Fiction:Draconid Imperium

"We are a nation built on tradition. We bring wisdom and culture to the willing and retribution to those deserving of our wrath."

The Dracond Imperium (Also known as the Draconis, the Imperium or the Andromedan Imperium) is an ancient galactic territory originating from Andromeda's inner-rim. It is one of several vying for dominance within the galaxy and is an empire notorious for it's romanesque style of government along with expanding through the use of Einstein-Rosen bridges. A characteristic trait of their territory - and a result of their unconventional expansion - is that it is widely spread out in dense clusters across large tracts of the galaxy.

The Imperium itself itself is made up of many dozens of vassal states (reffered to as protectorates) that pay tribute and support to the imperial government in exchange for protection. The empire is also famous for it's policy on slaves - which can be considered a unique caste - and harbour a belittling attitude to those slaves who came from species the imperium conquers.

=History= Main Article: history

=Territory= Main Article:Territories

Layout
The imperium is spread across large regions of the galaxy. The territory consists of several clusters each containing several hundred draconid colonies and on average between 3-12 different protectorates (alien societies who have accepted the imperial senate as their leaders, becoming vassal states). On the surface this makes the empire look spread out; there can be tracts of space hundreds even thousands of light years wide between sectors, however when looking at a map involving wormhole connections things are very different.

What looks like large tracts of space is in fact a large network of state-monitored wormholes. Sectors thousands of light years apart are right next door in regards to wormhole connections. It is unanamously agreed that without the wormholes not only would the empire known today not exist but many clusters would be isolated were it not for these connections. As a result the draconis have a habit of rapidly fortifying the closest systems around black holes (from which their connections are based) and converting them into some of the most impenetrable sites in known space. These so-called 'gatweay systems' are some of the few locations in which draconis battlestations are readily constructed.

The imperium names sectors based on the distance to the core worlds, the name is referred to as the development wave. (see nomenclature below) The number indicates how many sectors share the name: There are rare occasions where wormholes connect to an area near to a previously-known sector. When this occurs development focuses on merging the two regions, the merged sectors retain the designation given to the region discovered first (For example the exit point of a wormhole in Ohlon-2 opens up near to Ohlon-3, this 'new region' becomes part of the Ohlon-3 sector instead of becoming Balas-8). Sectors in newer development waves tend to be less sophisticated, favouring farmland or wilderness over burgeoning commercial districts.
 * Axah-1
 * Ohlon-4
 * Balas-10
 * Tholfame-24
 * Mathist-31

Administrative Divisions
The imperium is vast, as a result it is divided into several administrative regions each with a noble controlling it. It is possible for the most powerful houses to control entire sectors of space. Imperial law states that a house cannot control an administrative region unless they control the majority of a division. This means that unless a noble house has more than 50% of an administrative region of any scale under it's control it cannot place family members in higher positions (for example House X controls 7/10 systems in Alpha cluster and 4/5 systems in Beta cluster. But because Orion subsector contains 5 clusters house X cannot have anyone in their house as subsector governor unless they ally with house Y who controls Kappa and Delta clusters.

At the highest level are sectors. These are large clusters of both colonies and protectorates and governed by a sector capital. Outside of the core worlds a sector capital is normally in the centre of the sector and is one of the most heavily defended systems other than gateway colonies (Stars between 0.5-1.7 parsecs from a black hole, these surround a black hole and control travel through the wormholes). It is typical for the most powerful of houses to have control of a single sector and will assign one member as praetor.

Sectors are divided into subsectors, these can encompass either an entire protectorate or several Imperial colonies and are governed from a subsector council, the empire has taken great pains to ensure sector and subsector capitals are some of the most pristine planets under their control. the majority of the protectorate and homeland concils are made up of cuncillors who represent these capitals. A subsector can contain between 100 to 2000 colonies.

Subsectors are made up of between 2 and 10 clusters. Clusters can consist of between 3 and 12 star systems. These are unoficcial regions the existence of which simply helps make local politics more efficcient. Clusters will have representetives on subsector councils but cannot represent themselves in the senate. Clusters will typically have an unoficcial capital that purely serves as the gathering point for planetary governors, as a result a cluster capital will not have a designated capitol building or a governors' residence unless the world happens to be a subsector capital. Each subsector is governed by a quaestor appointed by the dominant house.

Planetary systems with more than one colonised planet are run by a solar prefect who may or may not have a position in the cluster council. A multi-colony system will have a solar capital on one of its planets which includes a capitol and governors' residence. A solar prefect is advised by representetives from the planetary councils and will normally hold a noble title.

Nomenclature
Administrative regions are named differently depending on scale. Sectors are named by expansion phase (determined by how many wormholes must be crossed to reach the homeworld), named by a Dracid word that represents their priority and which connection they are centred around (the connections are numbered based ony how many wormhole entrances in the previous sector were colonised before X). For example the core worlds are labelled Axah-0 while a third sector colonised from this one is labelled Ohlon-3. Subsectors are named after the system the subsector capital resides in along with using the sector name as a prefix, for example Ohlon-2-Alcartin. The sector name is only used when outside the resident sector. Clusters are numbered by what subsector they are in and are named in order of colonisation (e.g. cluster Alcartin-4 when local, formally Ovohn-2-Alcartin-4). Planetary systems are simply named after the star with each planet numbered in order of distance from the star, the initial colony or system capital replaces its number with the word 'prime' and moons retain an individual name. The only exeptions to the naming rule regarding planets are species homeworlds and sector capitals.

=Government= Although the Paragon is seen as the head of state, The imperium's territory is ruled through two different councils; the Homeland council and the Protectorates' council. These councils govern Draconic colonies and vassal territories respectively but both can be overruled by the paragon. The economy itself is controlled by the state and imports are rare, but not unheard of, with Imperial colonies producing items themselves or trading with vassal territories.

Pax Draconica
Considered the heart of the Imperial ruling system, Pax Draconica permits outside species to allow themselves to become part of the empire as a whole; retaining cultural identity, freedoms and individual laws. These species become a protecotorate of the Imperium and function like a province in any other empire. However they are considered subordinate to Imperial colonies and must accept the Draconis within their governments. The agreement is that in exchange for technology, protection and freedom to learn Draconic values, species that join are required to provide technology, supplies, goods, vessels and even auxillary soldiers to the Imperium.

Although restrictive at times - non-Draconis citizens of protectorates require a permit to traverse through or near Draconic colonies and are subordinate to any Draconis regardless of rank - Pax Draconica is seen as a more pleasant alternative to the fate of species who choose to defy the Imperium: Species that do this risk war and are either exterminated or enslaved, losing all rights in the process and considered nothing more than a source of production (Slaves do not register as part of the population and so are left out of census figures), any child born to two slaves is seen as a slave by birth.

The Imperium only considers aquiring slaves from worlds it raids or conquers, meaning they do not barter with slavers. This is because species aquired from conquered worlds would have fought and died for their beliefs and independance, any survivors must live in the knowledge that their people failed against a superior force. Merchants do not know where outside slaves have been aquired and they might never have known of the Imperium's might, thus they do not deserve to serve in the imperium in such a way.

The Paragon
Synonymous with emperor, the Paragon acts as the head of state. The title is hereditery and those who bear it are considered the chosen of Drakon - the patron god of the Draconis. For the past 120,000 years the Ultanos line has ruled the imperium, with the current paragon being Uriel Ultanos XVI. The past four Paragon families (Ultanos, Vospus, Oskavarum & Khaxvis) have been noted to bear a different scale colour to the norm, in some cases this has been a mutation in others the paragons simply dyed their scales.

The position of paragon is identical to that of an emperor - The next in line is the eldest and they rule for life - and when a paragon dies black banners are hoisted along the Paragon's walkway (the central and widest road within Minos'Drakon, it leads directly to the imperial palace and is traditionally used for celebrations and parades). In the event of a paragon being the last of their line, black banners are draped from the imperial palace and the senate must choose a new paragon while the chancellor acts as the head of state. Where it differs is that Paragons must pass their proposals onto the senate before anything is passed. Upon the ascension of a new paragon banners of gold are draped along the Paragon's walkway, along with banners of the Paragon's house colours.

The Senate
The senate acts as the Imperium's governing body, they both advise and support the Paragon along with running the imperium day-to-day. The territories are run by two logistical councils, both act as governance within their allocated territories and answer to the Paragon and their family. Along with this the senate also includes the security council in charge of the empire's military, the bureaucratic council which maintains the state-regulated economy and the science council who are responsible for technological and scientific development within the empire. Each member is elected differenty depending on the council and occasionally all meet to discuss matters as the grand council. The Chancellor acts as the senate's head consul and - along with the Paragon - always has the final say in decisions that could affect the empire as a whole. Most positions apart from the homeland council are for life and council members are taught to respect the position they have gained.

Homeland Council
Founded a year after the establishment of the imperium's first colony in the Elimataia system, the Homeland council acts as the voice of the colonies within the Imperial Senate.

Charged with overseeing the management of the colonies established by the Imperial Government, the homeland council makes up a large proportion of the administration due to the fact the Draconic colonies make up a large part of Imperial space (prior to the era of tunnels the colonies made up the majority of territory). Each member is voted democratically by house, the noble house itself is then charged with choosing which member represents them on the council. Each house holds their position for 50 years before a new election is held. The council has free reign to requisition the aid of the Imperial Navy in order to defend a colony.

Protectorate Council
Founded three months after the annexation of the Speeder Trade Federation, the principle of the Protectorate council is that it provides the protectorates a chance to aid in the development and direction of the imperium, however since establishment this has not been the case.

To begin with, protectorate species cannot become members of the council, normally there is a minority of Draconis within these territories who act as a higher government. The system works similarly to above however only Draconis citizens may vote for a house to represent and once a house elects a family member they hold a chair for life until that family member dies. After this happens another election is held. Protectorates can requisition for support from the Imperial Navy however they are normally lower priority than a colony (this is true unless the planet stages a revolt, but even this is still lower priority compared to an outsider invasion). Many have cited the Protectorate Council to be biased and unfair but few are brave enough to speak out while others just accept it.

Security Council
Composed of the highest-ranking military officials in the imperium, the security council acts as the governing branch of the military. The proconsul's seat is always held by the current lord-admiral and during their absence the executive lord-admiral rules in their place. Members are always chosen by the council based on military service with more senior and veterenated officials taking prority. Under ememrgency conditions the security council can quarantine a planet or system.

Positions in the council are held for life, while some see it as demotion by getting pulled out of the field, others see it as a great honour because their experience is not completely wasted however council members may still engage in field duties. Although all races are capable of joining the military it is extremely difficult for a non-Draconis to rise through the ranks, often remaining as auxillaries. As a result non-Draconis councillors within the security council are very rare.

Bureaucratic council
Charged with regulating the imperium's economy. This council is one of the more open to outsiders and is made up of some of the wealthiest and most successful merchants in the Empire. It is also one of the only two councils - the other being the science council - where there is a near-equal chance for certain protectorate species to join the council (mainly the trade-enthusiastic Speeders). However they are still open to being ignored due to the fact a fair portion of the council normally consists of the Draconis.

Science Council
Containing the brightest and most enigmatic minds in the Empire, this council specialises in maintianing a certain level and quality of scientific research. Members usually require a significant degree of recognition within the scientific community to be accepted, the result is that there are very few young scientists within the council (however, due to the longevity of the Draconis, it is unsurprising to encounter council members who might serve for over a century). This has become one of the more lenient councils in accepting non-Draconis provided the species has an advanced mind and a natural talent for science. Again, non-draconis members require more recognition than Draconis to join.

There are cases where the science council can declare certain practices or technologies - such as cruel sentient experimentation - illegal. In most cases this is based on ethics but there are some cases (such as genetically altering direct ancestors of Draconis) that are the result of a religious factor.

=Major Species= The empire contains over thirty different species however only a few are considered to have a major influence or standing within the imperial government

=Military= Main Article:Military

Military service amongst the draconis population requires a mandatory decade-long tour of duty once the citizen reaches 40 years of age. Along with this military academies effectively replace standard schools and teach a variety of both military and civillian topics. Upon reaching the age of 50 most draconis are already very proficient in combat and all of them own a weapon of personal preference. This provides the Imperial Talon Navy with a healthy stock of capable warriors in the event of war.

Within the protectorates the level of militarisation varies depending on the species. Some are completely militarised and, as a result, provide common stock troops for the imperial auxillaries. Others will either supply technology or specialists if they cannot provide large armies or are not built for any military specilisation (although the latter is rare). To keep the auxillaries stocked, each protectorate world must provide a tithe of soldiers for the auxillaries (a responsability of the the protectorate council). Neglecting this tithe is considered undesireable as the imperial administration steps in to govern the world at every level as opposed to just the highest offices. Under administration, planets frequently become highly specilised in order to meet their assaigned tithe.

The Imperial Talon Navy acts as the combined navy and army. Planetary defence is reliant on local militia with a garrison of auxilalries. All draconis (due to mandatory military service) have served in the navy in some fashion either in the marines or within the fleets. =Communication and the Exonet= The Imperial Exonet is the Imperium's answer to the internet. The expanded nature of the empire make the exonet highly dedentralised, there is normally one server hub in each cluster connected to central hubs within each subsector. Data is sent via tachyon pulses - subatomic paticles that travel at superluminal speeds. The tachyon relay network also makes up the basis for galactic communication. Server hubs and tachyon relays are often placed together and at least one gateway world will have one (referred to as exonet relays) within a subsector.

Relay boosters are one of the facilities within exonet relays; Their purpose is to boost the strength of a signal before it travels through a wormhole, it is also capable of boosting a signal that emerges from a wormhole. Despite EM interference, little data is lost in transit since the pulses are arranged in a digital nature. Only the more well-established worlds can have acces to more advanced exonet hubs.

When a new world is established, one of the first structures assembled is a tachyon relay station. The robust nature of the stations makes them ideal for pioneer teams to keep in contact with the greater galaxy. Planetside communication is maintained via a mix of fibre-optics and satellite relay networks along with localised exonet servers. Tachyon tranamissions themselves are very basic however they are 'padded' on the other side meaning a holotransmission only requires as much bandwidth as a video recording despite being projected from a wall panel and providing a crisp, full 3D image. Unsurprisingly The military is often given priority within server traffic. = Economy = While the Imperium still uses a form of currency some aspects of society have reached post-scarcity levels, primarily energy, industrial materials and medicine. because each planet is encouraged to develop to supply both itself and neighbouring systems the Imperium's industrial and agricultural capacity is both immense and highly decentralised, allowing for widespread industrial production with minimal disruption.

Most commonly the Miminan Credit is used to purchase services and to facilitate external trade. Cultural items such as paintings, sculptures and music are still paid for out of respect to the time the artist had spent developing the work. The values of goods and services is regulated by the government - specifically the Bureaucratic Council - keeping the economy stable while at the same time simulating the effect of commercial growth. Despite this it is common for merchants, artists and businessmen to become very wealthy within imperial space although the emergence of post-scarcity lifestyles, and the generally-high quality of life, makes material wealth a minor concern to the population.

=Miscellanious=

Noteable Characters

 * Urielminipic01.pngUriel Ultanos - Paragon, head of state and considered a radical by his peers.
 * Alessaminipic01.pngAlessa Ultanos - Uriel's Daughter, diplomat, quite friendly.
 * Vontarionminipic02.pngLarnus Vontarion - Lord admiral of the ITN, personal friend of Uriel Ultanos, tactical genius.
 * TarsusOnMinipic1.pngTarnus Onarsus - Executive Admiral of the twilight gate.
 * Arnasminipic01.pngArnas Volkamen - Captain, made first contact with the wental states.
 * ArsacMinipic01.pngArsac - High Inquisitor, centuries of experience against the Cult of the Deathmarch.
 * Sarecminipic01.pngSarec - Inquisitor, gifted elementalist, experienced with the Legion of Badmanz

Relations
See relations for more detail.

Protectorates
"Our protectorate nations, we will honour the union to the end"



Allies
"You have earned our respect, a great achievement."


 * New Wental
 * New Wental
 * New Wental

Neutral
"We tolerate your existence."



Cautious
"Stay on our good side and things can improve."


 * Kraw Federation
 * Kraw Federation

Enemies
"Either death or servitude awaits you!"


 * Sons of Urzgov
 * Sons of Urzgov

Quotes from other Empires
Feel free to add your own

"I find their use of slaves abominable. Besides that, they are an acceptable ally."

- Titrit

"I WILL DESTROY THEM ALL!"

- Masuri

"They have strange ways, but I sort of maybe like them."

- Hinata

"They remind me of the Cyrannians. Both are giant reptiles that think. Both are friendly to a point. Both are somewhat democratic. Interesting, maybe they are a former part of Cyrannus? Doubtful though, Cyrannians stick together."

- Arukas

"Their fear of self-replicating nanotech is foolish and annoying. Being made of self-replicating nanotech, I find their fear of me insulting. However, I also know that they are a powerful faction, worthy allies in all things."

- Dylan

"Your empire is vast. However your minds are closed, narrow; nothing but pain and suffering awaits you."

- Shka'Tun Overseer

"That's an interesting species. Maybe we can contact them in the future."

"WHOS DESE PEEPZ MAN DEY LOOK SO DUM. WONDA HOW DEY TASTE LIEK HURHURHURHUR"

"You shall all burn, heretics."

"A honorable civilization that we are glad to be apart of. Some people are complaining about the council laws and their fairness though. They are old and powerful, just like us in alot of ways. I couldn't help but notice some way too familiar things about them."

"I have no idea what Edoshai and the senate were thinking by joining these people."

"We honor you, Draconis, and we believe we could become greater allies in the future. In darkness of the Andromeda War, with Vartekians leaving, our alliance is now the lone light in this war-ridden and tormented galaxy."

Trivia
=Navigation=
 * The Imperial anthem
 * This is Monet47's first fiction.
 * The imperium bears several similarities to the Imperium of Man from the Warhammer 40,000 universe.