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| {{JobPageHeader
| | == This page will eventually be used to house infobox template for quick-reference of racial govt's == |
| |headerbgcolor = black
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| |headerfontcolor = white
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| |stafftype = ANTAGONIST
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| |imagebgcolor = #DDAADD
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| |img_generic = Shadowling.gif
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| |jobtitle = Shadowling
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| |access = Whatever you or your victims had or have
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| |additional = Anywhere you can phase to
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| |difficulty = Extremely Hard
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| |superior = None
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| |duties = Enthrall the crew, ascend and become a God.
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| |guides = This is the guide
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| }}
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| Shadowlings are light-sensitive alien creatures from space. They are mainly defensive, but can 'enthrall' crew, taking control of their minds. Shadowlings start off disguised as a normal crewman (they can still enthrall up to five crew like this!) but they have to take time to 'hatch' to unlock their full potential.
| | '''''Removing pagelinks ([[) breaks your table, so I've opted to temporarily remove it so I can get a proper [[Special:WantedPages]] report. I suggest you use a standard wiki table as it's highly unlikely people need to know which side of the road people drive on in the TSF or when DST starts (which your table referenced extensively). You will also want to use a proper Template: page, rather than your userpage (IE: Template:solgov). See [[Template:Glossarytable]] for an example of how this might work. It may be more fruitful however to simply build the wiki table only on the TSF page as that's likely the only place it will be referenced (making a template moot).''' - [[User:Shadeykins]], 18/06/17'' |
| When hatched, shadowlings will resemble humans with black skin, small horns, red eyes, and claws.
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| Until they ascend, of course.
| | ===Summary=== |
| | SolGov is comprised of disparate states, colonies, and systems within and around Sol proper. Based in the Sol system, SolGov the largest single [[Human]], non-Corporate governmental agency in the Galaxy. SolGov is structured similarly to the ancient United States, in that it has a [https://en.wikipedia.org/wiki/Bicameralism bicameral] legislature, and separate judicial and executive branches. The branches form a series of checks and balances against one another, preventing any one branch from acquiring too much power. |
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| ==Shadowling Abilities==
| | A unique feature of SolGov is that the Chamber Militant, comprised of the Navy, Marine Corps and Civil Defense Corps, is directly overseen by the Legatus, whom is the effective Commander-in-Chief of SolGov’s military forces. The Chamber Militant operates with a massive degree of autonomy, with its’ own functional Judicial and “Legislative” branches – However, the Chamber Militant is still answerable to the Executive branch of the Federal government. Additionally, the Citizen’s council has the right to censure & reprimand members of the Chamber Militant. They also possess the ability to issue a Declaration of War, as well as declare an Edict of Force – Ordering the deployment of the Chamber Militant to a specific end – Both of these actions must be signed by the Praefectus to become valid, unless such a Declaration or Edict is ruled by the Altum Magistratus to be contrary to the Federal Charter. |
| Shadowlings have quite a few tricks up their sleeve, from vanishing to freezing the air around them. Below is a list of abilities that shadowlings can use.
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| {| class="wikitable" border="1" cellspacing="0" cellpadding="2"
| | ===History of SolGov=== |
| ! style='background-color:#DDAADD;' width='150px'|Name
| | After a prolonged nuclear conflict that lasted from 2083-2093, the surviving states federated to form the United Earth Confederacy, a precursor to SolGov. In 2099, the UEC launched the first extraterrestrial colonization program, with an intended destination of Mars. In 2103, the UES ''Ark'' arrived and successfully touched down within the Holden Crater, and colonization began in earnest. Internal conflict within the UEC resulted in the eventual failure and concurrent breakup of the UEC, and as a direct result the UES ''Ark'' colonists stop receiving regular shipments of supplies from Earth. The power vacuum that resulted from the collapse of the UEC started a fourth world war between various nations on the surface of the Earth. |
| ! style='background-color:#DDAADD;' width='150px'|Requirements
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| ! style='background-color:#DDAADD;' width='150px'|Cooldown
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| ! style='background-color:#DDAADD;' width='150px'|Description
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| |-
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| !Hatch
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| |N/A
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| |N/A
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| |In order to utilize their full potential, shadowlings need to go through a little-understood evolution process coined as "hatching". They will form a chrysalis around themselves, which is impenetrable, and begin the evolution. After a few minutes, they will burst from the chrysalis, evolved and with a plethora of new abilities. The chrysalis will quickly decay before vanishing entirely.
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| |-
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| !Enthrall
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| |N/A
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| |45 seconds
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| |Of course, shadowlings are weak. They can easily be killed by a lightbulb. So, how does it act without risking itself? Entrallment! By getting close and rearranging the memories, motives, and physical form of the target, the target will become a "thrall", bound to the shadowling completely and utterly. Thralls can empower the shadowling with their own life force in addition to sharing a telepathic link with them and all other thralls.
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| They have been known to drop dead in unusual circumstances.
| | In 2119, the Solar Federation was born from the ashes of the war, and resumed resupply missions to the ''Ark''’s colonists. Upon arrival of the first relief ship in 2124, it was quickly discovered that after the communications blackout, the ''Ark'' colony had exploded in population, size, and productivity. Using iron and carbon refined from the Martian soil they had built a vast manufacturing and mining infrastructure, allowing the colony to become self-sufficient. [[Nanotrasen]], having incorporated under the UEC just before the dissolution, already possessed a sizable amount of the planetary surface via lucrative mining, refining, and research contracts – A position they continue to hold to this day. |
| |-
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| !Hivemind Commune
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| |N/A
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| |2.5 seconds
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| |Shadowlings and thralls share a telepathic link through which they can communicate silently, undetectably, and at zero cost or cooldown. There may be ways to discern this behavior, but it is unlikely and for now all you can do is simply let their words flow past you.
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| |-
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| !Glare
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| |Hatch required
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| |30 seconds
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| |Glare is a basic single-target stun. By forcing the target's gaze into its own, the shadowling can mesmerize a target for quite some time in addition to muting them.
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| |-
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| !Veil
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| |Hatch required
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| |25 seconds
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| |Veil instantly puts out all electrical light sources, mobile or otherwise, near the shadowling. They can easily be repaired, turned back on, or simply replaced. Dome slime extracts have shown resistance to this, as well as fire-based light and glowshrooms.
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| |-
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| !Shadow Walk
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| |Hatch required
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| |1 minute
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| |Shadow Walk lets the shadowling briefly enter the space between worlds to escape attackers. For four seconds, the shadowling will be invisible, move quickly, and be able to phase through all obstacles. Unlike the wizard's jaunting, holy water does not have an effect on this.
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| |-
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| !Flash Freeze
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| |Hatch required
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| |2 minutes
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| |Flash Freeze is a formidable crowd control ability. Everyone within a short range will instantly have their body temperature reduced to freezing in addition to having it continuously lowered, similar to a [[Changeling#Cryogenic_Sting|
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| cryogenic sting]]. Targets will also be briefly stunned.
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| |-
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| !Collective Mind
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| |Hatch required
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| |30 seconds
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| |Shadowlings can draw upon the power of their thralls to enter a state of almost unstoppable power. Collective Mind lets them gain that ability - they send out mental "hooks" that latch onto the minds of their thralls, mainly a head-count, if you will. If there's enough (currently it is believed to be 15 thralls) then they will gain various abilities in addition to the ability to ascend with enough.
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| |-
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| !Blindness Smoke
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| |Hatch required + 3 Thralls
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| |1 minute
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| |By regurgitating a cloud of black smoke, shadowlings can disorient pursuers. This smoke will induce blindness in non-shadowlings, but heal shadowlings and thralls.
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| |-
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| !Drain Thralls
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| |Hatch required + 5 Thralls
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| |10 seconds
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| |The shadowling will drain the life of all nearby thralls to heal for 25 brute and 25 burn. Damage dealt to thralls is split between all affected by the ability.
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| |-
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| !Sonic Screech
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| |Hatch required + 7 Thralls
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| |30 seconds
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| |The shadowling can let out a piercing screech. This will confuse and deafen nearby humans, damage windows, and stun silicons.
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| |-
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| !Spatial Relocation
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| |Hatch required + 10 Thralls
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| |5 minutes
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| |The shadowling instantly swaps places with any thrall in the world. Both parties are stunned for a brief duration.
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| |-
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| !Ascendance
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| |Hatch required + 15 Thralls
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| |N/A
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| |Shadowlings gain the ability to 'ascend'. ''Very'' little is known about this process, only that they become nigh-invincible, they gain terrifying new powers, and it is a process similar to hatching but without the protection of a chrysalis.
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| |-
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| !colspan=4|Below is a list of abilities ascendant shadowlings are known to have used.
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| |-
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| !Annihilate
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| |Ascendant only
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| |30 seconds
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| |Ascendants, with extremely high telekinetic abilities, can easily cause someone's entire body to explode simply by directing a lance of mental energy at them.
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| |-
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| !Hypnosis
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| |Ascendant only
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| |45 seconds
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| |Ascendants can enthrall from a range and with extremely increased speed. Basically, it's a ranged and instant version of enthrall.
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| |-
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| !Plane Shift
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| |Ascendant only
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| |N/A, toggleable
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| |An upgraded version of Shadow Walk, ascendants can simply enter the space between worlds at will at no cost. They use them as passageways, able to move from place to place extremely quickly.
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| |-
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| !Glacial Blast
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| |Ascendant only
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| |1 minute
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| |An upgraded version of Flash Freeze. It will stun for far longer, bring body temperatures to the point of no recovery, and almost instantly put people into near-critical condition from frost burns. Similar to its weak version, it does not affect thralls.
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| |-
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| !Vortex
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| |Ascendant only
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| |2 minutes
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| |Earlier it was mentioned that ascendants can use the space between worlds very easily. They can also do this offensively by simply tearing open a hole to this space. Anyone who steps into this hole will simply vanish into this space, never to be seen again. '''It is thought that this includes the ascendant, as they have been seen avoiding the portals they create.'''
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| |-
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| |}
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| ==I appear to be a Shadowling. What do I do?==
| | The Solar Federation was reformed into the Trans-Solar Federation (SolGov as we know it today) in 2200 after the discovery of [[Bluespace]], development of faster-than-light transmission and engine technologies, and a massive overpopulation crisis in the Sol system. Due to the vast distances between stars, stations such as Naval Station Norfolk, which serves a double role as a refueling station for colonial vessels and a drydock facility for SolGov Navy ships, were constructed. |
| So you're a Shadowling. Congratulations! Here're some pointers on how to play this role successfully.
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| ===Starting Off===
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| You're disguised. You don't take any damage from lights and you are undetectable by any means short of godly intervention. You possess three abilities: Hatch, Enthrall, and Hivemind Commune. First off, send a message or two over the hivemind to see if you have any buddies - chances are high that you do. Assess your job's capabilities. Are you the Captain? Feel free to grab some stun stuff to arrest people and then enthrall them - same goes if you're an officer or something. Are you an engineer? Build a stunprod and use that as well. Are you the clown? You're not clumsy, so use your banana peel to cablecuff people and do it too. Are you an assistant? Make use of the environment, using things like tables to stun or hinder people.
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| There are multiple things to do from the start. Hatching immediately can work since you can easily enthrall people who rush into maintenance early for various goodies, or you can play it safe and try to get some thralls before that. It's up to you - you're the alien monster, after all.
| | After a considerable expenditure of resources, the advent of plasma power generation and advances in nanotechnology, SolGov was able to return Earth to a verdant, pre-Industrial Age level of pollution. In a unanimous vote in 2440, Earth was protected by some of the most strict and strenuous antipollution regulations ever known by humankind. |
| ===Post-Hatch===
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| So you've hatched. You have the rest of your abilities now - use them! Alert your fellow shadowlings (and thralls) that you're hatched over the hivemind, and make more thralls your first priority. You can't wear normal clothes, but you can still put on backpacks and headsets, which is an extremely good idea. If you're discovered by a group of people, use your defensive abilities to escape in addition to your thralls. If a single guy sees you, just glare at him, slap some cablecuffs on if you have them, take away his headset, and enthrall him. People who you enthrall can only be turned back through [[Surgery]] and their new loyalty to you overrides all else. If you enthrall a Nuclear Operative somehow, they will serve you over their Syndicate friends. If you enthrall the Captain, he will do much the same.
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| Your priority is to gain fifteen thralls. You have the Collective Mind ability which will, after a short time, give you a count of how many thralls you have as well as the needed amount for Ascendance. If you get fifteen thralls, use the ability and it will give you the Ascendance ability in a new tab. Simply use that ability and you've won - no need to escape on the shuttle!
| | An unfortunate side effect of the catastrophic pollution was the rapid evolution of new, dangerous flora and fauna on the surface of the Earth. Most regions outside of major metropolitan areas such as Chicago, Beijing, or London, are unsuitable for human life. As a direct result of the premium of livable space, only the affluent and upper-middle class can afford to live on the surface of Humanity’s verdant homeworld. |
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| ===The Light and You===
| | Two notable exceptions to SolGov’s sphere of influence lies within the Sol System – The planet Mars (Sol 4), as the ancestral headquarters of [[Nanotrasen]], is administrated directly by [[Nanotrasen]]’s Board of Directors, most specifically the Director of the Mars Branch. |
| While hatched, the light is your worst enemy. You take extreme damage from even being in it, and burn-based stuff like flashbangs, welders, and lasers all hit harder. However, on the other side of the coin, the darkness is extremely beneficial. All wounds will heal, and you gain a stun reduction, night vision and thermal vision as well. Use the darkness as your buddy in times hard and easy. The darkness will always give you a shoulder to cry on. He's a bro like that.
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| | The Second is the Earth’s moon (Sol 3.1), known locally as “The Moon” or “Luna.” The moon of Earth is protected under an ancient treaty. As such, Luna is noted for being a so-called “free” port of call for all manner of species, groups, and non-State actors. The Port of Luna proper is administrated by Port Royal Inc – an independent corporation whom operates solely within the confines of Luna’s airspace. Port Royal, Inc provides Traffic Control, Defensive and Medical services to all residents on Luna. Due to the nature of Luna’s status as a “free” port with very low taxes & fees, it has attracted some of the wealthiest persons in the galaxy to harbor their significant assets and holdings within Luna’s exclusive economic zone. Rumors swirl that the CEO of [[Nanotrasen]] has a significant estate somewhere on Luna’s surface. |
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| ==Alright, a Shadowling got me. What do I do?[[File:Shadowling_huds.png]]==
| | In the Federation, Civilians become enfranchised Citizens after serving within a Federal service, such as the SolGov Navy, Marine Corps, Colonial Defense Corps, or by holding a posting within the Federal government as a whole, such as the Search & Survey Bureau, Public Health Service, Colonization Corps, ect. Enfranchisement holds a host of benefits such as voting rights in Federal elections, enhanced access to Federal benefits, and a single share of United Trans-Solar, a massive nationalized mining conglomerate, as well as the ability to purchase additional voting shares. Citizens also gain the right to serve in the Citizen’s Council, the upper legislative house of the Federal government. |
| So a Shadowling mesmerized you by staring into your eyes and now you're a thrall! What this means is that your primary goal and objective is to obey the shadowlings and help them at all costs. If you look in your tabs, you have a new one, Shadowling Abilities. In this tab is the Hivemind Commune ability, which lets you communicate on a silent channel with all other thralls and shadowlings. You're basically an Adamantine Golem in terms of where your loyalties lie -- utterly with the shadowlings. If the Shadowling wants you to march to your death, you do. You no longer have a choice.
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| Keep in mind that many of the Shadowling's abilities rely on damaging or manipulating you. Even by helping the shadowlings accomplish their one objective, you are sentencing yourself completely and utterly to death - there is no way around it. You may find yourself drained of half your life, used as bait, used as a bodyguard, or suddenly surrounded in the middle of a maintenance tunnel by Security officers who are trying to cave your chest in. Assume you're going to die because you are and there's no way around it.
| | Civilians are entitled to many of the same rights as a Citizen, however they may not vote in any Federal election save for the Civilis Assembly, which is a representative body for the Civilian population. Civilians are also permitted to vote in local elections as appropriate under their given planetary, colonial, station or municipal laws. |
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| As a Thrall, your Darksight ability isn't as powerful as a Shadowling's, so you have to utilize a light - remember that you can kill your Masters with even your PDA light. You do have one advantage, however: stealth. It is very difficult to tell you are a thrall without a [[Implants|Loyalty Implant]] or exploratory [[Surgery]]. Use this to your advantage to do things for your Masters. Always stay in touch.
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| Finally, you and other tralls will have a HUD indicator above your head. A more intimidating version can be seen above any shadowlings, hatched or not. Your indicator signals that you are a thrall - only other shadowlings and thralls can see this. If you're killing someone with that HUD indicator, expect a ban.
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| [[File:shadowling_hud_big.png]]
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| '''This is the HUD indicator for shadowlings. These are your Masters.'''
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| [[File:thrall_hud_big.png]]
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| '''This is the HUD indicator for you and fellow thralls. You obey the shadowlings.'''
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| To help your masters, you also have a few abilities.
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| {| class="wikitable" border="1" cellspacing="0" cellpadding="2"
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| ! style='background-color:#DDAADD;' width='150px'|Name
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| ! style='background-color:#DDAADD;' width='150px'|Cooldown
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| ! style='background-color:#DDAADD;' width='150px'|Description
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| |-
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| !Lesser Glare
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| |45 seconds
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| |Lesser Glare is a basic single-target stun. By forcing the target's gaze into its own, the thrall can mesmerize a target for a short amount of time in addition to muting them.
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| |-
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| !Guise
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| |120 seconds
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| |Wraps your form in shadows, making you harder to see. If you are in a dark place and you use this ability, you will becoming harder to see for 4 seconds. This doesn't make you completely invisible, however. The ability has to be activated in the dark, but works in the light.
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| |-
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| !Thrall Darksight
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| |n/a
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| |Gives you night vision.
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| |-
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| |}
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| | |
| ==I think there's Shadowlings. How do I fight them?==
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| So the shouts over the radio were not wizards, nukies, or blob, but shadowlings? Your work is gonna be cut out for you, soldier. Shadowlings are terrifying foes and can do much to avoid you. They can even extinguish lights, save for fire-based sources (like Flares) and yellow slime extracts. Don't get caught alone or you'll live out the rest of your considerably shortened lifespan in mindless servitude.
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| ===Things you SHOULD do===
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| * Travel in groups
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| * Get burn-based weapons and lots of light sources (flares are good, as are slime extracts if [[Xenobiology]] is doing their job, and if all else fails [[Botanist|Botany]] can make torches)
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| * Carry flashbangs or flash powder grenades from [[Security]] or [[Research Division|Science]]
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| * Be extremely wary
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| * Avoid areas that seem unnaturally dark
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| * Don't fight anything alone
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| * Watch for suspicious activity
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| * Don't fight anything alone
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| * Be prepared for anything
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| * Do not fight anything alone.
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| ===Things you SHOULDN'T do===
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| * Run up to the shadowling and ask to be enthralled. Seriously, it's a dick move to everyone and the admins will ban your ass for it.
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| * Prowl the maintenance tunnels alone armed with your trusty screwdriver and PDA flashlight.
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| * Refuse to talk or communicate - a silent vigilante, as proven by the mime, is the best vigilante.
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| * Don't suicide once Enthralled. This is a bannable offense.
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| * Attack an ascendant.
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| * Be near an ascendant.
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| * Consider approaching an ascendant.
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| * Look at an Ascendant in a suggestive way.
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| * Squish lewdly at an Ascendant.
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| * Trade life stories with an Ascendant.
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| * Exist around an Ascendant.
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| | |
| ===Is that a horrible wail in your pocket or are you just happy to see me?===
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| So you're in the maintenance tunnel with your group of vigilantes and ready to fight a shadowling. Suddenly you hear a horrible wail in your head and all the lights blow up. '''Not good.''' This means a Shadowling has ascended. At this point, it's pretty much Game Over -
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| ===In Event of Ascendance, Break Glass===
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| If you see an ascendant, it'll probably look something like this:
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| [[File:Shadowling_ascendant.gif]]
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| That red stuff used to be the [[Clown]]
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| ===Your Last Hope===
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| Ascendant Shadowlings are obscenely powerful - They are completely invulnerable to normal attacks, can phase through walls at zero cost, and possess a slew of other abilities that make even the manliest man cry. They can instantly enthrall you, literally use their brains to instantly make you explode into a colorful splatter of blood and organs, rip holes in spacetime and generally be a bad guy to be around.
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| You're probably going to die in a painful and gruesome manner, so make your peace with your [[Administrators|Gods]]. You can hope that they're somehow friendly, or want more thralls...
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| More than likely, they'll just murder you, though.
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| [[Beyond the impossible|Unless you can find a way to kill them?]]
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| {{Jobs}}
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| [[Category: Jobs]] [[Category:Game Modes]]
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This page will eventually be used to house infobox template for quick-reference of racial govt's
Removing pagelinks ([[) breaks your table, so I've opted to temporarily remove it so I can get a proper Special:WantedPages report. I suggest you use a standard wiki table as it's highly unlikely people need to know which side of the road people drive on in the TSF or when DST starts (which your table referenced extensively). You will also want to use a proper Template: page, rather than your userpage (IE: Template:solgov). See Template:Glossarytable for an example of how this might work. It may be more fruitful however to simply build the wiki table only on the TSF page as that's likely the only place it will be referenced (making a template moot). - User:Shadeykins, 18/06/17
Summary
SolGov is comprised of disparate states, colonies, and systems within and around Sol proper. Based in the Sol system, SolGov the largest single Human, non-Corporate governmental agency in the Galaxy. SolGov is structured similarly to the ancient United States, in that it has a bicameral legislature, and separate judicial and executive branches. The branches form a series of checks and balances against one another, preventing any one branch from acquiring too much power.
A unique feature of SolGov is that the Chamber Militant, comprised of the Navy, Marine Corps and Civil Defense Corps, is directly overseen by the Legatus, whom is the effective Commander-in-Chief of SolGov’s military forces. The Chamber Militant operates with a massive degree of autonomy, with its’ own functional Judicial and “Legislative” branches – However, the Chamber Militant is still answerable to the Executive branch of the Federal government. Additionally, the Citizen’s council has the right to censure & reprimand members of the Chamber Militant. They also possess the ability to issue a Declaration of War, as well as declare an Edict of Force – Ordering the deployment of the Chamber Militant to a specific end – Both of these actions must be signed by the Praefectus to become valid, unless such a Declaration or Edict is ruled by the Altum Magistratus to be contrary to the Federal Charter.
History of SolGov
After a prolonged nuclear conflict that lasted from 2083-2093, the surviving states federated to form the United Earth Confederacy, a precursor to SolGov. In 2099, the UEC launched the first extraterrestrial colonization program, with an intended destination of Mars. In 2103, the UES Ark arrived and successfully touched down within the Holden Crater, and colonization began in earnest. Internal conflict within the UEC resulted in the eventual failure and concurrent breakup of the UEC, and as a direct result the UES Ark colonists stop receiving regular shipments of supplies from Earth. The power vacuum that resulted from the collapse of the UEC started a fourth world war between various nations on the surface of the Earth.
In 2119, the Solar Federation was born from the ashes of the war, and resumed resupply missions to the Ark’s colonists. Upon arrival of the first relief ship in 2124, it was quickly discovered that after the communications blackout, the Ark colony had exploded in population, size, and productivity. Using iron and carbon refined from the Martian soil they had built a vast manufacturing and mining infrastructure, allowing the colony to become self-sufficient. Nanotrasen, having incorporated under the UEC just before the dissolution, already possessed a sizable amount of the planetary surface via lucrative mining, refining, and research contracts – A position they continue to hold to this day.
The Solar Federation was reformed into the Trans-Solar Federation (SolGov as we know it today) in 2200 after the discovery of Bluespace, development of faster-than-light transmission and engine technologies, and a massive overpopulation crisis in the Sol system. Due to the vast distances between stars, stations such as Naval Station Norfolk, which serves a double role as a refueling station for colonial vessels and a drydock facility for SolGov Navy ships, were constructed.
After a considerable expenditure of resources, the advent of plasma power generation and advances in nanotechnology, SolGov was able to return Earth to a verdant, pre-Industrial Age level of pollution. In a unanimous vote in 2440, Earth was protected by some of the most strict and strenuous antipollution regulations ever known by humankind.
An unfortunate side effect of the catastrophic pollution was the rapid evolution of new, dangerous flora and fauna on the surface of the Earth. Most regions outside of major metropolitan areas such as Chicago, Beijing, or London, are unsuitable for human life. As a direct result of the premium of livable space, only the affluent and upper-middle class can afford to live on the surface of Humanity’s verdant homeworld.
Two notable exceptions to SolGov’s sphere of influence lies within the Sol System – The planet Mars (Sol 4), as the ancestral headquarters of Nanotrasen, is administrated directly by Nanotrasen’s Board of Directors, most specifically the Director of the Mars Branch.
The Second is the Earth’s moon (Sol 3.1), known locally as “The Moon” or “Luna.” The moon of Earth is protected under an ancient treaty. As such, Luna is noted for being a so-called “free” port of call for all manner of species, groups, and non-State actors. The Port of Luna proper is administrated by Port Royal Inc – an independent corporation whom operates solely within the confines of Luna’s airspace. Port Royal, Inc provides Traffic Control, Defensive and Medical services to all residents on Luna. Due to the nature of Luna’s status as a “free” port with very low taxes & fees, it has attracted some of the wealthiest persons in the galaxy to harbor their significant assets and holdings within Luna’s exclusive economic zone. Rumors swirl that the CEO of Nanotrasen has a significant estate somewhere on Luna’s surface.
In the Federation, Civilians become enfranchised Citizens after serving within a Federal service, such as the SolGov Navy, Marine Corps, Colonial Defense Corps, or by holding a posting within the Federal government as a whole, such as the Search & Survey Bureau, Public Health Service, Colonization Corps, ect. Enfranchisement holds a host of benefits such as voting rights in Federal elections, enhanced access to Federal benefits, and a single share of United Trans-Solar, a massive nationalized mining conglomerate, as well as the ability to purchase additional voting shares. Citizens also gain the right to serve in the Citizen’s Council, the upper legislative house of the Federal government.
Civilians are entitled to many of the same rights as a Citizen, however they may not vote in any Federal election save for the Civilis Assembly, which is a representative body for the Civilian population. Civilians are also permitted to vote in local elections as appropriate under their given planetary, colonial, station or municipal laws.