Weyr

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Weyr
st_vincent--68.jpg
Flag of Weyr
Motto: Leave us alone or else . . .
No Map Available Yet
Region Ros Na Riogh
Capital Wye, City of
Official Language(s) Common Weyrik, Anglorat, Sindarin, Russian, Japanese
Leader Victoria li'Paradigm
Population 1.802 Billion
Currency The Weyr 
NS Sunset XML

Disclaimer: This Wiki is currently under construction. Most parts here will come into effect at a leter date.

The Kingdom of Weyr is a scattered pseudo-state, with holdings in Sol and on the far fringe of the known galaxy. The Kingdom proper is broken into six prefectures -- Ashkeloh, Earthbound, Paradigm, Paradox, Starhavven, and Wye, each of which can be considered a semi-independent state. Eight additional prefectures, all located around the Paradigm cluster, form the rest of the United Weyrik Prefectures. Although the Kingdom is technically bound under a single monarch, the High King, and a single legislative body, the High Council, the real power is concentrated in the hands of the phyles and the fourteen prefectures. With the retirement of the Regent Victoria li'Paradigm, the Kingdom has begun to fracture, although powerful personalities within the Common Economic Protocol have thus far maintained an outward face of stability.

History

Modern Weyrean history begins with the official publication of Josiah Willard Leigh's General Theorem of Magicka in the year Zero AL (After Leigh). During the following century, the Kingdom expanded economically and thaumaturgicaly. A minor military threat posed by the Armed Republic of Gramal was repulsed by quick action from a trio of large states. (Later on Gramal would disappear under fractal reality rules for RL reasons). A belated military buildup would give the Kingdom a credible national military, the High Guard. A major Civil War in 56AL resulted in the ultimate destruction of Southport City, and the death of a hundred million Weyrean citizens. With the assistance of former allies from the Gramal incident, the Kingdom brought the situation under control, although Southport was never rebuilt. A three-trillion-credit thaumaturgic ward barrier currently contains the thaumaturgic flux realSpace distorctions within former Southport from spreading to the rest of the Kingdom.

Limited involvement in the Sith Wars on the side of the Rebellion, which was actually a native force loyal to the pre-Sith regime, led to the Kingdom's absorbtion into the Galactic Empire in 110AL. During the Battle of Paradigm, a vote of no confidence dissolved the Kingdom; the High King Alicia disappeared at the same time to be replaced by her protege, Victoria li'Paradigm. Although the Kingdom was never formally reestablished, its former parts continued to act as a single entity, with little change in internal or external dynamics. Despite the official status of the Kingdom as a conquered part of the Empire, Weyr acts as an independent state, with the Imperial Governor rarely intervening in the workings of the Kingdom's government, which hardly changed during or after the short occupation by Imperial forces.

The Kingdom has come under severe strain due to a rapidly expanding population of first and second-generation immigrants and a stagnating economy. With virtually no exports, the Kingdom faces a rising trade deficit and a potential economic crisis as oversaturation of local markets drives down demand for Weyrean goods. Skyrocketing unemployment rates, especially among newly arrived humans, have created strong anti-xenian sentiments.

Geography

Government

The High King

The High King is one of the most important political and cultural figures in the Kingdom, despite the historic trend of delegating power and responsibility to local governments. While there have been corrupt High Kings, the general view of the native populace is that a High King can do no wrong. Unless a High King blatantly abuses his or her power, he will have the support of his people. The High King is not a hereditary position, but the successor to the Staff has to be chosen by the High King and acknowledged by the Council. In many instances, the heir to the Staff has been a distant relative of the King and not her first child. If the King does not appoint the successor before his death, any aspirant may choose to try and take up the Staff. The Staff incinerates those who are not descendants of the original High Kings.

The Twilight King Kira no Artur na Markova i Ash li'Starhavven has restored the office of the High King, and now weilds much power previously weilded by the High COuncil. The High King can pass laws and appoint directors, Prefects and Judgemasters.

The High Council

The High Council, like the High King, is a tradition that dates to before the Flight. References to an elected body exist in the Book of Shadows, where the High Council of Cloudhavven often debates foreign policy and even at times blocks the High King. The modern Weyrean High Council is an elected body with representatives from all sixteen prefectures. The three thousand representatives meet in the Council Chamber, a magnificent, five-tiered hall within the spire of Council Hall. The High Council acts as both a legislative body and a court, with legislation coming from rulings regarding disputes brought before the representatives. The High Council has taken a hands-off approach towards Weyrean laws in the past century, especially after the disappearance of High King Alicia li'Wye, and has overturned much of the old legislature when it was challenged. Although at first hailed as a liberal and progressive body, the Council came under attack by the end of Regent Victoria's reign. Its inability to legislate new laws, and its failure to resolve several key disputes between the Prefectures and the Phyles, came to be viewed as signs of growing impotence.

Prefectures

The prefectures were large administrative districts, each prefecture in theory no larger than a single solar system, which could be governed by any form of government accepted by the local populace. The Marchese Prefecture, commonly reffered to as the Mark, was one of the most independent prefectures, ruled by a Margrave or Margravine. Conversely, the Wye Prefecture and Paradigm Prefecture both had Councils nearly identical to that which administers the entire Kingdom. By tradition, a Prefecture was free to administer itself as it saw fit, but could not delare war on another prefecture or nullify the laws of the Kingdom.

The prefecture system was replaced after the ascension of Kira li'Starhavven to the Staff.

Urban Core Councils

Urban Core Councils are scaled down versions of the High Council. Acting on a local level, these bodies perform functions similar to those of the High Council for a significantly smaller area. As the High Council declined in power, the Urban Core Councils assumed greater powers. With the formation of the phyles, Urban Cores have become an integral part of those phyles' legal base, and many are now extensions of phyle governments. Despite their name, Urban Core Councils rarely administer entire cities, and large cities such as Wye and Paradigm contain several such bodies.

Phyles

Phyles are semi-independent substates that are permitted to operate under their own laws as long as those laws don't conflict with Weyrean regulations. Given a significant amount of autonomy, phyles often serve as havens for persons with similar ideologies and aspirations. Phyles range in temparament from the open and moralistic Neo-Alicians to the introverted and xenophobic SouthCon. Most phyles operate under the Common Economic Protocol. Althugh inter-phyle rivalry is common, there have been no major conflicts between phyles to date.

Military

The Kingdom of Weyr originally no standing army, but keps the Star Guard freecorps on retainer via tax breaks and limited payments. The Guard was contracted to protect the integrity of the Kingdom's borders against invaders, but otherwise functioned as any other freecorps.

The Home Guard, ShieldStorm, Royal Grenadiers and Royal Dragoons form the modern national military of the Kingdom.

The Home Guard is a volunteer

Phyles and prefectures may or may not maintain personal military services, depending on their own preference. Weyrean armed services tend to be small, well trained, and highly experienced in high-velocity space combat and rapid urban assault.

Defense Nets

Constructed over two centuries, the Paradigm Defense Net consists of countless static defenses ranging from missile pods to heavy cannon to the two dozen Siege Whooper cannon around Paradigm Sol. Three rings of missile and scanner pods around the system, just outside the orbit of the outermost planet, form the utermost defense. Heavy cannon and missile pods within the Paradigm Asteroid Sphere form the second defense. The three major entrances through the sphere are each protected by eight sphincter rings and a defender plate. Just outside the primary entrance, which handles the vast majority of the system's traffic, are Starhavven's own defense force and outstations. Paradigm itself is protected by a ring of orbital missile pods, whooper cannon, and cannon emplacements.

A number of independent defense organizations subscribe to the Paradigm Defense Net and Earthbound Defense Net, which contain passive and active scanner and weapons systems protecting the Paradigm System and Earthbound Prefecture, respectively. Subscribers are integrated into a common scanner net, and are entered into action scenarios during their stay within those systems.

Freecorps

The freecorps were a system of independent paramilitary organizations unaffiliated with any governments. The freecorp system proved to be incapable of replacing a standing army, although the five major freecorps did form a unified military structure during the last months of the Old Kingdom. With the obliteration of most freecorps' military assets during the Demon War. Although mrecenary groups still exist within the current Kingdom, they do not approach the scale of the Star Guard or the Grey Company.

Unit Organization

  • Ships
    • Parasites
      • Squadron -- four craft
      • Wing -- three squadrons (twelve craft)
      • Swarm -- three wings (thirty-six parasites)
    • Large Craft
      • Platoon -- 3 destroyers and two cruisers
      • Company -- 3 Platoons and one Ship of the Line (9 destroyers, 6 cruisers, and 1 Ship of the Line)
      • Battalion -- 3 Platoons and 3 Hive Cruisers (9 destroyers, 6 cruisers, and three carriers)
      • Regiment -- 3 Companies (27 destroyers, 18 cruisers, and 3 Ships of the Line)
      • Battlegroup -- 2 Battalions (18 destroyers, 12 cruisers, and six carriers)
      • Corps -- 3 Regiments and two Battlegroups (117 destroyers, 78 cruisers, twelve carriers, 9 Ships of the Line)
      • Systems Group -- Half of all forces in a sector
  • Ground
    • Infantry/Cavalry
      • Squad -- 4 Soldiers
        • Usually a squad of marines is made up of a machine gunner, a grenadier (40mm cannon), and two rifles.
        • Armor for grenadier squads is usually the Grenadier; armor for light infantry is usually Dragoon
        • Cavalry units are mounted on 'Chevalines'
      • Platoon -- 12/16 (3/4 Squads)
      • Company -- 60/80 (5 Platoons)
      • Battalion -- 180/240 (3 Companies)
      • Brigade -- 540/720 (3 Battalions) + artillery + engineer + logistics
        • Artillery, engineer, and logistics units generally make up one additional company each
    • Armor/Artillery
      • Squadron -- 2 units
      • Platoon -- 6 units (3 Squadrons)
      • Company -- 30 units (5 Platoons)
      • Battalion -- 90 units (3 Companies)
      • Brigade -- 180 units (3 Battalions)
    • Combined Units
      • Units beyond Brigade level are merged to create combined-arms groups, which are adjusted in makeup to suit specific battlefields and missions.

Classification

  • Platform Classification
    • Advance -- designed for high mobility, but at the cost of power and protection
    • Assault -- designed for combined mobilility, weapon power, and armor
    • Siege -- designed to carry powerful weapons and armor, but at a reduced maneuverabiluty and deployment capability
    • Light -- designation prefix that all weapons beyond it are low-yield
    • Heavy -- designation prefix that all weapons beyond it are high-yield
    • Missile -- carries guided weapons with effective range beyond one light second. Usually mounted on Ships of the Line
    • Torpedo -- carries guided weapons with effective range below one light second
    • Cannon -- carries unguided turret weapons. No theoretical range limit
    • Grapnel -- carries grapnels and pods for boarding operations
  • Platform Designation
    • Corvette -- designed for short-range patrols, predimonantly in planetary orbits
    • Destroyer -- craft larger than a corvette, designed for a particular task, with limited armor and weapons but significant acceleration and maneuverabilty.
      • Anti-parasite -- carries point-defense clusters such as gatlings, flak cannon, and interceptor missiles.
      • Anti-capitol -- carries specialized weapons for destroying capitol craft.
      • Missile -- carries heavy missile arrays. Doubles as an anti-parasite destroyer after missiles have been expended.
      • Parasite -- essentially a light carrier. Carries a limited number of parasites, including automated drones.
    • Cruiser -- craft approximately two hunded fifty meters in length, typically outfitted exclusively with heavy cannon and designed to destroy larger craft in squadrons.
      • Missile -- has detachable missile pods and long-distance scanner arrays.
    • Battleship -- craft approximately three hundred meters in length, carying heavy armor and conventional cannon, and outfitted with a forward-facing heavy main cannon
    • Carrier -- craft approximately three hundred meters in length, carryign relatively heavy armor but no antiship weapons, designed to deploy and support parasite operations.
    • Ship of the Line -- any craft designed for extended operations away from major resupply points and capable of controlling large groups of craft, and equipped with heavy cannon, missiles, parasites, and torpedoes. Usually approximately one kilometer in length.
    • Dreadnaught -- any craft designed to function as a mobile maintenance and resupply facility, but also mounting heavy weapons and armor.

People of Note