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Battlegroup Auxesia - A/)-
Information


Overview

Battlegroup Auxesia is a unique transhumanist organisation of armed non-state actors from every military in the sector, the result of countless purges, general house unrest and political restructurings Sirius wide. An ideological artifact of the old alliance, Auxesia applies the disciplines of armed service to the wider survival of Sirian human diversity and the human race itself, at any cost, in parallel to the ideals of the uninfected military defectors who fought and won Nomad war. Apolitical in nature, Auxesia maintains itself via contract work from the houses it once served, defending the border worlds from pirate raiders who it shuns for preying upon civilians, whilst quietly gathering technology to augment its armada and the people who crew them, as they wait for the next apocalypse.


Historical Roots and Philosophy of the Auxesian movement

Sapphire Raven: “We keep the sector ticking, we have to. Nobody else is.”



Auxesia, also known as Horae, are three ancient hellenistic goddesses who, in the fables of old Earth, preserve the cycle of the seasons and guard the progression of time itself. It is thus fitting that the social philosophies which have leant themselves to Auxesia’s modern incarnation are as ancient as the Goddesses’ representations themselves.

Within human cultures, there will inevitably be individuals who agree with the overall social goal of their society, but not the execution of this vision by governmental representatives. Within Sirius this manifests itself in every institutional format, from vast revolutionary sub-nations to Zoners and independent worlders silently defining their own lives against the blackness of the expanse. Even the existence of the individual houses is a reaction to different interpretations of the Alliance ideal, different languages, histories, traditions and genealogies, and different forms of governance. Dissent, therefore, can be said to be the lifeblood of the human race.

Yet whilst sentience has bestowed humanity with a proclivity towards individualism, even the individual must exchange information and resources to survive. Physically weak for their size, and equipped with no basic herd instinct, humans construct hives of knowledge and shared experience, specializing themselves to a particular function, be it constructive, intellectual, organisational or educative, to expand the abilities of the collective. They are a series of individual organisms, existing in parallel to each other, and occasionally, in contradiction, but always as part of a wider, collective human consciousness.

As the Human race collectivized between two oppositional schools of social design; the prosperity of economic libertarianism verses the social order of Earth’s centralized, planned economies in the early years of the twenty first century, the two predominant divergences in human belief became so encompassing in their hegemony, so final in their expression of human evolution and aided by the limited resources of the solar system in the absence of rapid interstellar travel, that they had no room to expand except in opposition to each other. The war that consumed Sol between the Alliance and the Coalition can therefore be seen as not merely a conflict of resources, or political interest, but a war for the definition of what it means to be a human being. Guns raged and soldiers died by the hundreds of millions for nearly a century, the entire Sol system mutilated by a war that destroyed the legacies and populations of dozens of systems of belief, hundreds of nation states, thousands of languages, and untold billions of Terran species. Sirius therefore represents a sanitized humanity - a few scattered privileged nations that preserved their industrial base despite Armageddon, and succeeded in starting the cycle of distinction anew. Like the great dynasties of the Achaemenid Persians, the Roman Empire, the Mongol Khanates, the Qing Manchu, the French Bourbons, The German Kaiserreich, The British Empire, their unifying influence eventually decayed into further cultural subdivisions, and the same diversification process has began anew in the Sirian millennium, expedited by vastly differing planetary conditions between worlds, patchy political control even within the houses extremely powerful corporate monopolies, and a sustained, rapid birth rate amongst the many relatively empty, verdant worlds of the sector. The life experience of a wage labourer in the Arcadian fields of Stuttgart and the trenches and smelters of Leeds have no parallel to each other. Even within houses, the guided, cosmopolitan lifestyle of a Manhattan socialite bears little resemblance to a that of a nomadic grafter amongst the Denver foothills. Diversity is the spice that keeps humanity running, the ability that keeps humanity’s innovation rate beyond the reproach of its primary existential threats. For the survival of humanity in Sirius, the failure of perception that lead to the Solar war must never be repeated in the Sector. Humanity must learn to unite, when required, for common gain and cultural exchange, yet must not unify under a sole, monolithic, unbending iron inflexibility as represented by viral social systems such as those embraced by the Gallics, the Maltese and the Corsairs. Nor must humanity descend into anarchy, alone, and easy to pick off or exploit, as represented by the self-flagellating neutrality of the Zoners. Neither the iron rod nor the smooth tongue will save the lives of the sector from a second apocalypse, but a union of the two. Only when humanity has attained an enlightened self-compassion for its differences, will humanity truly be at unity. It is the questioning and reaffirmation of this truism that threatens to shroud the human race in another, final apocalypse.


Against the challenge of a final reckoning, the only answer is the fortification of the status quo. The Sirian Auxesia, new-world Gods and Goddesses alike, serve many entities individually, and speak many tongues amongst themselves. In union, however, they identify with no cause except that of Humanity; that of the Alliance, in aggregate. The survival of the children of the Rheinland, Bretonia, Kusari, Hispania, Kusaria and the Liberty are are all necessitated to the survival of the Sirian project. Each season that passes without their dissolution is therefore a victory for the Auxesia, and each challenger to the stability of the five cardinal houses a nemesis to the Sirian project. Ultimately, Auxesia is a humanistic project with a veneer of classical philosophy intermixed with postmodern belief systems - an endeavor to preserve humanity as a collective of many entities, the righteous and the ill, wherein inherently unstable systems of governance are superseded by those who retain stability. If Auxesia claims a manifest destiny,it is distinctly to prevent the realization of a manifest destiny for any other group that could profit from anarchy, brigandry, terrorism, or any other organizationally instigated cause of significant loss of life within Sirius’s civilian populace.





Auxesian Transhumanism


Dr Michael Glass: “Say a man had necrosis and required a hemipelvectomy. The person concerned has just lost a leg in surgical trauma - what would you have us do? Would you have us regrow the same leg, the same limb that caused the patient so much suffering, or a new leg, one better than the old, stronger, more resilient. Impossible to disease and extremely difficult to harm. What human being could put another through the same risk, after seeing the horror that the patient has suffered from the failure of their biological parts?”


Auxesia’s neo-humanist agenda is well-publicized, and one of the cardinal reasons why the organisation remains incredibly attractive to checkered individuals seeking to find a more virtuous existence outside of the houses than joining the bounty hunters guild or stowing away on a Zoner colony vessel. However, Auxesia’s transhumanist aspirations is a subject whispered only in rumour, a conspiracy as controversial as some of the neuralnet’s finest. The truth of the matter is no exaggeration - Auxesia has been known to openly welcome cyborgs, xenoarcheologists, xenobiologists, AIs, transhumans and those with confirmed psychological interaction with the K’haran noosphere into their ranks. However, whilst organisations such as the Core, Order or house intelligence services have been known to rampantly manipulate such individuals for their attributes, Auxesia appears to merely accept their existence and actively attempts to shelter them from the sector outside, a matter of frustration to a considerable of organisations, such as the Lane Hackers, who openly attempt to interdict said personages. Auxesia also has a relaxed attitude to embracing those who have defected from House military service with billions of credits worth of taxpayers’ hardware (including, notoriously, a battleship or two), a cause of significant ire to the Liberty Navy despite Auxesia’s generally protective status to Liberty house as a whole. Captured, appropriated, purchased, salvaged or just plain stolen ships of all stripes form the totality of Auxesia’s spaceborne hardware, supplementing their dearth of any meaningful space-based logistical structures or shipyards, whilst the technology held within said ships are modified, retrofitted and reproduced where possible to service the wider whole. Indeed, the name “Battlegroup” is ironic, as no more than a third of Auxesia’s vessels massing over a thousand tonnes have a direct military application, most ships forming improvisatory foundries, munition plants, storage depots, maintenance vessels, farms and residences, with most ships operating as, at least in terms of life support, self-sustaining arcologies facilitating the comfortable existence of thousands. Once-lavish passenger vessels, ironically funded by the houses who pay for Auxesian protection of their often insufficiently protected trade arteries, form “world ships”, vast space liners, home to the teeming multitudes of independent worlders who choose to reside within the comfortable solace Auxesia provides. Indeed, whilst the quality of life for the average Auxesian, from the lowest initiate to that of the keeper herself, is comparatively spartan when compared to denizens of Manhattan or Cambridge, all are assured of a lifestyle that is, at minimum, middle class, entitles freedom of movement, freedom of speech, and, most crucially to the many millions of survivors of the Nomad War, likely to be lengthy. Prosthetic enhancement of the human body and mind is frequent and normal in Auxesian society, from unobtrusive mind-machine neural laces, to nano-repair augmentations and the biomechanical replacement of organs, dermis, muscles, bones and limbs, even core elements of the nervous system and sections of the brain itself. Through technology, Auxesia seeks to discover a terrestrial alternative to question that cardamine presents - how to attain human enhancement, without becoming ants in an alien hive.



The Ideological Affiliations of Auxesia


Joshua Hunt: “Patriotic? We are universally patriotic. We have Libertonians, Hispanics, Gauls, Rheinlanders, Kusarians and Bretonians here, Libertarians, Communists, Socialists, Conservatives, Monarchists, Progressives and Republicans, all working side-by-side because they believe in the Alliance and what it stood for. What Sirius still stands for. Just because I don’t specify a government doesn’t mean I can’t have pride in the human race.”



Auxesia deliberately does not identify itself with any one particular house administration, although it attempts to maintain neutral or positive relations will all, to varying degrees of success. Instead, it names its ships, icons, places and even people from cultural artifacts of the long-defunct Earth nation of Trebizond, selected both for its neutrality, the diversity of its people, its cultural depth as a bridge between the Black Sea, Europe, Asia Minor and the Caucasus, and, most tellingly, its longevity against of overwhelming opposition. Whilst Auxesia is inherently atheist in outlook, Auxesians can still be seen as having a pseudo-spiritual belief in the value of human individuals, a tendency which makes them eager to act in the interests and causes of others, if not outwardly compassionate. Auxesian culture represents this hodgepodge universalist mentality directly. Auxesian architects tend towards organic, fluid-looking structures, with a heavy emphasis on light and shade, metal and glass, blue and purple ambiance, whilst Auxesian slang, cuisine and habits form a microcosm of the Sirian norm. Chairs are rare in Auxesian habitats, with zabutons and low tables common in Auxesian residences instead, but the foodstuffs consumed at said tables are often synthesized, vegan varieties of Bretonian, Rheinlandic or Libertonian foodstuffs. Likewise, whilst the majority of Auxesians speak in english for ease of neural net integration, children are educated to an equal number of hours in German, Spanish and Japanese on any number of Auxesian worldships. Inherent loners from the outside world, Auxesians never-the-less share a practically zoner attitude to personal space onboard the ships they call home, often hot-bunking in the most crowded of quarters. Sports enjoyed by Auxesians comprise a confusing, often slightly injurious medley of zero gravity basketball, competitive shooting, european football, silat, aikido and kenjutsu.

A significant majority of Auxesia’s membership, technological prowess and ships is comprised of veterans, and the families of said veterans, from nearly every military and paramilitary agency in the sector, including all of the houses, APM enterprises, and the Order, even attracting the odd past officer of the GRN. Whilst a significant quantity of said defectors are survivors of the nomad war of 800 to 801 AS who experienced difficulty reintegrating into Sirian civilian life, or survivors of Operation Diké and the Core purge, the origins of Auxesians are inconsistent and differ heavily from individual to individual. So-called pure Auxesians; individuals who have been born into the fleet, are an increasingly prevalent presence due to Auxesia’s fairly high reproductive rate amongst their rear-line personnel. Auxesia’s persistent experimentation with transhuman eugenics has resulted in a considerable number of pure Auxesian adults as well, their growth hyper-accelerated, their minds acute, latter-day Perseuses for a fractured human race.


Administration and Politics of Auxesia

Alan Stacker: “Auxesia is a fleet of individuals. There is no herd instinct. We fly and die together because we have a common dream.”

Politically, Auxesia is a timocratic military junta with a meritocratic system of advancement for operatives that have proven exceptionally able in their specialization,or possess a natural propensity for command. Auxesia maintains a rudimentary legislative structure based upon the same tribunal system as the Liberty Navy, although executive power over the Auxesian court lies exclusively with the Keeper and Curator, who are entrusted not to abuse their position. Auxesia is paradoxically democratic in outlook - valuing individual expression and freedoms of both expression and movement as critical components of the human spirit. However, the realities of maintaining unilateral control over a diverse manifest of hundreds of maintenance starved refugee vessels and dozens of warships, deprived of a port of call, distributed over dozens of star systems force Auxesia to maintain a strict, martial chain of command that marks its influence on every feature of the Auxesian populace, with the majority of the enclave’s material assets and governance concentrated in the hands of the capable few. Since Auxesia views its entire population as elements of a united army, combatants or not, status within Auxesia is influenced heavily by the individual’s employment pre-Auxesia, the material assets they bring with them, and the loyalty of their subordinates to said previous organisations. As a general rule, Core and APM agents stay on Core and APM ships. Rheinlanders stick with Rheinlandic squadrons, Bretonians operate Templars and Libertarians hot-seat Liberators and Verdicts. However, a certain amount of vocational dilution has started to craft Auxesia into a unified, umbrella identity. A commonly murmured mantra amongst Auxesians is that it doesn’t matter from where an individual comes, what language they speak, what skin tone they have or who they once shot, what matters it that they’re here. It is said that if God wished to gain a complete appraisal of every walk of life within the House and border worlds, all they’d need to do is pick up an Auxesian capital vessel and shake it. This illustration is not far removed from the truth.



The history of Auxesia in Sirius


Daniel McAllister: “It’s strange to think of the paths that led us here. Every action chosen was the right one, and yet at the time it seemed we were just fumbling in the dark. Truth be told, we’re still fumbling. We’re just fumbling with guns.”


Retrospectively, historians consider the political forces which created Auxesia to be inevitable. As the reach of the houses steadily expanded from their core territories into the outliers, the efficiency of their control over the vast tracts of Sirian space became increasingly untenable as borders converged against each other. Piracy and crime, once localized and manageable within singular house star clusters, developed logistical arteries spanning hundreds of light-years and dozens of star systems, rivalling the complexity of those enjoyed once only by major trade powers. Ideologically extreme terrorist movements such as the Xenos or Gaians suddenly found themselves equipped with sufficient outside backing not only to defy eradication by local police forces, but to strike at civilian convoys within the naked space of the border worlds, thickly seeded with asteroid fields and dense particulate clouds beyond lawful reproach. The ever-increasing resources poured into the Bounty Hunter Guild’s disposal, barely more than state funded assassins themselves, became a symptom of governmental decay whilst conventional criminal entities, such as the Liberty Rogues, enjoyed the glut of the cardamine and artifact trades, as ever-increasing numbers of Sirian civilians, discouraged by the social conditions within their parent nations, fled to the undefended border worlds, where, to a man, they became rich, exploited or enslaved. Sirius beyond the core systems was becoming a world defined by demagogues, drawing material lines in empty space.

The Eighty Years War between house corporatocracy and the cold, calculating powers of the border worlds set a precedent for the future. As conventional means of control started to slacken, the inhabitants of the independent worlds started to become increasingly wealthier, and more sophisticated. The Nacion Maltese and the Imperio del Cosario expanded their network of proxies until the entire underworld was caught in their vice, thousands dying year after year as two hegemonistic powers vied to determine the future of the sector from the shadows. The K’haran threat, long hazarded by the occupants of the darkest halls of the House intelligence services, crystallized into a sudden, furious existence with the dawn of Sirius’s 9th century. As house turned against house, the soldiers of the Alliance slaughtered each other in the same systems the Einstein had once laid the first bones of the trans-Sirian neuralnet across. Every population, every organisation, in every system, was in its own way disturbed by the Nomad war, as humanity’s alien puppet masters threw women against woman, man against man, seeking to drown the civilized cosmos in a wave of gore. The nomads had come for their birthright, and Sirius, already cracking at the seams and fed by a fascination with K’vosh remnants and physiology-altering cardamine, had never been more vulnerable to infiltration.

Ultimately, it was not the houses that won the nomad war, but those who believed in what the houses stood for and were prepared to die in their defence. As the high commands of the Sirian war machines became progressively infected by K’haran incubi, tens of thousands of soldiers defected in the face of orders to slaughter their comrades. As concerted resistance fell on world after world, a staunch guerrilla war developed in every system of Sirian space. Defectors and independent actors such as the freelance Edison Trent of Bretonia, Jun'ko Zayne of the Liberty Security Force, Marcus Walker of the Liberty Navy, Diedrich Von Clausen of the Rheinland Military, Lord Hakkera, prefect of Honshu, were indispensable to the continued independence of the human race from the demons of Babylon. Humanity was saved by those were were prepared to serve, but to serve in sacrifice.

Yet the fractures the Nomad War helped hasten never fully closed. The conflict between Liberty and Rheinland, Kusari and Bretonia, destroyed all hope of a return to the multi-centuries of inter-house peace that had blossomed over the Sirian millennium. In their aim to turn humanity against itself, the children of Marduk still had their victory - it just took significantly longer. As the doors of the edge-worlds and the Gallic systems opened to a Sirius in strife, humanity teetered on a near-perfect reenactment of the distemper that had once destroyed them. The Order, with the resources at its disposal to warn the houses of the impending threat, retracted into its Omicron home. In the space it once held, rose the Core, a paramilitary enterprise that hunted material profit from K’haran materials, thus removing the motive to destroy the K’haran presence in Sirius entirely. Nomad remains became commodified. The Wilde survived beyond the reach of reproach, biding their time in haunts new and old.

And all the while, millions of disaffected house citizens flooded into the diaspora between the worlds, angered with the houses inability to combat the nomad infection and disaffected by civil turbulence at home. Few alternatives existed beyond crime or escapism. All they were waiting for was a banner to rally around.


When Guildkeeper Raven rose to the power of Guildmaster of the Bounty Hunters Guild Core to cover for the absence of Guildmaster Nodtviet, she came discreetly equipped with one of the most damning disqualifications a representative of the Core could be bestowed with: a conscience. Acting-Guildmaster Sapphire Raven gained access to restricted files that were for the view of the current Guildmaster: plans, experiments, research, blueprints, and the cool detailing of every atrocity the Core and their APM handlers had ever committed in the goal of a micro-empire within the edge worlds. Alienated by the discovery of the monster the Core had become, Raven immediately manufactured discreet copies of the Core’s entire data archive, prioritizing pieces of information that would be crucial to the formation of an effective resistance: warship blueprints, operations plans, service records of loyalists, identities of fellow disillusioned pilots. The false-hearted Guildmaster uploaded all of the data to the archives on her personal Warship, the Eidolon Wraith, securing the data with multiple firewalls on a closed AI intranet. Cherry picking comrades her closest comrades and subordinates within the Core’s command structure, Raven turned over the data to her wary comrades, already disillusioned by the Core’s role in the fall of Toledo and fractious relationship with the Omicron Zoner populace. It was then they came to realisation that the Core was constructed in a way to keep on recruiting and converting more individuals to contribute to the Core’s idea of eternal conquest through the promise of surrogating the service the Order could no longer provide - a shield against the Nomad scourge. Publication of the data would have little impact but lead to their own execution - APM remained a powerful contractor to the indispensable Bounty Hunters Guild, and any attempt to politically confront The Core would be cast out of court. Annoyed, betrayed, and enraged at the prospect at having been components in the Core’s war machine, the operatives chose to follow the tradition outlined by the warriors who fought and survived the Nomad war: to pursue their own path, emancipated from the ambitions of demagogues. A plan was devised, titled “Operation Diké” - taking name from ancient Greco-Roman mythos; the Goddess of Justice. The cabal agreed unanimously that it was insufficient to merely abandon the Core - to justify the morals with which they had joined the Core with in good faith, they would have to demonstrate that an effective defense of the edge system colonists against Nomads and anti-human fanatics alike was even remotely possible. It was not enough to undo the Core’s labor, the rogue battlegroup would have to become everything the Core outwardly promised to be; a filter between the K’hara and the human colonies.

Operation Diké involved the squadron being sent out on a strike attack against the Order, and then covertly escaping, abusing the environment of the edge nebula to their advantage masking the vessels direction and plot of course. The vessels were later knocked off as destroyed in an ambush, allowing the turncoat Guildmaster to continue on gathering information without too much suspicion. Those main vessels that retreated within the Nebula had retreated towards the Independent Worlds, hiding out in Kansas. In the group, three individuals were picked to maintain and coordinate the whole. Nicknamed the Venators, these were high ranking officers who held a parallel role to the Core’s Guildkeepers, individuals picked for their invaluable assistance during the Eidolon battlegroup’s escape from the Edge worlds. Knowing that the Core’s internal structure is configured to brainwash recruits to their true ideals, to manipulate them to serve one, monolithic individual, the battlegroup swore to have a meritocratic command chain, and never again repeat the failing of the Core by lying to their subordinates.



As the fleet limped around the edge worlds of Liberty space, their fleet began to create bonds and agreements with the Hellfire Legion. The Auxesians (as they now called themselves) were kind to their hosts, supplying the fledgling Commonwealth with non-military supplies in return for fleet maintenance and fuel, their connection eventually coming to the point where their fleet was permitted access of Vespucci, under the protection of the Commonwealth, in order to repair their flagship and various assets. Though, during the process of the journey, the convoy was disrupted by an Outcast raiding party. Surviving by the skin of their teeth, the Legionnaires and the Auxesians proceeded to Vespucci, mooring the flagship, the Eidolon Wraith, at Fort Leniex. During their time in Vespucci, they built up and repaired their assets overtime as they gained the Legion’s trust through assistance in combat and the occasional under the table hit commissions against certain, non-Libertonian targets. Looking to increase their resource profit,the Auxesians started to found lend-lease agreements with the Independent Miners Guild in return for escort services, looking to find more links and jobs for the fleet’s financial depository. Successfully forging an alliance with these hardy inhabitants of the border worlds, they shortly came to an agreement to help the Miners against the Maltese across Sirius. Pilots of the Fleet is seen escorting the Miners now and then during their convoys.

As Auxesia’s fame spread as entities of order amidst the furious turf wars of the border worlds, Auxesia began to attract wave after wave of nomad war survivors and veterans of the Bretonia-Kusari and Rheinland-Liberty conflicts, disillusioned with the institutional forces that threatened to drag the houses towards another full-scale interstellar war. As pilots abandoned their former flags and brought their ships with them, Auxesia swelled, inundated with recruits and material assets, matching the size of the renegade fleets of 801 AS. The title of “battlegroup” because true only in representation - the number of ships within Auxesia swelled far beyond that of a conventional fleet, although the number of combat effective vessels amongst them remained only a few.

During their active duty in Liberty, a mysterious group of people reached out to the Keeper, notifying that they were being observed by the said group. Tensions elevating, they cautiously begin to learn each other, finding out that the approaching forces is called the Aegis Initiative, a group of ex-Liberty Navy and ex-Hellfire personnel, devoted to the recovery of technology deemed dangerous to the continued survival of the human race, such as toxic nerve agents, nomad power cells and black market ordinance. Auxesia and Aegis’s interaction proved productive for both sides - Auxesia gained significant intel and material technology, whilst Aegis gained a moral compass. Over time, Auxesia noticed a project of significant interest within the Aegis’s domain, a prototype super-weapon that would come to dominate Auxesia’s plans and concerns.

Dawnbreaker.

A project that involves hybridising Nomadic technology to a large scale, requiring vast amounts of Azurite and some of the darkest technological secrets Sirius has to hide. The cabal views this as a major priority to carefully observe and to infiltrate upon, to either destroy or to contain. Through time, the Initiative and Auxesia built very close ties with the group, keeping a close observation on them and their intentions for the sector. During their observation, the Auxesians had begun the process of constructing a large, monolithic, kairn-esque planetside facility to base operations from, dubbed the Temple of Ataraxia upon the rain-swept island of Chilliwack, planet Wichita. A sizable portion of Auxesia’s forces were deployed planetside to both guard and assemble the facility. As the construction began to pick up, the outpost was decimated, by what remains an unknown force publicly, but what is internally assumed to have either been K’haran incubi or the children of Marduk themselves. It is believed no one survived planetside. This had left Auxesia in a weakened state, forced to temporarily turning over a large portion of their assets to their now close allies, The Initiative, or face complete logistical faliure. The Dawnbreaker program became shelved for nearly a full year.

Recently, with the resurfacing of some previously MIA Auxesians, the Battlegroup began to reform. Spending months working side by side, the Initiative decided that the prudent course of action would be to merge their assets with Auxesia, solidifying into a solid entity. This decision had nearly doubled Battlegroup Auxesia’s force, giving them the added benefit of the Monument-Class Dreadnought Cincinnati falling under their control.



Current Era Auxesia

Miri Keating: “Auxesia is strong because it has to be. The alternative is death or arrest. We choose the third way.”


Reformed, stronger than they once were, steadily growing and gaining momentum, Auxesia continues its duty to protect the human race from K’haran infiltration. Their burgeoning, homestead of a fleet still forming the entirety of their home, Auxesia is never present in one system or house for a protracted period of time. With the events of Omicron Delta and the Freeport attack coming to a close, Auxesia withdrew themselves, and have resumed their nomadic movements. Still opposed to and combating their enemies when found, they move from system to system. Their research projects continue behind closed doors, along with their search for knowledge and technology worth preserving in the likelihood of total human xenocide.

The now-obvious hostilities between Auxesia and the Core have developed into skirmishes in both the Omicrons and house space, where Auxesian forces make attempts to interdict Core convoys and operations outside of the Omicrons. With this much movement and combat, it was no doubt that the attention of the Nomads and their thralls would be caught, thus like with the Core, Auxesia has engaged in skirmishes across the sector against these Alien invaders. Additionally, Auxesia has been providing convoy escort to the Independent Miners Guild, escorting their convoys and building up relations, after they were falsely accused of being responsible for the Core attack on Freeport 11. Close ties are maintained with both the governments of the Reapers of Sirius and the Hellfire legion, both of whom Auxesia is closely allied to for taking a stance against both Hispanic aggression and for attempting revolution without the cost of civilian life.

Auxesia’s existence in the present day is entirely dependent upon the Houses its populace once served, and continues to serve, in their own oblique way. Generally considered more scrupulous than the Bounty Hunters Guild, Auxesia survives as independent operators hired by asset-starved houses such as Bretonia to protect their naked southern borders, which they succeed to do with great enthusiasm, along with countering ever-frequent terrorist acts by the mysterious pro-k’haran death cult, the Commune.



The Future of Auxesia


Oh-Seven 'Tacitus': “It’s a dark universe out there, and it’s going to get darker. All we can do is hold the torch.”


Auxesia’s future aspirations remain closely in tune with their present mandate; prevent the infected and their acolytes from gaining sufficient resources to influence the governments of the four primary houses. In support of this aim, Auxesia believes that strong regional law enforcement is critical to safeguard the houses from pro-k’haran cultists, and therefore take a dim view of revolutionary organisations that target civilians to achieve their objectives. Auxesia also entertains a certain degree of rivalry with the Bounty Hunter’s Guild, believing the Guild to be morally bankrupt in its modus operandi and barely more than a legally sanctioned league of contract killers, along with being a close financial supporter of APM manufacturing. From the other side, the BHG takes a dim view of Auxesian dominance in the private security market outside of Liberty House. Either the two organisations will find a diplomatic reckoning with each other, or a violent one.

As Auxesia’s fleet continues to swell both in size and in logistical contacts, it is highly probable Auxesia will make a push to intervene in the pan-Sirian chaos of the Hispanic shadow war, actively hunting Corsair and Outcast smuggling chains throughout the border worlds. Also likely is an active attempt to contest Core hegemony over the Azurite and Iridium resource fields within the deep Omicrons in an attempt to free access to said resources from the executive control of the Paramilitary cooperation. If the current generation of Auxesian clone and hybrid super soldier programs develops without evidence of psychological or physiological decay, Auxesia will continue to produce clones in the hundreds in an attempt to create an army of guardians for the human whole. The hybridization of Human and K’haran hardware will continue apace as Auxesia searches for a method to disable once again the Nomad inter-sector gate. From an external perspective, providing the future is optimistic for humanity, the same will likely apply to Auxesia.


Yet a number of key Auxesian figures paint a grimmer, blacker view of Auxesia’s purpose: a time capsule in the event of total human annihilation. As the Nomads expand their influence throughout human space, Auxesia cannot hope to mount a credible resistance any more than the defectors of 801 AS were able to numerically resist the combined militaries of the Sirius sector. If Auxesia fails to gain ground in the nomad shadow war, Auxesia will push to finalize their most critical project; the development of an sword for the human race. If Auxesia’s cometary existence in the fringe worlds of Sirius becomes untenable, Auxesia will push all resources they have available to both finalize and deploy the Tartarus super-battleship in an attempt to prolong the existence of independent humanity for as long as there remain humans to man her. For now, the Tartarus, and its mammoth singularity cannon, remains a pipe dream - a scattered pile of blueprints and intractable physics challenges, but with Auxesia’s furious experimentation rate with Nomad-human hybridization experiments (a subject that provides the Order no end of grief), the organisation’s sincerity in developing the super-weapon cannot be credibly discounted. As of yet, it is unknown if history will judge Auxesia to be nothing more than an extremely well armed union of fanatics, romantics and conspiracy theorists, or if reality will validate the savior prophecies they ascribe themselves. The truth is likely somewhere in the middle.



Auxesia’s attitude to other organisations


Nesrin Khan: “The Order? Don’t make me lecture you about the Order. I’ll tell you what the Order are; they’re the best allies the Nomad mindshare could ever possibly have. Why? I’ll tell you. They’re the people best suited to actually countering the K’haran threat and they’ve succeeded in making themselves the boogyman in nearly every house in the sector. Intelligence services won’t collaborate with them to keep the nomads out, and Navy officers blow the Order away, because the Order seem to view themselves entitled enough to behave like mindless vigilantes in any area of space they operate in. Case in point, the Schultzky assassination. When the Order destroyed the Donau, they didn’t quietly off the LSF that a certain somebody should have a few discreet blood tests or full body scans before being locked in the same meeting room as the President of Liberty, did they? They didn’t ask any of their bazillion pirate comrades to have a pop at the Donau somewhere along a trade lane. No, they decided to send a bunch of piss poor pilots out to die on a suicide mission right in the middle of the Manhattan defense grid, screaming at everyone not to interfere as they fired nuclear class ordinance in low orbit of an inhabited planet. The Order have had so many goddamn opportunities to heal their rift with the people of Sirius and actually establish a rational defense against the Nomad threat, but instead they’re content to knife people occasionally from the shadows. I don’t care what you’re cause is, how noble you think you are, or even if you’re trying to goddamn save the universe. The right goals, coupled with the wrong methods, are nothing more than evil. The same applies to the Mollys, the Xenos, the Lane Hackers, the Red Hessians; just causes, yeah, but supported on pillars of bone. Just think about this - spymaster extraordinaire Orillean didn’t save Sirius, dumb nobody Trent did. In Auxesia, we don’t even have a death penalty, even for treason, and only engage hostiles if the rules of engagement permit. Think about that the next time you go running to the Order or any other terrorists for help.”



Identity

ID: Freelancer
IFF: Freelancer
Tag: A/)-

Auxesia Primary Roster

Keeper - Sapphire Raven ( )
Curator - Endurance/Joshua Hunt ( )
Venator - Daniel McAllister ( )
Venator - Alan Stacker ( )
Sentinel - David Rockefeller ( )
Sentinel - Maria Chirino ( )
Sentinel - Oh-Seven 'Tacitus' ( )
Sentinel - Oh-Four 'Razi' ( )
Paladin - Maverick O’Howell ( )
Templar - Amy Cromwell ( )
Templar - Malcolm Simmons ( )
Templar - Miranda Nagase ( )
Templar - Miri Keating/Inge Wexler ( )
Templar - Jari Aalto ( )
Guardian - Amanda Kensington ( )
Guardian - Kanade Tachibana ( )
Guardian - Daniel Archer ( )
Guardian - Nesrin Ezra Elhertani Khan ( )
Guardian - Noah Xonnel ( )
Initiate - Solanna Cher ( )
Initiate - 'Sheridan' ( )
Initiate - Daniel Blake ( )
Initiate - 'Aghoru' ( )

Ranks

Inner Phalanx

Keeper
Known as the leading figure for the forces. The Keeper is seen as the dominant one out of them all, held in pride, strength, glory and their intellectual omniscience. They swear that their duty is to preserve and to protect, to hold the balance of life, to stand between what is discord and harmony. Hence the title, “Keeper. “

Curator
The right hand of the Keeper. The Curator is hailed as the strongest and ensures harmony amongst the fleet and the Keeper’s personal safety, they take control when the Keeper isn’t present. They are heir to the position of Keeper. They also have full access to the Vault, Zeta section, and the archives. There is only one Curator at a time.

Venator
Loyal, devious and dangerous, they compose the Inner Phalanx, they assist the Keeper in deciding the next course of action for the fleet and keep everything in check. Most of the selected Venators are known for their impressive powers in combat or tactical prowess. Venators also have access to specialised advanced training, making them feared even amongst comrades. They have full access to the archives, Zeta section and the Vault, bar files that are exclusive to the Keeper.


Mid Command

Sentinel
Recognized as the elite of the forces, Sentinels are the pinnacle of the Fleet’s strength - known for their fearlessness in combat, deadly efficiency and formidable tactical knowledge, they continue their loyal service to the fleet. It is rumored that some Sentinels underwent augmentation to enhance their abilities out on the front. Sentinels have access to higher training, specialized equipment and the data archives, allowing their skills and knowledge to flourish.

Paladin
Making up the majority of the experienced troops, Paladins make up the majority of field officers in the Fleet. Respected by the lower ranks, this is the highest rank that a normal person can achieve. Moving beyond a Paladin requires terrific combat abilities or unwavering dedication to the Battlegroup. Preferably both.

Templar
Having proven themselves in fields of operations, Templar are the lowest ranking officers in the battle group's Mid Command. They are expected to lead smaller groups composed of Guardians and Initiates and have received more advanced leadership training.


Low Command

Guardian
Guardians are fully admitted recruits, expected to be loyal and obedient. They make up the majority of the troops and can be seen around the fleet. They receive basic training.

Initiate
‘Fresh Meat’ of the fleet. They are your basic pilot that must prove themselves worthy before being fully accepted into the fleet for training.


Squadrons

ZETA Squadron
Zodiac Exigency Tactical Arbiter Squadron - Elite black ops squadron and combat evaluation unit.

Flies any fighter or bomber the operator has tech access to. Includes fighters with unique tech assess. All information regarding ZETA, their assignments, and the identities of their pilots, is classified. ZETA operates with high autonomy and answers only the Inner Phalanx and associated, entrusted entities. Attempting to discover information concerning ZETA illicitly will result in court marshal. Disclosing data concerning ZETA operations, membership or technology will result in incarceration. Internally, ZETA is a combat evaluation unit, flying experimental hardware in extreme flight regimes, including real-world combat scenarios, although the nature of what they test or why they test it is most often black lined. ZETA flight personnel are given signs of the Zodiac as callsigns when flying ZETA missions, to conceal their identity to both individuals in-organisation and external entities. It is rumored ZETA operatives are drawn from Auxesia’s best-of-the best, but the vetting procedure for deciding what that best is, is as of yet, unclear. No further information available.

Davara Squadron
Davara Squadron/Night squadron/the Davara Ten - Unknown role, craft unknown.

No information exists in the public domain about this squadron. Externally, Davara is not known to exist, and no known mission logs exist of Davaran sorties. Indeed, whilst evidence of Davara’s existence is present within Auxesia’s database, including the appearance of Auxesian ships at locations not manifested within Auxesia’s mission logs and an unusual, non-utilizable squadron code installed in each Auxesian fighter’s IFF transponder, hard data beyond supposition is not forthcoming. What is known is that Davara, if Davara exists, is unusually small, with no more than ten craft in the squadron at any time. In addition, the Davara squadron cannot comprise of any of Auxesia’s conventional flight operatives, for irregularities in their sortie scheduling would have raised organisational attention.

Winged Hussars - Second Squadron
Tactical Superiority Units - Lend Lease Equipment

The 2nd Winged Hussars are the result of historic lend-lease programs between the Hellfire Legion and the Auxesian Inner Phalanx. Flying Legion retrofits, the Winged Hussars have an astonishingly high kill rate compared with their contemporaries. Due to the high demand for the Hussars on all fronts, a full wing of the second squadron is rarely seen on the field at any one time, instead blending into a mixed fighter pack of other Auxesian assets.

The Dragoons - Third Squadron
Combat Recon, Disruption/Interception Units - Medium and Light Craft

Battlegroup Auxesia’s premier light fighter and tactical interceptor Squadron. The Dragoon's have the most statistically dangerous role in the flotilla, scouting out hostile warship movements in contested space, and intercepting hostiles attempting to run from engagement. The in-joke is that the Dragoon's are always the first to the party and the one left to clean up, but their service is both indispensable and lucrative. Pilots of third squadron are quick to receive promotions due to the considerable mental acuity required for light fighter command. It goes without saying, nobody is sexier than an interceptor pilot.

The Basilisks - Fourth Squadron
Heavy Strike Units - Heavy Bomber Craft

The fourth squadron is a relatively old squadron, created to adapt pilots to the remarkably high performance Nanda Devi heavy bomber. Whilst the 4th squadron flies a limited range of hardware, they have already proven their ability against the point defense intensive but otherwise slab-sided designs of APM flagships. As Auxesia’s hardest hammer against hostile capital vessels, the Basilisks represent one of the most potent weapons of mass destruction the Keeper has at her disposal. If a battleship loses fighter cover with Basilisks in the air, that battleship is going to burn. They are the nutcrackers of Auxesia’s airwing.

Righteous Thunder - Fifth Squadron
Standard Strike Units - Standard Strike Bomber Craft

Thunder squadron is responsible for the majority of Auxesia’s anti-ship capability, packing bomber craft of all shapes, sizes, nationalities and designs. Thunder aces are often the first on the field following the Dragoons, the trophy squadron of Auxesia’s air wing and the bane of more than a few Hispanic line captains, gun runners and general lowlifes. Smugglers all over the edge worlds have learnt to quail at the “Thunder of the Fifth”.

The Saracens - Sixth Squadron
Standard Combat Units - Standard Heavy Fighter Craft

The 6th Saracens are one of the most highly decorated, and most recently formed squadrons within the Battlegroup’s air wings. Most pilots know somebody who’s a Saracen, and for the combat thirsty the up-and-coming Saracens are an excellent choice. They also have a fairly high survival rate compared with the Battlegroup’s other squadrons, making them an attractive posting for those less inclined to die for the cause. It goes without saying Saracens get free drinks at the bar, unless the Dragoons get there first.

Goals
◘ Research & Development.

◘ Disruption of Cardamine and Artifact flow, obtainment of alien technology, fending off the Nomad aggression.

◘ Itinerant fleet movement and general preservation of technology and lifeforms.

◘ Observation of Hostile activities and operations.

◘ Experimentation of the local area.

Technology

Primary: AP-Tech, Borderworlds and Civilian.
Secondary: Assorted Liberty/Hellfire/Bretonia/IMG Tech


Tag Specifications & Brief Explanations


ACV-
Auxesian Capital Vessel - Self-explanatory, the frontline combat vessels of the fleet. From gunboats to battleships.


LV-
Logistics Vessel - Self-explanatory, these vessels are the transports and freighters within the fleet.


SV-
Science Vessel - Survey and research ships, usually Corvos. These vessels tend to house science teams and small scale research projects.


CS-
City Ship - The main housing of the fleet, be it a retrofitted Bustard, or a modified Liner, these mobile base platforms currently house the majority of Auxesian personnel.


Zeta-
Zeta Wing - The transponder representing the mysterious and illusive Zeta Wing.




Diplomacy


Allied Friendly Peace Neutral Aloof Unfriendly HostileWar
Hellfire Legion

Fallen Angels - Reapers

Independent Miners Guild


VWA

Ingenuus Research Group

Bretonian Armed Forces

Bretonia Police Authority
Bretonian Corporations

Zoners

Crayterians

Undiscovered/Everyone else

Gas Miners Guild

Junkers Congress

Artificial Intelligence
Junkers

Liberty Navy

Liberty Government

Liberty Police Inc.

House Intelligence
Blood Dragons

Royalists of Gallia

Lane Hackers

Hessians

Coalition
The Core

The Order

Cardamine and Artifact smugglers

Anyone dealing with Nomadic items

Gaians

Infested personnel

Nomads

Outcasts

Corsairs

The Oracles








Relevant Links

Message Dump
Fleet Coordination Database
Recruitment
Cincinnati SRP
Eidolon Wraith SRP


Roleplay:

Resurrecting the Wraith
Zeta Section - Project Thalatte
Oh-Seven 'Tacitus' Log - Project Thalatte
Dawnbreaker story/Joshua Hunt's journal continuation
Jari Aalto's journal
Stories on the Eidolon Wraith
Sapphire Raven's Diary
Sigils of an electric mind






Money can be taken from A/)-Bank


About time I see you guys go for officialdom. Good luck you guys. I really think you have a good shot with all the RP background you got.
bounty hunting siriuswide with open access to cruisers and batleships

excuse me
(05-13-2016, 04:36 AM)Impyness Wrote: [ -> ]bounty hunting siriuswide with open access to cruisers and batleships

excuse me

There's this thing called roleplay, where we only really have like... Two caps, which don't really go into combat due to them being rather valuable. There's also restrictions on caps, so there isn't going to be random A/) tagged ships flying to New York to shoot Rogues. (:
(05-13-2016, 04:36 AM)Impyness Wrote: [ -> ]bounty hunting siriuswide with open access to cruisers and batleships

excuse me

Too bad we're not going to randomly spew Capitals out of our rears as /all/ of them will need roleplay backing up their existance, within reason.

All of the capitals are already SRP'd with the bounty hunting line already. It would be redundant to seperate the vessels identification anyway.


In roleplay wise, you wouldn't want to throw the capitals at /everything/ in the open and wilderness - besides the occassional recon or strike with one of the lesser capitals - the Battlecruiser - due to it's small nature and stealth abilities, where as the Dreadnaught wouldn't suffice in that role because of the size and it's current role.
You do not fight? But you forced your enemies to fight with you. Even you were hired by your enemy (The Core) ! Well you guys really use tricks like getting hire by your enemy. Even you were with The Order in same group !
anyway hope your current diplomacy is correct and as its kind odd to see two caps dude bounty hunting siriuswide.
Right, but if they're already SRP'd why do you need the ability to simply conjure more up without doing the RP for them?

Also please dont tell me your capitals rarely go into combat, I've seen the Eidolon Wraith blown up and fighting quite a few times. I've also never seen any RP about it actually getting damaged when it dies, but that's just my own opinion regarding SRP ships.

I'm not saying anything bad about the group itself, it's just the potential for open capital access + that bounty hunting line raises a few flags in my head. I mean what happens if this gets official with that, your current group is fine with it for a year or two before leadership changes entirely and it goes into less responsible hands?
(05-13-2016, 05:14 AM)Impyness Wrote: [ -> ]Right, but if they're already SRP'd why do you need the ability to simply conjure more up without doing the RP for them?

We /are/ going to do RP for future ships. That's the point we attempted to get across. Any future plans for warships will be roleplayed out, not just randomly appear like a swarm of seemingly limitless Murmillos.

(05-13-2016, 05:14 AM)Impyness Wrote: [ -> ]Also please dont tell me your capitals rarely go into combat, I've seen the Eidolon Wraith blown up and fighting quite a few times. I've also never seen any RP about it actually getting damaged when it dies, but that's just my own opinion regarding SRP ships.

Again, IRP for us it doesn't make much sense to constantly send our caps into battle. That was the point we attempted to get across. While forum-wise the damage isn't documented for the Wraith, there are In-game discussions about damage, such as the ongoing development of the Cincinnati's status with Fuski being away for personal reasons.

IRP right now, the Cincinnati has a cracked engine manifold (again), and is being maintained by patchwork done by repair ships. Since the SRP is Fuski's personal thing, I'm not posting in the story thread for it without his consent, which at the current point in time, I cannot get.
(05-13-2016, 05:14 AM)Impyness Wrote: [ -> ]I'm not saying anything bad about the group itself, it's just the potential for open capital access + that bounty hunting line raises a few flags in my head. I mean what happens if this gets official with that, your current group is fine with it for a year or two before leadership changes entirely and it goes into less responsible hands?

This could be potentially seen as a problem, but obviously there is severe scrutiny for such questionable lines. For all we know, in a year or two the faction could've died. We can't predict the future, all we can do is put measures in place, both in-RP and out of RP to prevent such poor behavior from altering peoples outlook of the faction, and the faction's behavior as a whole.
That ID really does need work though. It's not at all ready for prime-time, and it invites (or even suggests) abuse by the faction. What you have written down right now is a quasi-lawful, Sirius-wide terrorist ID with some piracy rights and free access to capships. At the very least I'd recommend a complete re-do with a look towards the BHG or AFC ID to see what other bounty hunting factions look like.
I'm going to give a very brief explanation about some of the stuff since I'm really tired (5:15 AM as soon as I opened this, pfffsch).




(05-13-2016, 05:03 AM)Darku Wrote: [ -> ]You do not fight? But you forced your enemies to fight with you. Even you were hired by your enemy (The Core) ! Well you guys really use tricks like getting hire by your enemy. Even you were with The Order in same group !
anyway hope your current diplomacy is correct and as @Impyness its kind odd to see two caps dude bounty hunting siriuswide.


Diplomacy changes. At first, the Order were hunting us down because of a small incursion, where the Core saw opportunity to help us fight them back - where we deemed it was necessary because they were on their high horses, but in the end, it turns out most of the Order logged off anyway. This was before the FR5 - by the way.


The Core saw interest and wanted to make RP but Lyth kinda got banned - so there was no RP, and then their apparently late FR5 request got accepted at a bad time. And I guess it kinda died from there on. Either way, it was inevitable that both groups were going to create a facade relationship in order to abuse each other, so that didn't work out (primarily because of the Zoner drama - where they opened fire on one of our transports)

Now, as to the whole hiring thing.

Some characters are linked as a resource or point of interest, where they have a personal relationship between the Battlegroup and themselves. Jess is one of them, we won't shoot Jess, and Jess won't shoot us. As for the Corsair scenario? Too bad, it's called taking use of the tactical scenario. We hate Corsairs. An enemy of my enemy is my friend, right? Too bad Jess isn't an enemy in that regard. Now, it's pretty much set in stone that the diplomacy with the Core will go bad and stay bad.

Please refer to the EIDO Network Communications Uplink thread for personal ties or links.



Quote:Also please dont tell me your capitals rarely go into combat, I've seen the Eidolon Wraith blown up and fighting quite a few times. I've also never seen any RP about it actually getting damaged when it dies, but that's just my own opinion regarding SRP ships.

That's always been an issue with everything. Not everyone is going to message dump:

"hi, i went to delta
o jokes on me i got circlejerked and died
the end. "

Doesn't provide information in the slightest bit when message dumping (besides dying). Not everything that happens in-game is counted as 'canon' - especially if reporting something as damaged or harmed everytime someone will change the story significantly - and will also in essence feed the haters and even entice them to keep on griefing. So no. I never said I don't ever go into combat.

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