Skeelzania

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(( This page is out of date. I have since moved over to the ESUS Wiki, and will do all further updates to that article, and not this one. I invite any who seek information on Skeelzania to visit the new article here:

http://wiki.esusalliance.co.uk/index.php?title=Skeelzania ))

The Sternreich of Skeelzania

Skeelzania
skeelzania.jpg
Flag of Skeelzania
Motto: Order Above Compassion
Region Spootonian Reach
Capital Skeelzot City on Solomon, Spoot System
Official Language(s) Skeelzanian
Leader Diana Skeelzot, First of Her Name
Population 5.3 billion
Currency The Baskz 
NS Sunset XML

Depending on who you ask, Skeelzania is either a rising galactic power or backwater war-mongers who are a threat to every demihuman in the Gamma Quadrant. Having spent much of their history involved in the numerous wars of the Outer Quadrants, they have developed a highly militarized and discplined society. Alpha-Quadrant (and specifically Solar) relations have hit a new low, following Solar intervention in the Indigo Wars and the loss of Skeelzania's Neptune orbital barges.

Background

The Sternreich of Skeelzania was founded more than 400 years ago when human refugees fled Earth for a new beginning amongst the stars. Led by Baad Skeelzot, the five million or so colonists eventually found their way to the Gamma Quadrant and the Spoot System. There they found a single habitable planet that they named Solomon. However the planet was already home to a flourishing Gnomish society. After what can at best be described as a “blood bath” the Skeelzanians wrenched control of the planet away from the Gnomes, who they then expelled into the depths of space.

Their home world secure, the Skeelzanians set about making a home for themselves in the Gamma Quadrant. With the Bandalok (gnome) Exiles on one border and the Elven Queendom of Arenumberg on the other, Skeelzania found itself surrounded by rivals and potential enemies. Embracing their military heritage the Skeelzanians began transforming themselves from immigrants into a local military power. The first warship of the Skeelzanian Navy, the SKZ Draco, was purchased from the Empire of CorpSac three years after the Conquest of Solomon. By its 10th Anniversary Skeelzania had a burgeoning space force, just in time to become involved in the Two Day War between Xanthal and Kecha.

The Skeelzot Dynasty ruled uninterrupted for nearly 400 years before being felled by a Solar-backed coup. This ushered in a thirty-year period of democracy, inflation, and chaos. Thirty-one years after the Fall of the Skeelzots a new figure exploded onto the political scene. His name was Hamilcar. Claiming to be the son of Konrad Skeelzot and Heir of God, his Vehmic Party quickly took control of the government and proclaimed a restoration of the Monarchy, with Hamilcar as Kaiser. The nation now stands poised to leap into their future and re-assert their place in the Gamma Quadrant.

Galactic Atlas

The Sternreich currently spans over 40 systems, located 40,000 light years from Sol in a north-by-northwest direction (with Sol at the ‘south’ pole of a galactic compass). What follows is a list of the principle systems and notes concerning them. Regions are also discussed.

Spoot System

  • Inhabited Planets: Solomon, Azuk II
  • Uninhabited Planets: Davsling
  • Major Orbital Installations: Gideon Station (Solomon), Solomon Shipyards (Solomon), Sikorsky II (Azuk II), Imperial Fleet Yards (Solomon), Imperial Fleet Auxiliary Yards (Azuk II)
  • Population: Billions

Solomon is the capital of Skeelzania and home to ¼ of the population. Roughly three times larger than Terra the planet’s high gravity and background radiation helped to shape the Skeelzanian people. Much of the planet is dominated by large steppes, with the north and south more mountainous. Small seas dot the landscape with much larger ones centered on the North and South poles.

The smaller, barren planet of Azuk II is little more than a radioactive rock. However its Uranium and Spootonium deposits helped kick-start Skeelzania’s industry, as well as providing a convenient weapons test range. The one major incident involving Azuk II was in 2138, when a rogue Bandalok fleet attacked.

Honru System

  • Inhabited Planets: Krowik I, Krowik II, Hsoowi, Ylubb
  • Uninhabited Planets: Honru IV, Honru I, Krowik
  • Major Orbital Installations: Malos Station (Krowik II)
  • Population: 250 million

The Honru System was formally a Bandalok possession, which broke away in the chaos that engulfed that country in the early 2360s. During the ESUS Constitutional Wars the Sternreich seized control of the pacifist system, eventually annexing it as a Principality. Opened to immigration from Skeelzania proper, the sleepy college-state was energized into an economic powerhouse. Two more planets, Hsoowi and Ylubb, were colonized and the destruction of its environment is proceeding on schedule.


Quixote System

  • Inhabited Planets: Cadiz, Trafalgar
  • Uninhabited Planets: None
  • Major Orbital Installations: None
  • Population: 5 million

The sparsely habited Quixote System serves as an outpost on the Skeelzanian-Bandalok frontier. The desert world of Cadiz is home to an AM Flochip processing plant, which supplies the merchant ships and men-of-war which patrol the eastern border. The barren world of Trafalgar is also home to a small settlement of 500,000 Spootologists, who carry out widespread archeological digs.


Feerott System

  • Inhabited Planets: Feerott III
  • Uninhabited Planets: Feerott I, Feerott II, Oggok (Feerott III moon)
  • Major Orbital Installations: Van Cleef Station
  • Population: 246 million

The Feerott system is the ancestral home of the Van Cleefs, a renowned naval family and a House Major. The one inhabitable planet of Feerott III is a steamy swamp world, which nonetheless supports a sizeable population. Many of them are employed supporting the Big Game hunting industry, as the swamps of Feerott are home to many exotic creatures. The world also serves as a home-base for SCARR operations in the northern Spootonian Reach, a business arrangement which has made the Van Cleefs one of the richest families outside Solomon.

Mahon System a.k.a. ‘The Den’

  • Inhabited Planets: Mahon
  • Uninhabited Planets: Jack’s Rock
  • Major Orbital Installations: Mahon Imperial Fleet Base, various private structures
  • Population: 490 million

The Mahon System was originally a fringe pirate outpost, a den of crime and villainy. After the Skeelzania-TFU Border Wars of the 2250s, and the destruction of many pirate ships in the crossfire, the Empire asserted its authority over the system. Imposing Imperial Law they turned the chaotic system into a lynch-pin for southern Skeelzanian defenses. With the threat of the Fedral Union receding Mahon’s mission has switched to combating the southern Ork clans.


Yerrick System

  • Inhabited Planets: None
  • Uninhabited Planets: Yerrick I, Yerrick II, Yerrick III
  • Major Orbital Installations: Dias Station (orbiting Yerrick III)
  • Population: 2 million

The Yerrick system is unremarkable aside from two facts. One is that it’s large mineral deposits helped fuel Skeelzania’s early arms industry. Another is that it was the first system to be attacked by Ork raiders in 2299.

Meckleburg System

  • Inhabited Planets: Meckleburg, Belgast
  • Uninhabited Planets: Dren I, Dren II, Dren V
  • Major Orbital Installations: Dmitri Platform (oribting Meckleburg), Coronado (SCARR base, orbiting Meckleburg)
  • Population: 520 million

Capital of the Drenmark, Meckleburg is one of the industrial hubs Skeelzania, second only to the greater Spoot Sphere. Ruled by the Drens von Meckleburg, it is also one of the more independent realms within the Empire, the Drens having a checkered history with the Skeelzot family. Richer than their rivals, the Van Cleefs, the Drens nevertheless most constantly guard against Ork raids, giving the Meckleburg system one of the highest concentration of military installations in the Empire. This proved fortunate when the Indigo Wars swept across Skeelzania; an Imperial-Meckleburg fleet decisively crushed the main rebel fleet when the Near-Elfs sought to seize the Drenmark.

People

Population: 5,300,000 billion (Early August 2005 estimate)
Life Expectancy at Birth: 130 standard years
HIV/AIDS- Adult Prevalence Rate: negligible
HIV/AIDS- People living with HIV/AIDS: ~1000
HIV/AIDS- Deaths: ~25

Nationality

  • Noun: Skeelzanian
  • Adjective: Skeelzanians

Ethnic Groups

Skeelzania Proper: Skeelzanian 85%, Mahonese 5%, Elven (Arenumbergian remnants)5%, Tortugan 5%
Honru: Skeelzanian 45%, Honruii 35%, Elven (Arenumbergian remnants) 15%, Gnome 5%

Religion

Spootology 83%, Chusukism 1%, Judeao-Christian Religion(s) 2%, atheist 14%

Language

Skeelzanian, English (written)

Literacy

Definition: Age 15 and over can read and write Skeelzanian
Total Population: 95%
Male: 95%
Female: 95%

Government

Country Name

  • Conventional Long Form: The Sternreich of Skeelzania
  • Conventional Short Form: Skeelzania
  • Local Long Form: The Skeelzanian Sternreich
  • Local Short Form: Skeelzania
  • Abbreviation: SKZ

Government Type

'Federal Empire' with noblemen replacing local politicans and governors. Depending on the province there may and may not be elections for local positions. All officials, both noble and common, are directly answerable to the Kaiser.

Flag Description

The Skeelzanian flag has gone through at least six incarnations over the centuries, though all have retained the same colors and general shape, making heavy use of symbolism. The current flag is a red Nordic cross on a black field, lined in white. Within the cross on a white circle is a black Spoot Star, symbol of Hamilcar Skeelzot's Vehmic Party and Imperial Emblem of Skeelzania. In the upper-left corner is a white Gamma Cross, representive of Skeelzania's location within the galaxy.

The colors themselves are also highly symbolic. The black field is the darkness of space, with the red cross being both Skeelzanian advances into space and the blood of those who made such advances possible.

Capital

Skeelzot City, Solomon.

Administrative Divisions

Skeelzanian provinces are drawn up along system lines, with individual planets divded into districts (prefects, dukedoms, counties, etc). For example, the Province of Spoot incorporates the Spoot System and the 2 surrounding light years. The planet of Solomon within the Spoot System is divided into 36 districts variously named.

Dependent Areas

  • Honru System, former independent formerly of Bandalok. Declared a protectorate in 399 O.E., annexed as a Principality in 450 O.E.. 72 administrative districts.
  • Exante System, formerly of Coreworlds. Annexed following the Skeelzania-Coreworld-TFU War in 230 O.E.. 36 administrative districts.

Independence/Founding

Feburary 24th, 2094 (1 O.E.)

National Holidays

Conquest Day, Feburary 24th
Royalty Day, July 15th

Legal System

Verdicts are based upon a preponderance of evidence. Suspects are presumed innocent during investigation but presumed guilty by trial, due to the thoroughness of Skeelzanian police investigators. In misdemeanors guilt or innocence is determined by a single judge; felony trials have 9 judges. If found guilty punishment is usually swift and harsh. Almost all violent (and some not-so-violent) crimes carry the death penalty, as do crimes caused by mental illness. All criminals are allowed one free appeal, further appeals cost expotentionally more. Average time between trial/final appeal and execution is 3 years. Execution method varies.

Suffrage

In districts which allow voting suffrage is fixed at 18 years of age, universal. Local parties are common, which typically align themselves to one of the few big national parties.

Ranks and Titles

The Sternreich operates primarily as a monarchy with some low-level democracy. The officially recognized list of Royal heirarchy is as follows:

  • Kaiser The civil, military, and religious head of Skeelzania (through Spootology). The title is used by both male and female rulers.
  • Kron Prinz: Eldest child and/or designated Imperial heir
  • Prinz: Other Imperial Children
  • Erzherzog: Typically siblings of the Emperor. Their children do not retain the title of Archduke, but are demoted to dukes (though they inhabit the dukedom of their father/mother)
  • Herzog: Can be either descendants of the Imperial Household or honored subjects.
  • Fürst
  • Baron
  • Margrave: Approxmiately of equal rank with barons, Margraves are typically border princes. Many of the 'fighting' Houses, such as the Van Cleefs and Drens, are Margraves. They typically have very large but unsettled realms, and are given the authority to raise private militias (Grenzkraft) to help pacify the region. This is usually a secondary title, as the Houses are awarded a higher, 'primary' title to raise their rank in society. Example: the Drens, Margraves of the Drenmark, are also hold the title 'Fürst von Meckleburg,' Meckleburg being their homeworld.
  • Graf: A non-hereditary title awarded to non-nobles.
  • Grosser Kurfürst: Elected planetary governor
  • Kurfürst: Regional governor.
  • Voivode: A semi-permanent rank bestowed upon top military leaders. Does not have any real authority in and of itself, rather it is a badge of honor. Usually suffixed with their regional command, so that the Flag Admiral on the Mahon station would be Voivode of Mahon

It should be noted, however, that many nobles, particularly those with non-Germanic backgrounds, modify their titles into other languages. Notable examples include the Comte de Serrat (and his descendents, who were awarded the titles of 'Duc') and the Huis van Cleef (who rule as Markgraafs).

Foreign Policy

Skeelzanian foreign policy has always been one of expansion and subjugation. Starting in the Spoot System their forces have been constantly pushing outwards, especially against the Bandalok gnomes. All-out war in the Quadrant was only prevented by a series of diplomatic moves that bound the three most powerful nations- Skeelzania, Arenumberg, and Bandalok- in a mutual defense pact. This first occured with the Alliance of New Aranamor and then with the ESUS. With Skeelzania's withdrawal from that alliance, peace in the Quadrant is looking increasingly uncertain.


Economy

The Skeelzanian economy is currently one of the most powerful in the Quadrant, greatly outstripping Bandalok in sheer purchasing power and clout. A mixed-economy system, it is dominated by a few dozen national firms that employ many hundreds of small local businesses. The central government weilds tremendous influence over the big firms, as many of the CEOs are also noblemen or maybe even Imperial kinsmen.

The cheif industry is mining and resource refining, an enterprise carried out by the Skeelzanian Combine Advanced Resource Refiners (SCARR). Technically a private company, the Imperial Household owns roughly 40% of their stock and thus weild tremendous influence over it. Possibly the most environmentally-unfriendly corporation in history, SCARR smelts entire worlds in its efforts to keep Skeelzania's massive manufacturing base going. Defense industries also make up a significant portion of the economy, as Skeelzania's wars of expansion constantly demand new weapons and ships. Civilian ship-building is also important, though only the largest national corporations can afford heavy freighters. The Beef-based agriculture business is booming, with the planet of Solomon host to several 100,000+ acre Brahmin ranches (the Brahmin being a large, two-headed bovine).

The economy draws its strength from the constant expansion of Skeelzania and the near-perpetual warfare on the borders against the Orks. Rather than weakening them, this has transformed Skeelzania into a super military/industrial complex, with the two factions helping eachother whenever needed. SCARR ships are frequently escorted by military craft, especially when moving against resource-rich nodes which happen to be home to some advanced civilization or other.

Several long-term problems have been identified and contngency plans developed. History has shown that an expansionist nation that ceases to expand collapses; however a nation too large eventually fractures. Skeelzania is thus persuing a measured Imperalist agenda to systematically conqour the Gamma Quadrant, while leaving enough resistance at home (the Orks, Bandalok, etc) to ensure a steady source of opposition. An enormous lower-class is also a problem, as this is typically breedging grounds for Socialism and counter-Fascism. The banning of most manufactuing machines should ensure these people's employment for some time however.

GDP: $65,175,919,761,892.66
GDP-per capita: $24,529.89
Population below poverty line: Unknown due to record-keeping problems and government apathy
Inflation rate: 1.2%
Labor Force: 1,755,000,000
Industries: Mining and related industries, defense industries, Beef-based agriculture, ship-building
Currency: The Baskz (generally pronounced 'Basks')
Currency Code: BSZ

Communicaitons

General Assessment: Skeelzania has two clearly defined communications grids: inter-planetary and inter-system. Inter-planetary communication is fast, stable, and booming. Every planet as at least a dozen local HV and HDTV stations, and even more in radio. Many of the central worlds have significantly built-up communicaitons infrastructure, allowing them to project all forms of multimedia into even the poorest home (incidentally, free Vidscreens are provided [and mandatory]).

Inter-system communication is another matter entirely. Skeelzania has yet to develop an instantaneous, safe, and secure connection for communication across light years, and must make do with more cruder means. For the military this takes the form of packet ships: specially designed craft that carry little armament and armor and are more akin to a piloted hyperdrive than a ship. Being of smaller mass than the big dreadnoughts, they can cover distances in days which would normally take weeks. Packet ships also serve to bring civilian news to far-flung corners of the Empire. Some private organizations still use Improbability devices to create Impossiholes between two planets, through which messages are then beamed. After the Deluxo-Beefsteak distaster of O.E. 340 the use of these devices was severely curtailed.

Holovison Stations: Typically 240 for each system, and 30 local channels per planet.
High-definition Televison: 840 for each system, with 150 or so local channels.

Transportation

General Assessment Every major planetary base has at least one docking station capable of servicing large transports or capital ships. Many of the built up systems have several of these per planet, especially in the major fleet bases.

Merchant Marine 864 space freighters of various model and make, including the SCARR mining ships. Information relating to model is generally classified.

Military

Budget: $22,899,317,408,513 or roughly 14.5% of GDP (May 26, 2005 as per Thirdgeek)

Military Branches: Imperial Navy, Imperial Army, Furstenumschutze (FS) Overview: The Skeelzanian military is a large and expirienced force, though it had gone through a time of stagnation during the Democracy. The Navy is the single most powerful branch, employing well over a million people full-time. They also control the Monolith dreadnoughts, some of the largest and most destructive vehicles in the Quadrant. More information can be found at the Skeelzanian Navy page.

The Army, while not as powerful politically as the Navy, is still vital to the defense of Skeelzania. They train and equip both regular and militia forces, as well as administer most border worlds. While controlling a few squadrons of assault ships, the Army is reliant on the Navy for transportation and assistance in planetary assaults. Roughly 75% of its combat personnel are conscripts, usually college age.

The Fürstentumschütze (FS) dates back to the Principality, where it served as the Prince's personal guard and police force. Originally a ground force with only a small naval arm, the FS has expanded in recent decades to become a powerful space force in its own right, which proved critical during the Indigo Wars. It has always maintained its reputation for ground warfare and xenofighting, being at the forefront of Skeelzanian crusades into barbarian space.

Military Manpower:

  • Age: 18+ males and females
  • Active Military Personnel: 8,500,000 (male and female)
  • Available Military Personnel: ~1,600,000,000 (male and female)
  • Military Trained Manpower: ~1,750,000,000 (male and female, May 2005 estimate; 2 years of compulsory service required; proficieny in firearms, knives, infantry explosives, and selective heavy weapons, with advanced training for regular troops)

Transnational Issues

Disputes - Intergalactic: Skeelzania's expansionist policies are creating increased friction with border nations. Intermittent warfare with the Orks becoming diplomatically dangerous as they (the Orks) manuever towards entry in the ESUS. Diplomatic fallout from Skeelzanain ESUS ejection remaining, esp. between Skeelzania and The Mindset. Policy between Skeelzania and most Solar nations is still "shoot on sight", with any potential mediator shunned by one side or the other. Sectarian unrest in the former protectorate of Honru increasing. Flow of drugs from Bandalok is a constant source of tension, as is the long racial hatred between the two countries.

Infrequent incursions into the Gamma Quadrant by The Fedral Union has also led to conflict. Although the Fedrals backed down after the decisive defeat of their Coredian Allies in the Fedral-Skeelzanian-Coreworlds War, diplomatic relations between the two powers has never been restored. Th Fedral Union also accuses Skeelzania of arming Ork raiders.

Illicit Drugs: The huge urban centers of Skeelzania are prone to crime, though the heavily armed police forces generally keep it confined to the lower levels. Bandalok contraband is making its way into Skeelzania in increasing amounts; exactly how is a mystery.

Skeelzania: OOC influences

Skeelzania was conceived as an attempt to create a nation I would want to rule, not necessarily live in. The nation was conceived on "neo-Fascist" principles, which in this case means "more liberal socially". There's probably a better term for that, but I don't know it. Although the Skeelzanian themselves seem to be of Germano-Slavic extraction, there is little in the way of Nazi parallels outside of the military and the FS. Originally, Skeelzania most closely resembled the Principality of Zeon in the Mobile Suit: Gundam anime series. The first space cruisers were, in fact, almost identical to Zeonic Musai cruisers, with others having Zeonic graphics if revised stats. Such influences can still be felt in current ship models.

Politically, the nation has evolved beyond its Zeonic roots. The Principality gave way to Empire after several months, with this being a decidedly centralized government. Hints of a more elaborate aristocracy were always present, but continued to be on the back burner in IC interactions. This changed after a round of dynastic turmoil (never played out, unfortunately), resulting in a government similar to that found in Frank Herbert's Dune: a nominally strong Emperor oversees a range of lesser nobles and businessmen, with overall governmental structure being non-centralized.