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“Never put all your faith in a single strategy, a single leader, a single planet. Adaptability is survivability.”
The Talven Empire (sometimes referred to informally as Talva, after its founding species) is an expanding empire in the Milky Way Galaxy. Forged by over a century of conflict as a nomadic society in pirate-infested space, the Empire is known for its defensive shielding and armor technologies, along with its rapid acclimatization to Xonexian politics. The Empire has a strong culture of order, honor, and duty, while its foreign policy prioritizes security and independence.
Founded just under 300 years ago, the Talven Empire has rapidly grown to encompass over 300,000 systems, protected by a powerful armada. Under the leadership of High Councilor Balbus Marinus in the early 2800s, the Talva began to establish trade deals with numerous other interstellar powers, while undertaking an extensive restructuring and modernisation program for their military forces. The Empire has since seen a significant rise in influence, and has begun to operate on an intergalactic scale. Although the Talven Empire is far from the greatest power in the First Gigaquadrant, it has been hitherto successful in bringing order to a small area of the galaxy.
The Talven people evolved on the alpine world of Aldar, achieving interstellar travel as early as 1383, using sleeper ships moving close to the speed of light. Several Talven settlements were soon founded in nearby systems, developing quickly and bringing vital resources back to their overpopulated homeworld. Numerous organisations and governments began to compete in exploiting or protecting these systems, and the Talva fought in their first interstellar wars as early as 1465. Several unification efforts were attempted over the following centuries, but it was only in 1757 that Drusus Gallus, an influential philanthropist and politician in multiple countries, managed to persuade, bribe, or force the Talven people into a single government: the Talven Federation. This gave some independence to the Talven colonies, and the decades that followed would be remembered as a golden age.
The fate of the Talven Federation was sealed by its location. The Talva had been unlucky enough to evolve just outside the Galactic Core, and in 1892, the Grox Empire sent several fleets to annihilate the Federation. With a substantial technological disadvantage and a relative lack of experience in interstellar warfare, the Federation lost most of its fleet, over half of its colonies, and even Aldar itself, within the first two months of the war. Experimental hyperspatial technology was used to create a small fleet of refugee transports, and a small fraction of the Federation's population was evacuated while the remainder of the Talven military forces slowed the Grox advance.
As the refugee fleet made progress away from the core, they entered a very different environment to the one which they were accustomed to. Encounters with pirates were increasingly common, but advancements in defensive and navigational technology allowed the Talva to survive and avoid hostile warships. By the year 1915, the Talven fleet was capable of making hyperspatial jumps in seconds, and had begun to master shielding technology. Brief pauses at resource rich planets allowed for the construction of mobile shipyards, and as the fleet begun to strip-mine the systems that they passed on their journey, they began to construct huge carrier-ships, capable of generating shield-bubbles around smaller transports, while possessing armor that could withstand barrages from most pirate armadas.
In 2033, the Talven fleet stumbled across Scarat, a pirate haven defended by a sizable armada. By sheer force of resilience, the Talven fleet wore down the armada and gained control the planet. In the following year, Admiral Galerius Aquilius declared an end to the Talva's exile and founded the Talven Empire, renaming Scarat as Ancora, the new Talven capital.
A New BeginningEdit
With the strength of their fleet, the Talven Empire expanded quickly, first by conquering pirate-controlled planets in nearby systems, before establishing their own colonies. The mobile shipyards were stationed in orbit of various mining worlds, though they remained capable of hyperspatial travel.
The Talven Empire did not establish contact with friendly interstellar lifeforms, though they did encounter several tribal and industrial civilizations. The Empire helped these civilizations to advance in technology, growing them into trading partners and often assimilating them. As trade grew, Talven merchants grew in power, taking control of the throne and transforming many of the Empire's core worlds into ecumenopolises and palace worlds. A division grew between the merchants and the military, leading to a compromise over the Empire: The military would rule the majority of the Talven territory, acting as official heads of state through a ruling council, while the Emperor would rule and develop colonies that grew into trading worlds. Ancora was claimed by the Emperor, and in the year 2103, the official capital moved to Iubar.
This structure encouraged expansion - as the central worlds used up their own resources and began to rely on trade, the official Talven Empire needed to grow in order to maintain its domination of Talven affairs, as well as to create a buffer zone that would protect the Empire's core. The Talven people gained territory and power, entering a second golden age.
Over the course of the last decades of the 28th century, the Talven Empire made contact with numerous other gigiquadrantic powers. Though unprepared at first, the merchant guilds were quick to begin negotiating trade deals. High Councilor Balbus Marinus secretly formed the DFI, in order to gain some measure of control over diplomatic affairs. The DFI first focused on developing the Talven Empire's already advanced high-speed hyperspatial technology, before sending thousands of probes out into the galaxy to gather information on other civilizations.
The Talven Empire was subtly reforming itself - the Imperial council took control of its foreign policy (while continuing expansion into unclaimed space), reshaping the Empire's military to avoid unwanted attention from both conquerors and peacekeepers. The merchant guilds gained unprecedented wealth and power through trade, while individual nobles worked alongside the DFI in finding weaknesses in the developing alliances between alien civilizations.
As the Empire integrated itself into the intergalactic community, several members of the Imperial Council - including the High Councilor himself - grew increasingly dissatisfied with the Xonexian status quo. Securing new technologies and developing Talven infrastructure through deals with foreign powers, the Talva began to modernise their military forces. Marinus met in secret with delegates of other nations with similar concerns, and in 2818 the Talven Empire was able to gain a position in the then Xonexi Board of Seven, acting as a representative for these nations.
The treaty of 2818 led to significant reductions in the size of the Talven military, and began reformations that would transform the Talven Empire into a republic. With no Imperial Council to hold them back, the Talven merchant guilds took advantage of this to rapidly grow their influence, both within and outside of the Empire's borders.
Although they have never been the official government of the Talven Empire, several merchant guilds hold enough sway over the Empire to be considered part of the governing system. Despite this, the Talven government has always maintained a friendly relationship with most guilds. This combined with the restriction imposed on them by the Imperial Council created a stable balance of power within the Talven Empire, although the with the Empire's later reformations, the merchant guilds have gained considerable independence. Despite the death of the last Talven Emperor in 2617, and the later reformation into a republic, the Talven Empire has remained an Empire in name.
The Imperial CouncilEdit
The Imperial Council was formed of twelve members, including system governors, military leaders, and academics that gained enough prestige and power to be deemed worthy of ruling the Talven Empire. Each Councilor represented a single department, which in turn accounted for the bureaucracy behind a large sector of administration or industry. The Imperial Council was usually considered to be a platform for negotiation among these departments, rather than a central authority for the Empire as a whole. Though all members were generally considered equals, a High Councilor was elected to act as the head of state and to lead the council in times of war. The Imperial Council met at least eleven times every year, at secret locations throughout the Empire. Regular reports on the council's decisions were made accessible to the populace.
The uncertainty, conflict, and political chaos surrounding the Talven Empire's introduction to the international landscape of Xonexi in the late 28th and early 29th centuries allowed High Councilor Balbus Marinus to significantly reduce the transparency of the government and increase the power of the Talven Military, gaining the support he needed to stay in power and fulfill his ambitions. The rest of the Imperial Council mostly followed his plans, acting more as advisers than as governors.
With the Treaty of 2828, the Talven Empire was reformed into a republic, although the Imperial Council remained in power until 2824 while these reformations took place.
The Department of Art and Culture
The DAC Funded museums, heritage sites, galleries, and other organisations promoting public interest in art and history. Though the DAC was in charge of censorship, it avoided using this whenever possible, fearing the transformation of the Talven Empire into a police state. The DAC encouraged freedom of speech, often clashing with the DoL, and worked closely with the DoE and DoT to inspire progress in the Empire. The DAC also assisted assimilated worlds in maintaining their cultures and customs, often integrating parts of these into the rest of the Empire.
The Department of Agriculture and Expansion
The DAE was not directly involved in the colonization of worlds, but instead assisted in post-colonization projects, including terraforming and construction. For this reason, it often interacted with the DoI and DoP to connect new worlds with the rest of the Empire. The DAE remained in charge of planets chosen for agricultural development, and ensured that food was transported to where it was needed within the Empire.
The Department of Diplomatic Affairs
Councilor: Balbus Marinus (2783-2824)
The DDA was possibly the Imperial Council's largest Department, lead by the High Councilor themself. It developed alliances and trade (with the help of the DEA), while watching and protecting over foreign visitors. The DDA also settled disputes within the Talven Empire, alongside the DoL. Other Departments used the DDA as a means of working with organisations outside of the Talven Empire.
The Department of Defense and Security
Councilor: Drusa Lucilius (2799-2824)
The DDS worked with the DoP and DoW to construct space stations and mobile shipyards over planets of strategic worth or with large populations. It was also in charge of the Talven Empire's growing intelligence network, discovering and preparing for the development of new technologies by other civilizations, while also defending the Empire's own secrets. The DDS was prepared to collaborate with spies of allied empires, but always with the expectation of a sudden betrayal.
The Department of Economic Affairs
The DEA generally managed the economy, and took control of international trade routes once they had been established by the DDA. The DEA also assisted and regulated the merchant guilds, preventing other Departments from acting against the guilds' interests, while preventing the guilds themselves from acting against the interests of the Empire as a whole. During war, the DEA was aided by the DAE, the DoI, and the DoP in rationing food, energy, and goods.
The Department of Education
The DoE funded educational institutions and libraries, encouraging all citizens to improve their ability to advance the Empire's interests. It collaborated heavily with the DAC and the DoT to educate citizens for the roles for which they are most suited, making sure that there was a good balance in employment. The DoE also worked with the Dow to prepare the Talven Empire for war.
The Department of Foreign Influence
The DFI did not officially exist. Indeed, only the High Councillor was aware of its existence, and it was thus the only Department not represented in the Imperial Council. The DFI existed outside of the Talven government, leading a significant intelligence agency that manipulated events both inside and outside of the Talven Empire. The DFI aimed to place the Empire in the best possible position to continue expanding, and was responsible for the assassination and ascension of various foreign leaders who held influence over the Empire's position in international politics. Its role lead several other Departments to unknowingly clash with or assist its agents, most commonly the DDA and the DDS.
The Department of Health
The DoH funded hospitals and medical research facilities, working with the DoT to find new ways of dealing with health issues in the Talven Empire. The DoH also managed the containment of epidemics (through quarantines, if necessary) and regularly contacted foreign health organisations through the DDA to gain vaccines for alien diseases.
The Department of Infrastructure
The DoI funded transport, housing projects, and the construction of power stations to support the Talven population. Working with the DAE and the DoP, the DoI built colonies claimed by the Talven Empire, and rebuilt worlds that were conquered by the Empire. In the early 28th century, the DoI and the DoP constructed a number of Dyson spheres for use by the Talven navy.
The Department of Law
The DoL coordinated and funded law enforcement agencies throughout the Empire. It made final decisions on particularly difficult or significant cases, and could only be overruled by the Imperial Council itself. Rarely, the DoL collaborated with other civilizations to track down criminals through the DDA. It also collaborated with the DDA to settle disputes in the Talven Empire (most often between merchant guilds).
The Department of Production
The DoP was in charge of the Talven Empire's industry - from the mining of basic resources to the construction of warships and Dyson spheres for the DoI. Generally, the DoP used mechanical technologies, developed by the DoT. The DoP worked with the DoI and the DAE to set up mining and factory planets, as well as the DDS to construct space stations over significant worlds.
The Department of Technology
The DoT's goal was to adapt Talven technology to fit its circumstances. After the Talven Empire began to make contact with an increasing number of interstellar civilizations in the late 28th century, the DoT focused on learning about, mastering, and countering alien technology, leading it to collaborate heavily with the DDA and DoW. The DoT also assisted the DoE to encourage progress, and developed technologies for the DoP.
The Department of War
Councilor: Balbus Marinus (2780-2883)
The DoW was in charge of coordinating the Talven army and navy, with the goal of protecting the Talven Empire. Its priorities were very similar to that of the DDS, leading to the two Departments collaborating in many ways, notably through the construction of warships (with the help of the DoP). The DoW also worked on military technology with the DoT.
Cooperation is a strong part of Talven culture, just as much in politics as in everyday life. Consequently, significant divides in ideology are rare, and compromises are quick to be made. This means that that the various Talven governments have been able to function very effectively, and represent most of the Empire.
However, political infighting does exist. The drive for each Talva to be in control of their environment has led many governors to try to influence the actions of their peers. Success in government relies on the ability to manipulate others into supporting one's interests, often without them realizing it. Some governors have used questionable methods to achieve their goals, up to and including assassination. This was an especially common occurrence within the Imperial Council. The conflict between departments was a significant driving factor for this, with the interests of each part of the Empire replacing ideology as a cause for debate. This political infighting was only permitted because the High Councilor used it to for motivation.
The Merchant GuildsEdit
See also: Fiction:Talven Empire/Merchant Guilds
The number of active merchant guilds in the Talven Empire has varied between seven and just over forty, with endless shifts in the balance of power between them. Merchants often name their houses after historical guilds, out of respect for the achievements of their ancestors. The guilds usually cooperate, though some have been known to sabotage their rivals' profits in times of prosperity. They also pursue their interests outside of the Empire's borders, acquiring alien technology and wealth independently of the Talven government. The guilds have been known to use their influence and wealth to persuade various levels of government to serve their interests, and donate large sums of money to government projects. When it held power, the Imperial Council was able to influence them in turn, through favors and funding to those that most conformed to its own interests, and through harsh action taken against the more recklessly ambitious guilds.
The long travels of the Talven people through uncivilized space has lead to significant technological advancements. Most of these are still used exclusively by the military, but some elements are also available to the public.
See also: Fiction:Talven Empire/Military
The Talven army evolved from the Empire's marines - elite troopers used to quickly secure planets for the gathering of resources and to protect ships from boarding parties. Consequentially, it was initially based not on quantity, but on quality. This means that individual soldiers tended to carry more expensive technology than usual.
Most soldiers used heavily modified energy rifles, suited to their individual fighting style. Advanced armor technology was used to create lightweight combat armor, which could protect the wearer from most kinetic and energy weapons for a reasonable period of time. The same technology lead to powerful swords which could cut through any inferior materials, including the armor of alien soldiers. Talven soldiers often communicated with warships overhead, in order to coordinate their attacks and locate hostile targets. The advanced armor and weapons of the Talven infantry means that vehicles were not needed, and warships took the role of artillery.
With the modernisation of the Talven military in the early 29th century, the Talven army began to use more standard technology. While individual soldiers lost a degree of independence from one another in terms of equipment, advances in technology preserved the overall quality of their arms and armour. One of the primary focuses of this modernisation program was planetary defense, and Talven army has since proven itself to be more than capable of defending planets from most aggressors once given time to entrench.
The Talven navy was adapted to fit two essential requirements: speed and survivability. Even the largest warships in the Talven fleet can usually outpace enemy fleets, and all ships are able to make hyperspatial jumps almost instantly. The calculations required for this mean that that the largest ships in each fleet - huge carrier-ships - contain immense supercomputers (enhanced by Eldarisian Technology) that transmit coordinates to all surrounding ships before each jump. These supercomputers also coordinate fleets during battle, and detect signs of the enemy's tactics.
Another reason for the great size of the carrier-ships is their power generators. These are needed to maintain the shield-bubbles which are used to protect smaller ships seeking shelter within them. This acts as a membrane, stopping kinetic, explosive, and energy weapons from reaching the defended ships while robotic support ships make hasty repairs. Powerful deflector shields are also used to protect carrier-ships (along with most other military vessels). Due to the predictive ability of their powerful supercomputers, the carrier ships are capable of projecting shields in the paths of incoming projectiles at long distances.
All Talven ships are equipped with state-of-the-art armor plating, made partially out of Zhakelei metal from the Azzinothe Empire, Kiridium from the Mithadorn Republic, and iridium (both mined and imported from the Stellar Union). Nano-robotics allows this armor to rapidly regenerate, while magnetic monopoles are used to strengthen it to a greater degree. Since the Talvo-Republica Pact, the Talven Empire has acquired enough magnetic monopoles for its entire fleet, along with non-phasic shield projectors. The DoT experimented with weaponizing this technology, resulting in the Minotaur-class cruiser, which is built with the sole purpose of ramming enemy ships.
The Talvo-Republica pact also provided the Talven Empire with schematics for tractor beams. In 2807, the DoT finished the development of tractor beams that could be deployed in hyperspace - gathering hypermatter to generate interdiction fields.
After trade began with the Slukatian Empire, energy weapons in the Talven navy were enhanced with Slukatium. The Talven Empire also uses point defense systems imported from The Hegemony. The Slukation Empire also exports antimatter to the Talven Empire; this used in power generators aboard some warships, while the DoT has made some progress towards weaponizing it.
As with the Talven army, the modernisation efforts of the early 29th century have led to drastic changes in the strategies and tactics employed by the Talven navy. Most notably is the shift to hyperspatial warfare, heavily inspired by the methods of the French Empire in particular. Nonetheless, a portion of the Talven navy remains dedicated to combat in realspace.
Civilian vessels are not as fast or protected as those in the military, but can make their own hyperspace calculations, reducing the need for a copilot. Supercomputers are also usable by citizens, either through a public network, or by certain organisations like universities. Technology similar to the membrane-like bubble-shields used in carrier-ships can be found on particularly tall buildings, slowing anyone who falls out of them.
In 2685, the merchant guilds gained permission from the DoW to build their own warships with military technology to protect trading interests, although it was only in 2820 that restrictions were lifted on the size of their fleets. These ships were initially designed more for appearance than function, but some more recent warships have surpassed even those of the Talven navy in combat ability.
Life in the EmpireEdit
Most citizens of the Talven Empire live in large cities - though most spend a significant portion of their life visiting less urbanized areas. As all citizens could historically be sent to fight for the Talven Military, it is still rare to meet one without some level of military training. However, this is not usually the most important aspect the lives of individual citizens, who often devote much time to religion, art, and earning money.
The Talva are an honorable people, but are prepared to make questionable decisions when put in difficult situations. The idea of fighting 'to the death' is not popular within the Talven military, and what others see as bravery is often seen as foolish behavior when it gains no significant advantage. However, Talva are willing to take risks when pursuing goals that they see as worthy.
The Talven Empire has learnt the hard way that the galaxy is a treacherous place, so earning the trust of any Talva is a considerable achievement. Talva have strong bonds with members of their own race, and can work together very efficiently. Most Talva cannot stand seeing others being suppressed, even if they are 'evil' in nature.
The Empire greatly values art and science, to an extent that even soldiers often study an aspect of both fields. A combination of academic and military achievement is the best way to gain prestige in Talven society.
The Talven Empire has no official religion, and citizens instead accept ideas from outside of the Empire. Instead of joining religious organizations, they seek guidance from within themselves, often taking inspiration from multiple faiths. As such, religious conflict is an alien concept to most Talva.
Talven citizens are often especially interested in ideas surrounding fate, thinking of it as something to be influenced, rather than an unstoppable force. This has lead to many military strategies and tactics based upon manipulation.
Attitudes Towards DeathEdit
Talva believe strongly that their mind and bodies are separate. For this reason, Talva celebrate the natural decay of their bodies after death, traditionally believing it to be the return their physical forms to nature, while their minds are freed from their 'shells'. Corpses are displayed publicly in most Talven settlements, often in parks and gardens, as well as over streets.
Talven Art is often seen as a way of exploring one's own thoughts and feelings, and has thus been greatly influenced by religion. It is rarely used to realistically portray things, and thus can provide as much insights about the artist as it can about what it represents. Some Talva have speculated that this may put the Empire at risk from particularly insightful tacticians, and while Councilor for the DDS, Drusa Lucilius made an effort to ensure that no Talven art left the Empire's borders.
The only art that is often created with the sole purpose of entertainment in the Talven Empire is theatre. Plays such as Admiral Galerius offer excitement and drama, and theatre companies are often taken over by merchant guilds looking for both profit and fame. Due to its nature, the performance of Talven theater is permitted outside of the Empire's borders, with actors performing for the Draconid Imperium in particular.
The Talven Empire is a capitalist society, and frequently established trade deals with other Empires. The industries of mining, agriculture, technology, and spice play a major role in the Talven economy, and all but the latter were under the control of Departments of Production, Agriculture, and Technology, respectively, while the Imperial Council held power. The merchant guilds continue to hold an absolute monopoly on spice, and initially chose to trade only with individual consumers rather than entire nations, so as to avoid unwanted attention from the DDA. Spice is rarely sold outside of the upper classes, due to a ban on the potentially dangerous mixtures of spice and other chemicals that would be needed to make spice affordable to the poor.
The TOD (Token Of Debt) has been the Talven Empire's only currency since the chaotic system of favors in the Talven Fleet was resolved by its admirals during the Talven 'exile'. Inflation is carefully controlled by the Talven government, which regularly 'resets' the economy to ensure that the TOD does not become worthless.
Trade has become the Talven Empire's main route to developing trust with other Empires. Material wealth and supercomputers have become the primary exports of the Empire, while imports vary between trading partners. The Empire maintains substantial supplies of the former, including a growing stockpile of Andasium. In 2809, much of this was used in the purchase of two French Supercarriers. Captains in the Talven Navy usually start their careers on warships protecting trade routes from pirates.
Independant Talven criminals are rare, due to their culture of duty and cooperation. However, corruption can lead to crime within the merchant guilds, resulting in strict laws on tax avoidance, fraud, and theft.
Agents of the DFI could not be protected by the law, and often had to go into hiding due to DoL investigations.
The territory of the Talven Empire originally expanded to a similar extent in all directions from Ancora. This expansion was driven by the Empire's need to support trading worlds taken over by the merchant guilds. Between these highly developed systems and the lightly settled outposts that surround the Empire lie the Empire's colony worlds. These are mostly significant enough for a defensive space station in orbit, and have various forms of industrial and agricultural settlements on their surfaces. All of these planets are home to at least a small military garrison. The New Cyrannian Republic has since assisted the Talven Empire in expanding and developing their northern territories.
Main article: Planet:Ancora
Ancora (originally Scarat) was the first capital of the Talven Empire. In 2103, the Empire's capital moved to Iubar, and the Emperor ended the growth of Ancora's cities, preserving the planet's vast grasslands. The Palace-like cities of Ancora turned it into a center of tourism within the Empire, until it was destroyed in 2617.
Iubar was chosen to be the new capital of the Talven Empire, after Ancora was claimed by the Emperor. Before this, Iubar was a fortress world, often referred to as 'The Rock', due to the Talven Navy's habit of using it as a site to fight back against particularly powerful pirate fleets after having worn them down through attrition. Soon after it became the capital of the Talven Empire, the Imperial Council begun to gradually reduce the need for citizens to visit the planet while the Empire became more decentralized. Some Talva suspect that this has something to do with the military's determination to avoid losing yet another capital world.
Main article: Planet:Votum
Votum has become the diplomatic heart of the Talven Empire, and is home to embassies from various industrial, interstellar, and intergalactic civilizations that have established diplomatic relations with the Empire. Votum is the only planet which allows entry to all foreigners, leading some Talva to consider it to not be within the Empire's borders. The architecture on Votum is mostly Talven, but is much more varied due to both alien architects and Talva inspired by their work.
The Talven Empire was initially suspicious of other civilizations as it established contact with the rest of the galaxy, but has become more cooperative since establishing trade routes with neighboring powers. However, the Empire is not often prepared to commit to an alliance, preferring instead to interact with both sides of international conflicts as an outsider.
The Empire is happy to provide protection for weaker governments, as it may then slowly take control of them through diplomacy. Continuing its history of assimilating the peoples of alien tribal and industrial societies into itself, the Talven Empire allows members of other civilizations to join its military forces. These individuals are integrated into special units in the Talven army (the Talven armada is too valuable to risk sabotage), and gain immediate respect and prestige among both soldiers and civilians. This system allows the Empire to gain soldiers more powerful and cunning than most Talva.
The only other foreigners allowed within Talven borders are dignitaries, diplomats, and merchants. Foreign dignitaries and diplomats are given diplomatic immunity and permitted the same rights and access as an average citizen. The merchant guilds ensure that foreign traders are treated like royalty, often inviting them to their magnificent palace worlds to negotiate trade deals.
(Note: These are the official opinions of the Talven Government, not individual leaders or citizens. For example, The Imperium of War is respected by High Councilor Balbus Marinus.)
“You have earned our trust.”
- New Cyrannian Republic† - You will not be forgotten.
“Your intentions appear to be benevolent, yet are untested.”
- The Hegemony - We are alike in many ways.
- Waptoria Alliance of Species - Together, we will return Xonexi to harmony.
- The Zarbania Powers - Through order, you forge peace. Alliance is a possibility.
- Eldarisian Empire - Ambitious and Expansive, just like us.
- United Persan Descendants - We are grateful for your understanding.
- Galactic Empire of Cyrannus - What are you fighting for? You annihilate centers of culture, slaughter civilians with little regard to their willingness to cooperate and indifference to their nationality, and refuse to strive for anything but the destruction of the Republic. If you refuse to turn back, you'll walk this path alone.
“We have no faith in your honor.”
- Slukatian Empire - Use our technology with caution.
- Azzinothe Empire - Trading Empires often have the greatest potential.
- Mithadorn Republic - Untamed space will forge or end civilizations.
- / Draconid Imperium - Hmm... Cultured slavers. You are not as peaceful or graceful as you like to believe.
- Stellar Union - Idealism is a double-edged sword.
“The Empire is prepared for you.”
- Imperium of War - A technological advantage never guarantees victory.
- Rambo Nation† - The facade crumbles.
- Medwedian Democratic Federation - There are few more contemptible than slavers.
“We will not fall easily.”
- Grox Empire† - Merely calling yourselves an empire does not make you 'civilized'.
- Add your own!
“Possible allies of the Hegemony, trading partners of the Persan, and deal-makers with the Imperium of War. Hah, they sure do know how to tangle themselves up!”
(Insert impossible to pronounce word that vaguely is said to sound like Dannie here) (thou no one knows what it means. It sounds somewhat of a calm expression) -Dannie Empire
“Undoubtedly, the Talven Empire are amongst our most valued allies in the Xonexi Cluster, with aspirations for the future of the Gigaquadrant which align closely with my own. Nevertheless, their efforts to remain on good terms with both the Republic and the Empire are destined to fail. There can be no negotiation with tyrants and no excuses made for oppression. The day will soon come when neutrality is no longer an option. When that day comes, I hope our allies realise that the future of Cyrannus lies with the Republic.”
“They certainly stepped up to the plate. In the current astropolitical climate of Cyrannus, there are few civilisations with the courage to stand for peace and cooperation. The Talven Empire may be one of the key pillars upon which Cyrannian concordance can be maintained, for the betterment of all.”
“They are certainly ambitious. For a race so young, they eagerly wade into the muck and quagmire of the universal political warzone, and entangle themselves in many political webs. Certainly, much can be learned from the Talven Empire.”
“Devious could be a word used to describe them well, and I mean that as a complement. They are determined to have their ambitions realized and will use the methods they deem necessary to see these ambitions realized. The Talven have show and admirable degree of adaptability all while staying on the path to their end goals. I must say I'm impressed.”
“This nation proves that a lack of governmental firmness and authority leads to imperialist and utterly anti-Medwedian attitudes. Having provoked multiple wars by standing against righteous Medwedian expansion, the Talven Empire is by no means to be called "safe" or "friendly". The Talva have proven their strength on the battlefield multiple times, albeit with foreign support; all of our previous conflicts ended in peace treaties. We'll see whether peace will prevail again the next time.”
- - Marshal Thorwald Honedegger, Minister of Defence and Commander of the Armed Forces of the Medwedian Democratic Federation
“Sickening, liberal pacifists. They're a civilization with barbarian attitudes, refusing to fight honorably. We could and should have destroyed them completely in the Second Medwedian-Talven War.”
- - His Excellency, the Glorious and Honourable President of the Medwedian Democratic Federation, High Marshal Theodor Lynden Frankenstein
- The Talven Empire is greatly inspired by Dwarves.
- ↑ 1.00 1.01 1.02 1.03 1.04 1.05 1.06 1.07 1.08 1.09 1.10 1.11 1.12 Simard, Clémence (2803). Cultures and Societies in the Southernmost Regions of the Milky Way: A Study.
- ↑ 2.0 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 Iovinus, Theodorus (2798). An Introduction to Talven History.
- ↑ 3.00 3.01 3.02 3.03 3.04 3.05 3.06 3.07 3.08 3.09 3.10 Chatigny, Marcel (2874). The Rise and Fall of Balbus Marinus.
- ↑ Paratus, Loreia (2725). Gallus Remembered.
- ↑ 5.0 5.1 5.2 5.3 5.4 Orosius, Robertus (2802). Innovation through Necessity: Technology in the Talven Remnant.
- ↑ Lunaris, Cacistus (2787). The Plays of Horatia Paullus.
- ↑ 7.0 7.1 7.2 7.3 Bois, Octave (2883). International Politics: The Essential Study Guide.
- ↑ 8.00 8.01 8.02 8.03 8.04 8.05 8.06 8.07 8.08 8.09 8.10 8.11 8.12 8.13 Typhoeus, Citrio (2764). Our Departments.
- ↑ Flavius, Otho (2701). DoI unveils new Dyson Spheres. Interview with Alanus Marsallas. VHN.
- ↑ 10.0 10.1 10.2 10.3 10.4 10.5 10.6 10.7 Orosius, Robertus (2807). A Student's Guide to Military Technology.
- ↑ Sarrius, Accia (2724). "Imperial University of Votum Adopts Supercomputer Technology". VHN.
- ↑ Flavius, Otho (2799). "Merchant Guilds Arm against Pirate Attacks". VHN.
- ↑ 13.0 13.1 Massé, Victoire (2842). Life and Death in the Talven Empire.
- ↑ Paquet, Jesper (2806). On the Attitudes towards Art within Young Cultures of the Milky Way..
- ↑ Surinus, Sceparnio (2780). A Historian's guide to Spice.
- ↑ Allaire, Étienne (2809). "Talven Empire Purchases Supercarriers, Intentions Unclear". Atlantis.fr.
- ↑ Eunapius, Cacistus (2748). "Geography of the Talven Empire". Imperial University of Votum.
- ↑ Flavius, Otho (2803). "What is Iubar?". VHN.
- ↑ Lupicinus, Atilia (2810). "Visit Votum!". DDA.