most officers who one day aspire to command a fleet avoid light cruisers for this very reason: while it may mean command of a squadron, it is a command which affords very little prestige and is often assigned to those who lack the money or connections to play the Navy’s influence game. With many commanded by officers of debatable ability or loyalty (and at times a lack of both) prior to 2462 it should come as no great surprise that this ship class often formed the backbone of warlord fleets in the Wildlands.&lt;br /&gt;
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&#039;&#039;&#039;Destroyer&#039;&#039;&#039;&lt;br /&gt;
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Destroyers are well-armed but small vessels designed to assist the Alliance’s battlegroups and to protect the ships that truly matter: cruisers, battleships, and carriers. Prior to the Collapse destroyers were a common sight in the Middle and Outer Ring’s anti-piracy patrols, where they often commanded groups of smaller vessels. During the Solarian Civil War many destroyers fleets of warlords, where they served much the same purpose. Destroyer and destroyer escort class ships derive their names from stellar objects, though exceptions exist due to the sheer number of destroyers in the Solarian Navy.&lt;br /&gt;
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&#039;&#039;&#039;Escort Destroyer&#039;&#039;&#039;&lt;br /&gt;
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Only barely larger than a frigate, escort destroyers are intended to provide a modicum of protection to civilian and military convoys across the Alliance. Faster and fitted with better warp drives than many larger ships, a surprising amount of escort destroyers stationed in the Middle and Outer Ring opted to evacuate to the Inner Ring rather than remaining to assist warlords. Some naval scholars believe this is due to most destroyer escort captains and crews having been local recruits in their systems, and there are many stories from shortly after the Collapse of ships of this class limping into systems such as Sol filled with terrified refugees and exhausted sailors.&lt;br /&gt;
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&#039;&#039;&#039;Frigate&#039;&#039;&#039;&lt;br /&gt;
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Smaller than both destroyer classes and yet larger than a corvette, Solarian Navy frigates were a common sight in all three Rings prior to the Collapse. Though originally intended to serve exclusively as escort vessels for larger ships, frigates have, particularly in recent years, been pressed into a variety of roles they were never meant for such as pirate-hunting operations. Up-gunned variations of common frigate designs were often the best ships available in the Outer Ring for anti-piracy patrols and system defense. These ships proved ill-equipped to fight off the forces of defected warlord fleets, and most were destroyed or themselves defected. A sad fate for the ships of a class of little importance to the Lunan-dominated Admiralty. Due to their sheer number, frigates follow no clear naming scheme.&lt;br /&gt;
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&#039;&#039;&#039;Corvette&#039;&#039;&#039;&lt;br /&gt;
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The smallest rated combat vessels in the Solarian Navy, corvettes are often commanded by new officers or officers deemed failures by their superiors. Few officers wish to command a corvette for long, rightfully viewing them as career-killers in a Navy obsessed with larger ship classes. The Wildlands is covered in wrecks of this ship class as a result of constant squabbles between petty warlords over territory and the 2465 intervention of the SAF. With much of the support structure these warlord fleets relied on gone or unavailable, corvettes were often the first vessels scrapped for spare parts. Some desperate scavengers plunder these plundered wrecks, hoping to find even tiny scraps of useful materials. Like frigates, corvettes follow no consistent naming scheme.&lt;br /&gt;
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&#039;&#039;&#039;Support Craft&#039;&#039;&#039;&lt;br /&gt;
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The unsung and unappreciated wheels which ensure the Solarian Navy continues to turn, support craft and their crews are typically looked down upon by “real” warships and their crews. The classes found under this category are stunningly diverse and include everything from massive Hephaestus-produced fuel tankers to small courier vessels designed to carry the small-scale cargo required to keep a fleet fed and happy. Durring the Solarian Civil War many warlords and rogue admirals had very limited access to these support vessels, making them a target of raids and assaults as the struggle to fuel defected ships intensified.&lt;br /&gt;
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&#039;&#039;&#039;Carrier-Launched Aircraft&#039;&#039;&#039;&lt;br /&gt;
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Covering everything from multi-crew bombers to unmanned drones, carrier-based vessels are a cornerstone of the Navy which has long fought battleships for influence. Most of the time battleships have won this battle of influence, but some believe — particularly with recent reforms — that carriers and their craft will have their day in the limelight soon enough.&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
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==The Solarian Marine Corps==&lt;br /&gt;
[[File:SAMC.png|thumb|The symbol of the Solarian Alliance Marine Corps.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Look like you know the joke right like you have to know it come ooooon. The whole joke of like ‘you don’t have to worry about asking if somebody’s a marine since they’ll tell you!‘”&amp;lt;/i&amp;gt; - Unknown Callistean bartender speaking to an Sol Alliance News Network reporter regarding the Navy’s presence on [[Callisto]] (2458).&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Marines training.png|250px|thumb|In order to become a full marine, a Corps recruit must first pass one of the most rigorous EVA training programs in the Spur. Many do not.]]&lt;br /&gt;
Though de facto an independent branch of the SAF, with its own member of the JMC, the Solarian Alliance Marine Corps (SAMC) is de jure an extension of the Navy. They travel in Navy ships, fight the Navy’s battles alongside it, and conduct ground operations they cannot do, though with their assistance. Prior to SecD Courtois&#039; reforms the SAMC had a reputation for avoiding planets, instead giving that duty to the chronically-underfunded Solarian Army or the SAN&#039;s many naval landing divisions. Since the reforms, it has taken a much more active role in taking and holding planetary ground. The SAMC&#039;s close ties to the Navy bring it funding, prestige, and eager recruits thanks to multiple lucrative deals with [[Venus|Cytherean]] media moguls that depict them in a positive light. Many Solarian children and teenagers see marines as heroes who are capable of doing anything they are asked to do as long as it benefits the Alliance.&lt;br /&gt;
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But the reality is often different from the glitzy, Cytherean image projected by popular culture. Many marines are recruited from economically disadvantaged backgrounds and are looked down upon by Navy officers for this reason, and Marine officers are expected to defer to the judgement of their Naval counterparts even if they are of the same rank. The Army looks down upon Marines for a different reason: it has long viewed them a “toy army” subordinate to the Navy, though this has begun to change with their more active role in ground operations following SecD Courtois&#039; reforms. Built-in classism present in the SAN has been harder to dispel, with the humble background of the typical Solarian marine still looked down upon by many officers.&lt;br /&gt;
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Yet the morale of the Marines remains high. The marines wholeheartedly view themselves as elite infantry of the SAF who do what others cannot or will not, even if they die trying. The SAMC brags that they make the impossible possible, and they intend to make good on their boasting.&lt;br /&gt;
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===Notable Marine Formations===&lt;br /&gt;
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&#039;&#039;&#039;1st Marine Division, &amp;quot;The Old Breed&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The 1st MARDIV has long been the elite 1st Battlegroup of the Solarian Navy&#039;s assigned marine division. Well-trained and well-equipped, the it served with distinction during the Interstellar War and the Solarian Civil War. While originally an Earther formation most of its enlisted marines and officers are now recruited from the Lunan working class, which has led to tensions with the 1st BG&#039;s mostly upper-class- and middle-class-originating officers. Most enlisted sailors come from similar working-class Lunan backgrounds, ensuring there is a great amount of camaraderie between marines and enlisted Navy personnel. The Solarian Army has long had a rivalry with the 1st MARDIV, seeing them as overfunded and underused, but the Joint Military Command&#039;s creation and the 1st MARDIV&#039;s actions during the civil war have patched up this relationship to a remarkable extent. The end of Naval Landing Divisions (NLDs) has also seen 1st MARDIV and Army toopers interacting far more, leading to better joint coordination. 1st MARDIV&#039;s symbol is a blue diamond depicting the Southern Cross with a red one, upon which is written &amp;quot;Guadalcanal,&amp;quot; connecting the division to its Earther roots.&lt;br /&gt;
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&#039;&#039;&#039;2nd Marine Division, &amp;quot;Black Berets&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Soviet marines I guess whatever do this later.&lt;br /&gt;
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&#039;&#039;&#039;[[Human Wildlands#The Solarian Restoration Front|15th Marine Regiment]]&#039;&#039;&#039;&lt;br /&gt;
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This regiment, which defected to the Solarian Restoration Front in 2462, served as the Marine detachment for the 35th Fleet of the SAN. Even before their defection they plagued by rumors of corruption and Caesarism, and a documented history of abuse towards non-humans that saw their commanding officer reprimanded by the Admiralty in 2459. Further investigations into the 15th were stopped by ATLAS in 2460, then fully halted by PM Frost when he came to power. During the 35th’s incursion into Tau Ceti the 15th’s behavior became so open it could no longer be hidden, and flickery videos of its marines executing Legionnaires or non-human Biesellites were a common sight on the Biesel extranet during and immediately following the incursion.&lt;br /&gt;
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In the Solarian Civil War the 15th became infamous for its brutality against civilians and opposing forces. It was destroyed during the Battle of D’Anzin by the combined forces of the Colettish Civil Guard and 2nd Venusian Air Cavalry Division, where it fought fanatically even when faced with impossible odds. Few of its marines were taken prisoner by the SAF, but several officers of the 15th were tried and sentenced for crimes against humanity by the Solarian Department of Justice. Like the 33rd, it has been officially struck from the SAMC roster.&lt;br /&gt;
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&#039;&#039;&#039;33rd Marine Regiment&#039;&#039;&#039;&lt;br /&gt;
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Prior to his ascension as Prime Minister the 33rd served under the command of then-Admiral Michael Frost. They participated in his invasion of [[Biesel]] and, despite an internal inquiry by the Solarian Armed Forces, escaped all charges levied against them due to ATLAS interference in the investigation. The 33rd’s loyalty to Frost intrinsically tied their fate to his and saw their trustworthiness decline in the eyes of the broader SAF, then rise dramatically following his election as PM. Frost’s ascension to power saw him restore his loyal regiment to power and use them — at the protest of the Army — as  his personal guards only served to temporarily stop the 33rd&#039;s fall from grace. After Frost’s death they were pounced upon by reformist actors in the Navy and promptly disbanded, with many of its former officers shipped off to undisclosed prisons for crimes against humanity. Even before Frost’s body was cold the 33rd was formally struck from the Corps’ register. It will never return.&lt;br /&gt;
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===Notable Marine Equipment===&lt;br /&gt;
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Coming soon.&lt;br /&gt;
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==The Solarian Army==&lt;br /&gt;
[[File:SolArmy.png|thumb|The symbol of the modern Solarian Army.]]&lt;br /&gt;
&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“I don’t give a rat’s ass what your Admiral says marine! Unless you can get the PM down here and order me to stand aside, I’m not gonna be letting you into the building! You’re gonna stand down, now! I said now goddammit!”&amp;lt;/i&amp;gt; - 1st Lieutenant Anthony “Andy” Bonaccio moments before the Revolt of the Officers devolved into a gunfight. Bonaccio would later go on to become the Alliance’s Secretary of the Army.&amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Army embassy.png|400px|thumb|Solarian Army soldiers stationed as guards outside of a Solarian government building.]]&lt;br /&gt;
The second-largest SAF branch is the historically neglected Solarian Army. Chronically underfunded until 2462, the Army existed in the shadow of the Navy and made do with hand-me-down equipment passed over or otherwise discarded by the Marines for decades after the Interstellar War. A culture of bitterness towards the Navy and the Marines, which the Army views as a subordinate branch of the Navy, has engendered a desire in the Army to do better than the Navy despite the challenges, but has likewise impacted joint-branch cooperation even after the creation of the JMC. As an institution it is significantly less corrupt and prone to Caesarism than the Navy is and, thanks to reforms undertaken after the Interstellar War, is viewed by the civilian government as an ally. Army troopers serve as guards for Solarian government institutions aside from Navy facilities, which utilize Marine guards, due to their loyalty to the government.&lt;br /&gt;
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Unlike the Navy the Solarian Army generally recruits entire divisions from individual planets and trains them in local facilities, with only a few divisions recruiting form multiple worlds. These force typically serve as the local garrison of a Solarian member state alongside a System Defense Force until they are needed. Then, they are shipped by the Navy to wherever they are needed. Army Central Command itself has long been headquartered on Unity Station and is located within walking distance of the Prime Minister’s office. Interestingly, Central Command has no fixed unit to guard it: to avoid favoritism, the division tasked with protecting it is rotated on a two-year basis. At the time of the Collapse the chosen unit was the 37th Martian Mechanized Division, more popularly known as the “Red Devils.” Due to the mysterious nature of Prime Minister Frost’s death and his seeming lack of care for Mars, rumors that the 37th killed him have swirled since before his body was cold. The division has since rotated back to Mars, where it served with distinction during the reunification campaign. While currently a volunteer-only force the Solarian Army is, in theory, able to petition the government to institute a draft in times of emergency. It can additionally federalize SDFs in the event of a national emergency, such as the Solarian Civil War (2462-65) or Interstellar War, thus bringing the nominally independent commands of local forces under Army Central Command. The Army&#039;s draft has not been used since the Interstellar War, and it is unlikely a request to reinstate the draft would pass the Senate unless another Interstellar War-like event began.&lt;br /&gt;
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While Army equipment and training, unlike their SDF counterparts, is standardized across the board certain member states have gained a reputation of supplying the Army with higher-quality units than others. Despite its poor reputation with many figures in the broader Alliance the Army generally views [[Mars]] as providing the best units due to many seeing it as one of their only ways to get off-world. [[Silversun]], with the [[Silversun#The Originals|Originals]] forming a similar group, is similarly prized as are units recruited from [[Venus#Jintarian Culture|Venusian Jintarians]]. Luna is viewed by most as providing some of the poorest-quality troops for the Army, with most of its best recruits going into the SAN or SAMC. Some Army officials have accused the Navy of deliberately sabotaging Army recruitment efforts on the moon, and recruiting patterns are unlikely to change in the near future. Pluto historically provided poor-quality troops to the Army as its ruling government reserved its best troops for its internal security forces. Reforms undertaken by SecD Courtois have reversed this trend, with many Plutonian recruits now joining Soviet-originating regimnts such as the 1st Guards Proletariat. Pluto has seen a recruitment surge since 2462 as many of its younger residents have joined the Army in hopes of fighting against fascism in the Northern Reaches or capitalism in the Republic of Biesel, which many believe will be a target for the SAF very soon. Very few [[Luna|Lunarian]] units are trusted with anything other than garrison duty.&lt;br /&gt;
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Recently the Army-Navy struggle seems to be shifting towards a more even playing field due to Army successes, Navy failures, the JMC, and SecD Courtois&#039; efforts at reforms. During a period where the Navy was at its lowest before recent reforms the Army proved itself effective in a decisive campaign where it [[Mars#The Solarian Army’s Reunification Campaign|regained control over much of Mars]]. Army Central Command has viewed this as a massive victory and it has secured a great amount of positive press for the chronically underfunded force. The creation of the Joint Military Command further leveled the playing field, with both the Army and Army Air Force receiving a seat at the table.&lt;br /&gt;
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===The Solarian Army Air Force===&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Gentlemen, I’ll be straight and level with you. We are going to pound these bastards until they give up, and we are going to save our Alliance,”&amp;lt;/i&amp;gt; - Lieutenant General Richard B. Dwyer, 4th Air Corps, to his assembled aircrews during the [[Xanu Prime#History|Siege of Xanu (2278 - 2284)]].&amp;lt;/center&amp;gt;&lt;br /&gt;
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The non-Navy aviation component of the Solarian Army, the Solarian Army Air Force (&#039;&#039;&#039;SAAF&#039;&#039;&#039;) is a component branch of the Army focused on aerospace operations. It was established shortly before the Interstellar War in an effort to make the Solarian Army’s air and ground components unique, and to reduce the amount of responsibility held by the Army’s ground troop leaders by creating a parallel structure for aerial operations. While it answers to the Chief of Staff for the Army, it is highly independent and has its own seat on the Joint Military Command. The SAAF has no spaceborne capacity and instead only manages in-atmosphere aerial assets, ranging from supersonic aircraft which engage and destroy enemy forces to cumbersome heavy-lift cargo helicopters charged with airlifting the Army’s heavy vehicles. It lacks any ground forces of its own beyond security personnel and military police, and instead relies on the Army itself to secure and hold terrain. SAAF units often show up later in a campaign once the Army, with Navy support, has secured or built a facility for their aircraft to operate from.&lt;br /&gt;
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Most aircraft operated by the SAAF are designed to operate in support of Army ground forces , and are built to be rugged in their designs due to the potential for operating out of poor air facilities in a conventional war or counterinsurgency campaign. These craft, due to lacking the equipment needed to fly through space, may be partially broken down in transit and reassembled on-site by SAAF personnel, requiring their designs be as simple as they are reliable. Like the regular Army, SAAF personnel are drawn from across the Alliance and are often clustered into units with a shared planetary origin, then attached to a matching ground unit from the same planet as their air component. &lt;br /&gt;
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The SAAF’s most iconic plane is the &#039;&#039;&#039;FB-25P “Foxfire”&#039;&#039;&#039; (officially the Fighter-Bomber Mk. 25, Planetary). With a pilot and weapons officer, it is commonly used to provide overwatch to Army units on maneuvers. Designed to fight peer rivals – such as the Coalition – but typically used to bomb insurgencies, the [[San Colette#The Civil Guard|Colettish Civil Guard]] used their wings of FB-25Ps to great effect during the [[Sol Alliance History#2462-65: The Solarian Civil War|Solarian Civil War]], where the plane was first used in the pitched battles it was originally designed for. The Foxfire, despite its use as a CAS aircraft, can fight reasonably well in a dogfight if prepared for the role. Like all SAAF aircraft it can only operate in-atmosphere and must be moved from planet to planet in a larger transport, typically while broken down into several parts for storage.&lt;br /&gt;
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===Notable Army Divisions===&lt;br /&gt;
[[File:Army Mars.png|400px|thumb|Soldiers of the 37th Martian Mechanized Division during the Martian Campaign of 2464.]]&lt;br /&gt;
&#039;&#039;&#039;1st Earther Infantry Division, “Big Red One”&#039;&#039;&#039;&lt;br /&gt;
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One of the oldest continuously-serving divisions in the Alliance, the 1st Infantry Division has fought in every major war the SAF has become involved in and its troopers brag the Bloody First has fought for the Alliance on almost every planet worth visiting in the human Spur. The Bloody First is the Army division which thwarted the Revolt of the Officers and the civilian government has not forgotten its loyalty. It has long been one of the first divisions the civilian government pulls guards from, and its troopers have guarded Solarian diplomats in every nation of the Spur. It is recruited from Earth and primarily draws its recruits from the United States, though it contains Earthers from across the globe in its ranks. The First is prominently involved in peacekeeping operations on Lycoris, with most of its strength deployed to the former capital of the SRF. The First&#039;s traditional patch is a large, red numerical one on a green shield.&lt;br /&gt;
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&#039;&#039;&#039;1st Guards Proletariat Mechanized Division, &amp;quot;Red Guards&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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The Soviet counterpart of the 1st Infantry, the Guards Proletariat have likewise fought in every major Solarian conflict including the civil war (2462-65) and peacekeeping operations on Lycoris. It has a long history stretching back to the 20th century, where it was involved in the Second World War, Sino-Soviet War, and multiple late Cold War proxy conflicts. It is one of only a few divisions which recruits from multiple worlds, and draws from both Earth and Pluto. The Guards Proletariat are known for their impressive regimental flag which shows the locations of many of its most famous battles including (but not limited to) Königsberg, Shenyang, Kshatragarh, and Nueva Isabela. It is a common joke in the SAF the Guards Proletariat represent the largest voting bloc for the Solarian Communist Party on any planet they are deployed to due to their close ties to Pluto and the USSR. The Guards Proletariat&#039;s traditional patch is a red banner with &amp;quot;GUARDS&amp;quot; written on it, imposed over a golden laurel with a numerical one at the bottom, and a red star in the middle.&lt;br /&gt;
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&#039;&#039;&#039;2nd Venusian Air Cavalry Division, “Jintaria’s Claws”&#039;&#039;&#039;&lt;br /&gt;
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Formed slightly after the Interstellar War from primarily-Jintarian units recruited on Venus, the 2nd Venusian is an elite division intended to be deployed from dropships into the toughest battles. Centuries later it is still primarily made up of Jintarians, though some Cytherean crashouts are present, and values its connection to Venus. Traditionally Jintarian 2nd Venusian recruits, including Cythereans, give themselves a cheek scar to symbolically note their separation from appearance-obsessed Cythereans. The 2nd was not deployed to Mars due to concerns phoron in the air would choke the engines of its dropships and gunships, which left the elite division bitter and eager for action. It received this action in 2465, when it was deployed to D’Anzin and assisted Colettish Civil Guard forces in the defeat of the Solarian Restoration Front’s invasion. The 2nd Venusian is, aside from their scars, well-known for their distinctive “cavalry” hats. Its traditional patch is a screaming hawk perched on an aerostat.&lt;br /&gt;
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&#039;&#039;&#039;37th Martian Mechanized Division, “Red Devils”&#039;&#039;&#039;&lt;br /&gt;
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The oldest continuously-serving Martian division, the “Red Devils” were originally formed from an amalgamation of pro-Sol &amp;quot;Blue&amp;quot; SDF units during the [[Mars#The Martian World War|Martian World War]]. It served with distinction during the Martian World War and earned its nickname from the large amount of dust its units would kick up on the open plains of Mars. Following the War it was formally integrated into the Solarian Army as a division -- one of only a few SDF units in history to make the leap -- and has served with distinction since. It was the most-engaged division during the Mars Campaign of 2464, where the Red Devils drove hard across the Martian plains once again. Few members of the division perished in the Violet Dawn catastrophe thanks to its garrison being located in Kunlun, far in the Martian north. Despite this performance rumors that the 37th assassinated Prime Minister Frost have continued to swirl, and may haunt the division for decades to come. The traditional 37th patch is a red devil on a blue background, and is intended to show Martian unity with the Alliance.&lt;br /&gt;
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&#039;&#039;&#039;3rd Callistean Infantry Division, “Commonwealth Marines”&#039;&#039;&#039;&lt;br /&gt;
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Recruited primarily from the [[Callisto#Government|Port Authority of Callisto]], the Commonwealth Marines are the Army’s only unit which specializes into zero-gravity combat in spaceborne objects such as stations, ships, and EVA environments. The Commonwealth Marines and the Solarian Marines have an infamously poor relationship due to the 3rd Callistean’s use of the term marines in their name, and those of the division are known to get into off-duty brawls with Navy Marines in the Ringpole District. Callistean military police and CMPD officers generally let the Commonwealth Marines, who are quite popular on Callisto, go with barely a slap on the wrist. The division is easily recognized by their black berets with gold-and-red badges — a color choice deliberately designed to resemble the Callistean flag. The Marines&#039; traditional patch is a lion&#039;s head looking right with &amp;quot;BY DEEDS ALONE&amp;quot; written on a banner under it.&lt;br /&gt;
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&#039;&#039;&#039;4th Haiphongese Armored Division, “Habs on Wheels”&#039;&#039;&#039;&lt;br /&gt;
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Many [[New Hai Phong|Haiphongese]] divisions become hopelessly stuck in the quagmire of corruption which defines so much of life on the planet. Not the 4th, which has proven to be resistant to corruption since its founding in the mid-2300s. 4th tankers are primarily recruited from the crime-riddled Ton Gwai Pei, which many young Haiphongers are eager to escape. They are then trained in armored drills in the harsh deserts outside the megalopolises of New Hai Phong in the operation of the Army’s standard M35A6 tank modified for the environment of New Hai Phong. Generally of shorter builds to fit comfortably into their modified tanks, their gas masks — which they almost always wear while in their vehicles — are typically customized in the traditional Haiphongese style. Some are intended to call back to the hab the tanker came from, while others use the colors of gangs the tankers were previously affiliated with. The 4th was a major participant in the Mars Campaign, where its harsh-environment training and NHP-adapted tanks proved an unbeatable force on the Martian plains.  The Fourth&#039;s traditional path is a triangle divided into yellow, blue, and red sections with a tank track and cannons superimposed over the center and a &amp;quot;4&amp;quot; on top, and &amp;quot;HABS ON WHEELS&amp;quot; on the bottom.&lt;br /&gt;
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&#039;&#039;&#039;12th Silversunner Coastal Infantry Division, “Mistral”&#039;&#039;&#039;&lt;br /&gt;
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A relative oddity in the 2400s, the 12th is a unit specialized into waterborne operations due to its origins on [[Silversun]]. In addition to waterborne operations the 12th is trained to fight in harsh environments such as the jungles and rainforests of Silversun, and is often used by the local governor to track down and apprehend criminal elements — such as poachers — who believe the dense undergrowth can hide them from Solarian authorities. This duty has caused them to sometimes be referred to sarcastically as “the Army’s Park Rangers,” by other units, and this is a surefire way to become involved in a brawl if said to most 12th soldiers. Though most commonly known for the green camouflage “Silversunner” boonie caps they often wear on patrol, 12th officers prize their distinctive blue-and-silver kepis they are issued when commissioned -- a locally-permitted uniform modification -- though few wear them in the jungle due to fears of spoiling the cap’s fabric. The 12th&#039;s sleeve patch is a dawnflower on a blue shield.&lt;br /&gt;
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&#039;&#039;&#039;78th Infantry Division, (Colettish) &amp;quot;The Bloody 78th&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Prior to 2462, the 78th was the only regular Solarian Army division formed and active on [[San Colette]]. A typical example of a Solarian infantry division, it was unproven and untested when the civil war began. In the initial phases of the conflict it remained loyal to San Colette and secured government facilities against Navy incursion. It was frequently engaged alongside the [[San Colette#The Civil Guard|Civil Guard]], SDFs, militia units, and police departments during the War in the [[Human Wildlands|Northern Wildlands]], ultimately being split into two units: one on San Colette (1st Brigade), the other on D’Anzin (2nd Brigade). While victorious, the 78th was badly mauled by the conflict and is still in the process of regeneration and replacement, but has been given the nickname of “The Bloody 78th” for its tenacious defenses and its red-and-white unit patch.&lt;br /&gt;
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&#039;&#039;&#039;221st Infantry Division, &amp;quot;The Jäger Division&amp;quot;&#039;&#039;&#039;&lt;br /&gt;
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Known as the Jäger Division on [[Visegrad]], the 221st is a Visegradi infantry unit of the Army specialized in unconventional warfare. Established by the [[Sol Alliance#Department of Defense|Department of Defense]] to combat any future unrest on Visegrad, the 221st is an airmobile unit with very limited armored assets — only having light vehicles and the occasional exosuit — composed of native Visegradi familiar with the planet’s countryside. Equipped with native-produced equipment — including a domestic rifle design intended to punch more easily through trees and underbrush — the Jäger Division is intended to operate without external support for long periods of time. Secessionist forces believed they had withdrawn in 2462, but were quickly surprised when the 221st began to mount attacks from the near-impenetrable Visegradi countryside. The Jägers were vital both in securing a foothold for Fleet Admiral Szalai’s counterattack and in retaking secessionist territory. The 221&#039;s patch is a szazlabu swinging between trees while holding a M469 rifle.&lt;br /&gt;
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===Notable Army Equipment===&lt;br /&gt;
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The &#039;&#039;&#039;Model 469 (M469) assault rifle&#039;&#039;&#039; is the standard-issue rifle of the Solarian Armed Forces, used by the Army, Marine Corps, Navy, and many System Defense Forces. The Army&#039;s variant is known as the &#039;&#039;&#039;M469A2&#039;&#039;&#039;. A durable, modular, cheap, and highly reliable weapon system, it has dozens of variants across the SAF and millions have been produced. It was originally designed for the Army before being adopted by other branches, and was produced exclusively by [[Zavodskoi Interstellar]] prior to the advent of the Solarian Corporate Authority in 2463 — now, it is produced by hundreds of different Solarian companies, and the SAF Ordnance Corps has acquired the gargantuan task of ensuring these hundreds of companies -- rather than just one -- meet SAF production standards. Despite post-2465 efforts to replace earlier rifles in use by SDFs with M469s, many SDFs and regular SAF reserve units still use the earlier M376 assault rifle.&lt;br /&gt;
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One of the most powerful tools available in Solarian Army operations is the &#039;&#039;&#039;M35A6 main battle tank&#039;&#039;&#039;. Though a thirty year old design at this point, the M35A6 has gone through six updates which have kept it on the level of other, competing tanks such as the [[Dominian Imperial Military#Imperial Army|Dominian Imperial Army’s]] JA-57/2 breakthrough tank. The A6 variant includes an improved targeting matrix and Energy/Laser Reactive Armor (ELRA) on critical surfaces, though it continues to consume a frightening amount of fuel while in operation. The relatively simple construction of the M35A6 has allowed a multitude of variants to be produced, including engineering minesweeping, and bridge-laying variants. One of the most notable variants is the M35A6/NHP (New Hai Phong) used by the 4th Haiphongese Armored Division, a slightly smaller variation of the typical M35A6 which features a large atmospherics filtering system on its rear. The M35A6/NHP’s filters, originally designed to survive the environment of New Hai Phong, allowed it to excel on the Martian surface and on D&#039;Anzin.&lt;br /&gt;
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The &#039;&#039;&#039;M38A2 WAGS&#039;&#039;&#039; (&#039;&#039;&#039;W&#039;&#039;&#039;alking &#039;&#039;&#039;A&#039;&#039;&#039;ssault &#039;&#039;&#039;G&#039;&#039;&#039;un &#039;&#039;&#039;S&#039;&#039;&#039;ystem) is an unusual Solarian Army vehicle intended for use in harsh terrain environments. Packing the same armament as the M35 MBT, the WAGS is instead a large, exosuit-like system that travels on six legs originating from a central body featuring the turret and small crew compartment. Its limbs allow it a greater degree of mobility than a conventional ground vehicle at the cost of greater vulnerability to a mobility kill if its legs are disabled. While deemed ill-suited for the urban and suburban warfare that characterized much of the Army’s operations in the Northern Reaches, WAGS-equipped units saw action in the Martian Campaign and are commonly used as patrol vehicles in the Northern Reaches due to their greater mobility.&lt;br /&gt;
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The &#039;&#039;&#039;M15A4 infantry fighting vehicle&#039;&#039;&#039; (IFV) is an aging vehicle of the Solarian Army slowly being phased out of service, though budget issues have seen it remain in service in many divisions and rear-echelon formations. The M15A4 is stubby and box-like, with a remotely controlled autocannon. It can hold a squad of troops and deploy them in relative safety, then remain to support with its gun. Earlier M15 models known as the A3 can be seen in the hands of anti-riot police units across the Alliance and in Biesel, where the new nation had access to mothballed vehicles. [[Tau Ceti Armed Forces|Biesel models]] are referred to by the Army as the M15(B) and proved to be woefully inadequate at surviving IEDs on [[Mictlan]], leading to the creation of the A4 retrofit as a stopgap measure until the vehicles can be replaced. It is a common sight on Lycoris and [[Mars]], where it is used to carry squads of peacekeepers from place to place. Mechanized infantry are known to ride “boots out” on top of their A4, allowing for more visual observation of the vehicle’s surroundings and quicker dismounting — a potentially leg-shattering fall from atop an A4 is often better than being inside it if it hits a mine.&lt;br /&gt;
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Primarily associated with the 2nd Venusian, the &#039;&#039;&#039;AH-52 “Tarantula Wasp”&#039;&#039;&#039; multi-role helicopter is one of the Solarian Army Air Force’s most beloved designs. First used in 2452, the AH-52 is a modern design and was rapidly produced for the 2nd Venusian to replace its aging helicopter fleet. It is capable of carrying up to a squad of troops and supporting them with a vigorous array of weaponry while easier enduring hits thanks to judicious armor and an on-board shield generator. While not deployed during the Mars Campaign the AH-52 proved its worth during the Solarian Intervention in the Northern Reaches, where it was used to devastating effect by the 2nd Venusian. The AH-52 is currently being upgraded into the AH-52IP (standing for Improvement Package), which enhances its electronic countermeasures (ECM) and energistics ablative countermeasure system (EACS),&lt;br /&gt;
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The &#039;&#039;&#039;Basilisk Armored Exosuit&#039;&#039;&#039; is one of the most common Solarian Army “vehicles” in operation. Though dated in its design, as the Basilisk’s original frame dates to the late 2420s, it is capable of being surprisingly mobile thanks to its four-legged design and can be equipped with a vast array of weaponry and equipment, effectively allowing it to serve in any environment. Basilisks are also used by the Solarian Marine Corps and the Navy, and these variants are almost always more modern designs than their Army equivalents. Thanks to its flexibility and armament the Basilisk is easily capable of handling most ground-based threats short of heavy tanks on the battlefield and readily outclasses the improvised exosuits of the [[Tau Ceti Foreign Legion]], which it demonstrated itself as easily capable of destroying during the 35th Fleet’s incision.&lt;br /&gt;
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==System Defense Forces==&lt;br /&gt;
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&amp;lt;center&amp;gt;&amp;lt;i&amp;gt;“Nowhere is the state of our armed forces more obvious than in the miserable condition of many local forces. They are, seemingly as a rule, under-equipped, under-funded, and under-motivated. What I would give for every one of them to resemble [[San Colette]]!”&amp;lt;/i&amp;gt; - Fleet Admiral Ingrid von Varnhagen und Langenburg, commanding officer of the First Battlegroup, in an interview with the SANN recorded on 16 August 2462. &amp;lt;/center&amp;gt;&lt;br /&gt;
[[File:Militia Visegrad.png|400px|thumb|Many local military forces, such as those on [[Visegrad]] found themselves sorely tested by the Collapse. Many collapsed, unable to endure the pressure.]]&lt;br /&gt;
An institution that predates the Interstellar War, System Defense Forces (SDFs) are intended to serve as local military forces when the SAF&#039;s regulars are either unavailable or in need of additional forces to support its operations. Many SDFs defected during the Interstellar War, which greatly reduced their prestige in the eyes of the SAF and their importance in the eyes of Unity Station. Loyalist and Coalition SDFs sustained some of the highest rates of losses during the Interstellar War due to their poorer training and equipment, and many on both sides simply dissolved at the war’s end due to these losses.&lt;br /&gt;
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Solarian SDFs historically suffered from much of the same problems their Interstellar War counterparts did. Due to being funded primarily by the system they are stationed in, many have outdated equipment and poor training. This caused a lack of respect from the SAF&#039;s regular forces, which viewed them as underfunded, undertained, undermotivated, under-everything units likely to run at the first sign of combat. While there are some exceptions to this rule, such as the well-funded and, as a result, well-trained and well-equipped [[San Colette#The Civil Guard|Colettish Civil Guard]], most existing SDFs prior to 2462 were barely able to patrol and secure their immediate surroundings without SAF assistance, let alone fight off serious threats. Compounding these issues was a pre-2465 regulation which impacted all SDF vessels: due to the mass defections of many during the Interstellar War no SDF vessels were equipped with warp drives capable of warping without a warp gate’s assistance. Though originally intended as a safeguard against further SDF defections, this regulation greatly limited their capabilities, and has rendered them only able to patrol areas with ready access to warp lanes.&lt;br /&gt;
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During the Solarian Collapse these faults were laid bare for the entire Spur to see in dramatic fashion. Most SDFs stood no chance against [[Human Wildlands#The Southern Fleet Administration|emboldened pirates]] or [[Human Wildlands#The Solarian Restoration Front|rogue Navy forces]] as, for many of them, the largest ships they had access to were outdated and often poorly-maintained frigates, one of the smallest classes of combat-capable ships in the SAN. While some SDFs possessed larger vessels such as cruisers, only a handful possessed anything capable of challenging capital ships. Faced with destruction or defection, many SDFs opted to join local warlords or occupying forces, such as Biesel, for protection and, much like their Interstellar War counterparts, steady pay. Some, motivated by patriotism or a desire to ensure the safety of those they protected, fought to the bitter end or managed to retreat to the Inner Ring.&lt;br /&gt;
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The SDFs that survived the Collapse relatively intact, such as the Civil Guard and other forces of the Middle Ring Shield Pact or the Visegradi NDF, or successfully retreated to the Inner Ring are some of the most battle-hardened forces of the Alliance, and many vessels which retreated to the Inner Ring were retrofitted and integrated into the Navy itself. Though they could not stabilize the Wildlands on their own the SDFs of the Northern and Southern Reaches performed more effectively than almost anyone imagined, and have vindicated themselves in the eyes of the Solarian military. Those which have survived — and remained loyal to Sol — are rapidly being rearmed and modernized. For the first time in modern history, SDFs are being equipped with independent warp drives which will — in theory — give them a greater degree of autonomy and free up Navy assets from patrols.&lt;br /&gt;
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In the late 2460s the Alliance&#039;s remaining SDFs bear little resemblance to the paltry local forces of the pre-civil war Alliance. Though many still rely on hand-me-down equipment, more and more of their regular troops are equipped as well as their counterparts in the regular SAF. Their training and funding have likewise improved, and the SDFs now sit on the JMC alongside the Alliance&#039;s other branches. For the first time in their history, they have the respect they deserve, and the funding they have always desired. When the next war comes, and it may come soon, the Alliance&#039;s local forces will stand tall, proud, and ready for whatever comes at them.&lt;br /&gt;
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===Notable System Defense Forces===&lt;br /&gt;
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The &#039;&#039;&#039;Peorian State Guard&#039;&#039;&#039;, often known as the State Guard, is the standing military of the [[Solarian Reconstruction Mandates#New Peoria|Solarian Republic of New Peoria]]. Taking inspiration from its colonial origins — the United States — the State Guard is composed largely of reservists who hold full-time civilian jobs and is built around a small cadre of full-time officers and administrators. Its use of reservists makes the State Guard one of the Alliance’s largest per capita SDFs, but it is notably smaller than the nearby Colettish Civil Guard. It additionally suffered from equipment issues, with much of the area’s heavy weaponry prior to 2462 instead being routed to [[Konyang]] or [[San Colette]]. It was bloodied during the Solarian Civil War and could not stop the Solarian Restoration Front from temporarily seizing control over the planet in 2465. Several regiments of the State Guard escaped into the planet’s countryside and continued to fight against the SRF until their defeat by the Solarian Navy later that year. The 3rd Peorian Infantry Regiment, &amp;quot;All-Peorian Regiment,&amp;quot; escaped to San Colette and fought valiantly during the battle for the planet’s major cities, where it faced against the SRF-aligned Lycorii National Defense Force in the Battle of Nueva Isabel. Now, in a post-civil war world, it is being re-equipped with heavy weaponry by the [[Sol Alliance|Alliance]], and is set to become a tough nut to crack for any future invader.&lt;br /&gt;
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Also in the Northern Reaches is the now-disbanded &#039;&#039;&#039;Lycorii National Armed Forces&#039;&#039;&#039;, or LNAF. Prior to 2462 the LNAF was one of the best-equipped SDFs in the Alliance and was well-known for the distinctive red lycoris flower its members would wear in their helmet webbing or hat bands. With the start of the Solarian Civil War in 2462 the LNAF, already a right-learning organization due to [[Solarian Reconstruction Mandates#Lycoris|Lycoris]]’ politics, was absorbed into the Solarian Restoration Front and became an instrument of both genocide at home and destructive warfare in the support of fascism abroad, with multiple officers of the LNAF convicted of crimes against humanity in the postwar era. Much of its offensive strength was spent in the [[San Colette#The War in the Northern Reaches|Battle of San Colette]], and many remnants surrendered to the Solarian Army in 2465 with the fall of the SRF. The hardened core of the LNAF – the worst of its worst – fled into the countryside or hid in the cities of Lycoris and now fight against the Alliance as insurgents, striking terror into the very people they swore to protect. Post-civil war Lycoris has no SDF, instead relying on the Solarian military – primarily the Army – for protection, and Army patrols snaking their way through the forested countryside of the former industrial capital of the Northern Reaches have become a common sight.&lt;br /&gt;
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The &#039;&#039;&#039;Igman Defense Service (IDS)&#039;&#039;&#039; another Northern Reaches SDF. Responsible for protecting [[Solarian Reconstruction Mandates#Novo Igman|Novo Igman]], the IDS is a relatively small force built around a core of long-service professionals and is heavily mechanized. IDS troops had better equipment than most other SDFs prior to 2462, and resisted attacks during the civil war for longer than other forces. When the Solarian Restoration Front declared victory over it, the IDS went into the countryside and the cities, where it waged a successful guerrilla war against the SRF that ejected them from the planet. Some units were evacuated prior to the collapse of organized resistance and went on to fight in the Battle of San Colette, where the 22nd Armored Regiment, known as “Raróg Force,” fought alongside Colettish tanks, and the [[San Colette#The War in the Northern Reaches|Battle of D’Anzin]], where the 65th Infantry Regiment (Mechanized) fought alongside a motley collection of mercenaries, [[San Colette#The Civil Guard|Colettish forces]], and other SDF troops to hold the line. In the postwar era the IDS, thanks to the secure nature of Novo Igman,  has seen some of its units deployed to Lycoris to support regular Army troops, where the Igmani have proved themselves capable fighters against the Front’s insurgent forces.&lt;br /&gt;
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[[Category:Military]]&lt;/div&gt;</summary>
		<author><name>NewOriginalSchwann</name></author>
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