Weyr

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Weyr
st_vincent--68.jpg
Flag of Weyr
Motto: Leave us alone or else . . .
No Map Available Yet
Region Arda
Capital Wye, City of
Official Language(s) Common Weyrik, Anglorat, Sindarin, Russian, Japanese
Leader N/A
Population 204 million (2.102 billion theoretical)
Currency The Weyr 
NS Sunset XML

The First Distributed Kingdom of Weyr is a state located in Sol and nominally around the Paradigm System. The Kingdom is divided into eight Distributions. While in theory the Kingdom also has subjects on the opposite side of the galaxy from Sol, the destruction of the Minraldi cross-galactic arc during the Sixty Minute War has made the validity of that claim highly dubious. Reports of the destruction at Paradigm during the war by survivors aboard Starhavven, which translated across the known galaxy over a subjective period of eighteen years, has made many conclude that

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 distortions 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 absorption 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 within the 'native' populace.

Geography

Government

The High King

The High King figures prominently in the political and cultural scenes of the Kingdom. Going contrary to the historic trend of decreasing power, High King Kira li'Starhavven wields power comparable to that of the ancient kings of Cloudhavven. Able to pass laws without going through the legislative process during times of emergency, and capable of vetoing twice any legislation passed by the bi-cameral legislature, the High King plays a major part in the governance of the Kingdom.

Ascension to the position of the High King requires the approval of the current King and of the two legislative councils, and the successful claiming of the Staff of Twilight. There is no requirement for the heir apparent to be the eldest child of the King, but the heir must be related to the King, however distantly, in order to not be incinerated by the Staff.

The Distributed Representation

The Distributed Representation is a directly elected body that forms one half of the Kingdom's bicameral legislature. Representatives are elected from each distribution once every four years, with no more than four terms permitted during a representative's lifetime. As with the old High Council, each distribution receives a number of representatives proportional to its total population. A two-thirds majority is required for the approval of any measure. Acts passed by the Representation go on to the Octagonal Council.

The Octagonal Council

The Octagonal Council was formed after the Sixty Minute war, and originally consisted of the eight Distributed Lords. Under the urging of High King Kira li'Starhavven, the Council agreed to have an elected councilor for every permanent lord. Octagonal Councilors are elected once every four years, with no more than four terms permitted during a councilor's lifetime. Elections are timed to come in the middle of Distributed Representation elections. Currently there are a total of sixteen representatives on the Council. A two-thirds majority, or eleven out of sixteen votes, is required for approval of any measure. Acts passed by the Council go on to the Distributed Representation.

Society

Conversation

Greetings vary depending on context and familiarity between the involved parties.

A bow at the waist is normally reserved for formal meetings. A bow to forty-five degrees is nearly always seen as a neutral greeting. A bow to sixty degrees shows a high degree of respect, but can also be interpreted as an insult in mock of the recipient's status. A bow to thirty degrees is relatively informal, and is to be used only when the two parties are on equal terms and of equal status. Bows are not used after initial introductions except on very formal or ritualized occasions.

Handshakes are used for business agreements; they are not used as normal greetings. A tight grip is a sign of challenge. A weak grip is a sign of insecurity. A clammy or wet hand is a sign of fear or nervousness.

A grasp of the forearm is a familiar greeting reserved for intimate occasions. Among the j'Allai clans, a greeting between strangers consists of the right hand's palm at the heart and an inclination of the head. There is no specific style for greeting a close friend. Partings are usually similar to greetings.

Body gestures are widely used during conversation. The hands are particularly important. It should be noted that showing the back of the hand is considered to be very rude. Proximity rules should be observed during any interaction. A good rule of thumb is that if you can smell your opposite's breath, you're standing too close. Standing too far is a sign of insincerity or coldness. Standing too close is a sign of too much intimacy, and can be interpreted as a threat if you are blocking the motion of the weapons hand to a person's weapon. Rapid movements while standing too close to a Weyrean are not advisable.

Duels

Duels are fought in response to a challenge, to settle an argument, or to resolve an issue of honor.

Duels are not stylized, and come down to whoever had the sense to wear decent armor and bring along a good machine gun. it is considered improper to duel outside a dueling arena, mainly because of the danger posed by duelers to passerby. Duelers are required to agree in advance to the number of seconds and to any restrictions. A writ of duel must be signed by a magistrate or judgemaster, who must also be present to judge the duel itself. Duels may or may not be fought to the death.

Invitations

Being invited into a person's house is a show of significant trust. In relatively wealthy homes, a servant of fairly high rank first leads the guest into a front parlor. She is served refreshments, and often informed that the host has been held up by some important work and will attend to the guest in a few moments. Micrites and non-intrusive devices are normally used to make sure the guest does not carry weapons that can pose harm to the host and/or his property. Cameras and other visible devices will almost never be used. The guest quarters, if they exist, are usually free of espionage devices.

According to j'Allai clan tradition, a host may not deny his guest anything, nor permit violence to be done to his guest, for a day and a half. Abuse of this tradition, however, can lead to very adverse effects.

Public celebrations usually involve significant amounts of drinking, dancing, and sex. It is considered bad form to leave your partner in the street should he pass out in the middle of the action.

Military

Mormegil

The Black Swords emerged during the aftermath of the Sixty Minute war, and quickly became enowned for their military prowess. Despite the popular belief that the Black Swords are undefeated warriors, many of their victories have come through guile and bluff more than skill of arms. Named Mormegil by the quendi population of Shadowside for their battle harness, along whose side they fought against Loyalost and demon forces, that name was made official when they formally became the High King Kira li'Starhavven's personal guard.

The Mornmegil are the only force under the direct command of the High King. Despite accusations of kidnappings and covert operations in undeveloped states, the Mornmegil have never been used in combat after the formation of the Distribured Kingdom.

Peacekeepers

Created to give the Kingdom limited military capabilities outside its borders, the Peacekeepers are a mixed aid and military organization. Specializing in humanitarian operations, Peacekeepers employ heavy and light infantry armed with nonlethal weapons, but do have a well-trained armored section for dealing with fortifications and entrenched positions. A small fleet consisting predominantly of cruisers and frigates is maintained at Starhavven Station, but is often out patroling trading columns and performing customs duties.

Self-Defence Force

The Self-Defense Force (SDF) is a catch-all term for the various groups that are part of the Kingdom's internal military defense. The most noticeable aspects of the SDF are the customs directorate, border patrol, and the shore artillery. The SDF controls sizeable military assets, some over three hundred years old, but has only a small core of officers and soldiers. It has no craft capable of superluminal transit. SDF customs star craft operate jointly with Peacekeeper forces in the outsystem zone, which extends from neptune's orbit to the Oort cloud.

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. The system was never replaced after the obliteration of freecorps' military assets during the Sixty Minute War.

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
    • Strike -- 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