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Cultures of the Hegemony.

Posted by The VoidFor group 0
The Void
GM, 515 posts
The Judgement
of Deep Space
Sun 19 Jul 2015
at 01:25
  • msg #1

Cultures of the Hegemony



The Voidborn

There are many reasons for children to be Voidborn. Usually, their parents are career spacers, living full-time on starships as traders, either as part of the Merchant Guild or as 'free' or 'rogue' traders. The other main source of Voidborn children is the military, although such activities are highly frowned upon in such strict heirarchies - officially, all military Voidborn are born while their parents are 'on shore leave' and one or both parents swiftly dismissed unless they give up their children. Others are born through sheer coincidence - a pregnant woman goes into early labour during a spike drill, resulting in a voidborn child.

Regardless of their origins, Voidborn grow up spending weeks at a time in Drillspace, seeing new faces only rarely as ships rarely stay in port for long enough to make friends. As such, they are often garrulous sorts, eager to share news and thirsty for gossip and stories.

Guilder Voidborn are at a distinct advantage over their free-merchant or military relatives. Guild membership fees cover provision for the education and training of any children born to Guilder parents, and the Merchant Guild own some of the most reknowned universities in the Hegemony. Outstripping some of the minor Houses in terms of economic power, they understand the nature of investment: The voidborn of today are the trademasters of tomorrow. As a result, Guilder Voidborn are a proud lot, even the meekest well aware of their earning potential.

By contrast, Voidborn originating from Free Merchant ships tend to be wildly independent sorts. They pride themselves on knowing their ships and their skills, often showboating and seeking attention. Without the backing of the Merchant Guild, they learn a lot of their skills in the school of hard knocks, often leading to a disdain of more book-learned individuals. It's not uncommon for these Voidborn to shift to different ships when they come of age, and many Free Mercantile Voidborn end up with a network of contacts amongst the various merchant fleets as they serve on one ship after another depending on where their moods take them and how well they get on with other crewmembers. A Free Mercantile Voidborn is a treasured resource - if you can keep them interested in your ship for long enough to call it home.

Military Voidborn, if surrendered, tend to be raised communally with other military Voidborn. They have a strong community spirit, and often end up in the Hegemony Marine corps as part of a unit with their crechemates. Their training and education are top-notch, their whole lives guided down the path towards a military career, and while their clannishness can be off-putting to more traditionally volunteered soldiers, their presence is often welcomed as a reassuring bulwark of team-minded solidarity.
The Void
GM, 517 posts
The Judgement
of Deep Space
Sun 19 Jul 2015
at 01:37
  • msg #2

Re: Cultures of the Hegemony



The Gareshi of Planet Serntiaari
Also known as the world of Garesh, a cold world on the edge of it's star's habitation zone whose surface is dominated by oceans.  Each winter the oceans would freeze solid, and the tiny island nations of the world would make war upon one another, destroying the weak and taking their resources so that stronger groups would thrive.  The Indari Hegemony inducted them primarily for the vast untapped wellspring of hydrogen locked in the icy oceans, and the water itself was invaluable to support nearby colonization efforts on dryer worlds.  After a brief war of acquisition, the Gareshi people are among the Hegemony's staunchest citizens and vocal supporters.

     Many in the Hegemony find the Gareshi people to be a brutal and superstitious lot.  They're piety to their gods is greater than their loyalty to clan or country, for in Gareshi history such institutions are often broken, absorbed into other communes, and then shattered once more.  Their chief deity is Gorum, god of war, who commands his followers to cultivate a civilization of unending bloodshed.  Under his doctrine, the strong rule, and the weak serve or are slaughtered.  This has only helped them acclimate to the Indari's own philosophies, which is why the worship has been allowed to persist within the Hegemony.
     Gareshi war orphans brought up in service of Gorum, equally taught the values of battle and religion, known as Warsworn often form mercenary warbands within the Hegemony, or serve individually as Chaplains in Hegemony military detachments or larger offworld mercbands.

Gorum - Gorum himself is generally portrayed as a man clad in iron and black furs with a great horned helm.  Within the Clergy it is often debated that the figure depicted is not Gorum himself, but rather his first prophet who gathered his clan under the battle-god's banner to start the first civil war among Garesh's early colonists.  With little surface area, the Gareshi colonists had little access to material assets when The Scream cut them off from the Alliance, and their technological base backslid hard, the raids contributed to a relatively even distribution of what technology was available at first, but ultimately the fighting only accelerated the world's backslide to Tech Level 2.

Grenth - It's probably worth noting that Gorum's chief opponent idealogically is Grenth (beginning a word with a "G" sound in the local dialect indicates greatness and importance, which is why it's so common).  Grenth is the god of cold and death, he's said to appear to those who are alone on the icy wastes and to keep them company, his presence leaching away their heat and vitality until they perish alone in the cold.  Then he shrouds them in a blanket of snow and frost, to give them a serene place of rest.  Essentially, Gorum represents the colonists' will to survive, whereas Grenth is the planet itself, a gracious host but deadly by it's very nature.  On Garesh, white is the color associated with death and mourning.

Warsworn - The petty warlords who made up Gareshi's petty excuse for government before the Hegemony arrived on the scene had little use for orphaned children.  There was a time where they were sent out to Grenth, some of the harsher clans turned to cannibalism in an attempt to solve two problems with one stone.  While the churches of Gorum were only loosely connected, they did have a degree of permanence that eluded federal efforts, churches were usually spared razing out of respect and when powers were overthrown the church usually simply bowed to a new host.  No-one is sure where the idea came from, but the Gorumites began adopting children and using them as vehicles of faith.

Young Gorumites are not taught the art of soldiering immediately.  Rather they are taught the oral traditions of Gorum, a series of twelve epic poems that are to be memorized and repeated without error.  Admitting that one is incapable results in increased duties for a week, but misspeaking the Gorumskagat results in a harsh beating.  This hammers home reverence for the word of their god, and drives home one of the first points of the worship.  That fighting when the outcome is uncertain results only in unnecessary loss of life.

Once the Warsworn is capable of flawlessly reciting the Gorumskagat from beginning to end, and recite specific verses at command, they move to the next step.  Riding out with the soldiers in winter under the guidance of a full priest, the Warsworn are taught to care for the weapons of war, how to patch body armor and uniforms, and are enlisted to aid in the cooking, cleaning, and medical triage that takes place back at base camp.  They see up close the horrors that wars visit upon man, but also the life and camaraderie of warriors in the field.  Some Gorumites never leave this stage, they become field medics, or motorpool mechanics.  Those whose faith falters but who find themselves comforted by the warrior culture they're introduced to become reconnaissance specialists, drivers, or drop out of the church to become riflemen (due to the harsh winds and open tundra, the Gareshi do not employ pilots in military actions).

Around the age of 16, earlier than most Hegemony planets will accept military recruits but beyond when the Warsworn can be considered a child, they finally "earn their bones".  During the warm seasons, they drill for combat duty, and when the winter comes around again they are garbed in black uniforms and placed on the front ranks.  As the raids go on, each Warsworn keeps a "skull tally", noting how many confirmed kills they can claim in each engagement.  When they return to the church, they pass into full priesthood.  A special dress uniform is crafted, the highest skull tally being incorporated in the design as a number of symbolic skulls, though many priests chose to incorporate the skull design into the battle dress as a symbol of pride.

Priests - Priests of Gorum are employed by the Gareshi as Special Forces.  Warlords often make concessions to the church of Gorum in exchange for the services of their black clad specialists.  During the War of Acquisition, the Church had the highest number of active agents in the planet's history as the Warlord's scrambled to hold what they'd won.  Ultimately, however, the Gorumites realized that the Hegemony's forces and technology were superior.  Due to their decentralized organization, it was not simultaneous, but Order by Order the Gorumites bent knee to Aesgar's forces.  Once the people realized that the Gorumites favored the invaders, morale plummeted and the planet was conquered in relatively short order.

The Hegemony has their own special forces units, however, and the Aesgar is not particularly keen to rely on a group who's first allegiance is to a god, no matter how conveniently it's worked out for their house so far.  The Gorumites are still well regarded on Garesh, as the Hegemony's rule has generally been positive for the natives, who now have access to far more advanced technologies that allow them superior mining and food production opportunities, as well as the boon of offworld trade.  Gorumites and those who would-be Warlords in previous ages now lease decommissioned warships from the Hegemony and found mercenary companies who're active in political hotspots throughout known space.

Appearance - As a rule, the Gareshi are a fair-skinned lot with large frames and dense bones.  The bone density is important, lacking a proper agricultural backbone, the Gareshi diet incorporates a disproportionate amount of fatty meats from fish and amphibious mammalian stock native to the planet.  This gives the Gareshi the impression of being hardy giants, but few of them would live far beyond forty even if they hadn't turned killing each other into their dominant cultural past time.

Fair hair and eyes that run a range of gray, blue, and green are the native norm.  However, since the planet joined the Hegemony, the Gareshi's acceptance of the the Aesgar has resulted in a statistically significant number of Aesgar/Garesh couplings, and darker hair and eye colors are not considered the good omen they were once upon a time.  A small counter-culture movement calling itself the Sons of Grenth is trying to preserve the culture of their home-world against the increasing prevalence of Hegemony influences, and they've been known to target "mud-bloods" as a form of protest.

In Garesh culture, one's proficiency as a warrior is considered to be an indicator of their ability to provide for a family, and, as a result, their viability as a mate.  The Gareshi consider scars "sexy" and one of their favorite past times is in telling the stories behind this wound or that, a public game of one-upsmanship.  Trophies are sometimes substituted for scars, but are rarely given the same weight, as they are considered somehow less verifiable than a scar.  Tattoos are generally better regarded as ways to commemorate impressive moments that didn't leave a scar on their own.

Planet-side, long hair is common to both men and women, with intricate braids and hair ornaments serving to keep the dangling hair out of the way during battle.  Gareshi mercs who've left their homeworld, however, ritually shave their heads before they leave the planet's surface.  Once they've done this, they're free to grow their hair to whatever length they like, though few grow it to the lengths of the planet-dwellers, rarely allowing it to extend passed shoulder length.  Among the Gareshi mercs, calling someone a skinhead is roughly the same as calling them a newbie or FNG.  Gareshi men almost universally grow beards, and loudly appraising the feminine wiles of the clean shaven military operatives of other worlds is the Gareshi's favored means of starting a bar fight (the rest of the Hegemony is slowly coming to realize that this is an act of provocation, though somehow it doesn't seem to actually reduce the number of brawls).

--Galamore--
To the Hegemony at large, Serntiaari culture basically is Galamore.  Though small compared to other landmasses, Galamore represents the only true continent on the planet, natural steam vents and rich volcanic soil made it an obvious place for the original colonization of the planet.  Its position as an equatorial landmass spare it the worst of the planet's winters and made it an ideal place for a spaceport and orbital elevator.  Trade offworld has turned it into a major population center.

Before the occupation, however, Galamore held a strange place among the clans of icewalkers that dotted Serntiaari.  It was a holy place, the stronghold of the First Prophet, the volcanic ashes methodologically tied to the forge of Gorum himself, and the resting place of the Vault of Orm where the greatest treasures of their culture were ritually stored to be preserved into the future.  It was, however, also a place of great superstition, and taboo to linger beyond the pilgrimage that the warrior cultures took their once each generation.  The place where civil war had sundered the original colony, where insurgents using chemical and radioactive weapons had chased the early colonists into Grenth's waiting arms and rendered the city a ghost town for untold generations.  Clanless castoffs congregated there, taking advantage of the safety of a standing city that no warlord wished to sack, even though they risked the invisible killers of Galamore.

The occupants of Galamore before the advent of interstellar trade, termed "Muddwellers", are currently experiencing something of a renaissance.  Already loosely held by the Gareshi's rituals and customs, they were the quickest to adapt to the new status quo presented by the Hegemony and have significant material wealth.  That said, culturally, they are are still clanless, meaning that in the eyes of the Serntiaari they can't own property, nor pass position down through heredity.  Integration has brought more Icewalkers onto the sacred land, however the proud warrior cultures are often galled by the apparent wealth of the undeserving.  No wars take place on Galamore, but civic violence is at a record setting high for the Hegemony, at least for a world not technically undergoing civil war.  As such, within the realm of pulp fiction, Galamore is sometimes called the "City of Knives".

Aesgar nobility, strangely enough, seem immune to this violence despite their status as foreigners...how much of this is due to the Gareshi's acceptance of the house as rightful conquerors of the planet, and how much is due to the diligence of Gorumite Templars in return for the ceding of certain holy sites to their care, is up for debate.

--Gareshi views on Medicine--
Despite their penchant for destruction, the Gareshi have an oft-overlooked reverence for healers as well.  The first Gareshi to leave Serntiaari were young apothecaries lulled by the promise of Indari education in the medicinal arts, and nearly all of them returned home to work their practice despite greater financial potential to be had on other worlds.  To this day, though they are not innovators, the Gareshi boast some of the most accomplished field medics and paramedics in the hegemony.  Outside of Serntiaari they're viewed as questionable general practitioners, though this is largely due to their bedside manor...Serntiaari doctors do not advise, nor waste their patients' time with explanations that they'll only half understand, they give precise instructions that they expect to be followed by their patients regardless of relative social standing.

Though their planet boasts no local manufacturers (due to the lack of necessary materials), the Gareshi are surprisingly fond of cybernetics, with no particular taboos against using it as a venue for augmentation rather than mere prosthesis.  Beyond the practicality of allowing Warriors back into the fight after critical injuries, there are some apocryphal claims that augmentation allows one to transcend the limits of their mortality and become closer to Gorum.  It is true that a particular brand of Cyberpsychosis has been witnessed on Serntiaari where extensively modified individuals claim to hear the voice of god driving them to battle, though this is still recognized as a form of insanity and treated with therapy and drugs when discovered.


--Minor Gareshi Gods--


Phera - Goddess of Hearth and Clan
     The story goes that after shepherding the Icewalkers for their first century of bloodshed, the Lord in Iron came to crave companionship.  His dalliances with mortal lovers had lead to a series of tragedies as mortal flesh was not significantly resilient to withstand divine passions.  So, it is said, Gorum returned to the land of Galamore and fired his forge once more, crafting himself a lover from sacred iron, and quenching the hot metal in a pool of his own divine blood.
     Phera is generally portrayed as a statuesque women whose skin is black as night, with a fiery mane of curly hair falling unbound to the small of her back.  As a creature of iron, Phera is immune to Grenth's cold, and tends to garb herself in a simple dress of red with white geometric patterns decorating the hem.  Her eyes seem to alternate between white and red depending on the portrayal, but always have a glassy gem-like quality to them.
     For all their years together, Phera has never bourn Gorum a son who would take up his sword.  She is, instead, the mother of the Vikari, who scour the battlefields for the noble dead, that they might join their liege and march in his legion.
      Phera is regarded as the Goddess responsible for tracking the rise and fall of Clans on Serntiaari, able to discern a Warrior's lineage at a glance. all the better to reunite them with their brothers in the afterlife.  Similarly, while Gorum roams the icy wastes each winter, Phera is sometimes regarded as the mistress of Holds and fortifications.

Whies - God of the Hunt
     Whies is said to be the brother of Grenth, a shapeshifter born in the endlessly rolling snow drifts, whose voice is the howl of the wind in a blizzard.  Unlike the other Gods, Whies does not assume the shape of a human being.  Rather, he is always portrayed as a white silhouette in the shape of one of Serntiaari's native creatures.  The symbol most commonly associated with him looks like a white hilloc from which massive antlers branch out like a tree, a black stickman only a third of the hill's size standing before it as a reference for the creature's size.
     Unlike most Gods of the Hunt, Whies is less a hunter, and seems to take the form of prey animals.  As such, he challenges the hunters who would worship him directly, leading them on lengthy hunts with cunning prey who has millennia of cunning to back him up.  It's said that those hunters who can actually stalk and slay Whies may partake of his flesh, which grants them a long life nearly immune to disease or poison.  Of course, since Whies is immortal, no matter how many times he is "killed", he rises again to roam the world.

Zakro - God of Artifice
     It's said that Zakro was born of the first generation of colonists in Serntiaari, a mortal.  When the first civil war drove the colonists out into the ice, Zakro remained in Galamore intent on preserving the secrets of the Serntiaari's star travelling ancestors.  Along the way, it is said, he discovered the secret of immortality and crafted his own divinity upon Gorum's forge while the war god was away.
     Zakro is the smallest of the gods, retaining his mortal stature.  He is usually depicted as having a wild mane of blonde hair held back by a pair of welding goggles, wearing a heavy leather coat with a fur trim, a utility apron, and some form of modern weapon that shines with golden light.  Recent depictions use vehicles as well as guns or bombs, and since the arrival of the Aesgar it is popularly believed that he has moved his workshop to the bottom of the sea (where much of the planet's ore is now mined) so as to distance himself from the domains of the more traditional gods.
     Zakro is better known by his sigil, an eight-toothed brass gear with a red crosshair painted over the arms.  It's the symbol of gunsmiths the planet over, as well as the symbol the Garesh use to mark caches of Pretech.  The most technically adept Gareshi are sometimes called Zakro's Children, for unlike Gorum his body is still that of a mortal and it's said that he sometime disguises himself among the people to reconnect with the Gareshi.

Alyona - Goddess of Revels
     Alyona is the second newest deity of the Gorumite faith, though theologians disagree regarding her origins.  It seems that she's a conglomeration of a number of local deities who incorporated domains such as fertility and agriculture, their myths blending into each other as the clans who worshiped them were absorbed by one of the more successful Warlords from before the War of Acquisition.  That said, the end result was a singular goddess who was at the center of a great number of festivals and celebrations, which slowly shifted people's perception of her into the patroness of such celebrations as Phera claimed the fertility angle for herself.
     Alyona isn't worshiped, exactly.  Rather, much like a muse, she is invoked during the planning of festivities, and again at their commencement in the hopes that everyone involved will have a memorable time.  In Gareshi culture, one night stands are sometimes called a "Tryst with Alyona", though there are as many stories of the fickle goddess breaking hearts as there are of her becoming enamored with a beautiful stranger and stealing them forever.
     Alyona is usually portrayed as a shapely woman in some state of distress, almost always rendered mid-dance, her blond hair bound in a long braid.  Alyona features in mythology as the mother of Gorum's only son, though that story is far from a happy one (it turns out that a hedonistic mother and a distant aggressive father make for pretty dodgy parents, even in Serntiaari's mythology).

Banor - Fallen God of Lineage
     The story of Banor is the last of the Gorumskagat's epic poems (barring the apocryphal Prophet's Retrospect).  In it, in the aftermath of a successful raid, Gorum is seduced by Alyona who seems to be in high spirits.  Though Gorum leaves with the Warriors in the morning, Alyona stays in the rebuilding hold, until she eventually gives birth to Banor.
     Banor grows to be every bit the martial match of his father.  His arms and armor are stronger and lighter, products of polished steel compared to Gorum's ancient iron.  He is young, and his words are filled with passion, drawing many Warriors to him as he grows into a man.  Unlike his father, however, he wishes to unite all of the Gareshi under his banner, and create a sprawling empire.
     When Gorum and his army comes again to the realm of Banor's empire, the two gods challenge one another.  On the open wastes, the do battle, their armies rushing to meet each other in divinely inspired fervors.  Among the divine, Banor proves to be the greater warrior, overcoming Gorum in single combat...however, before he can deliver the finishing blow, he realizes that his great army has been slain to a man.  Gorum explains that a commander is only as good as the army he leads, and while Banor's men were engaged in nation building and politics, Gorum's soldiers had been testing themselves against their peers out on the ice.
     Mighty though he is, Banor is imprisoned, trapped undernieth a mountain for raising a sword against Gorum.  It is said, even within the poem, that the mountain will not hold Banor forever...and when he strides the world again, he will have much more cunning.  Perhaps even enough to replace Gorum, though this is approached as the natural course of events rather than an apocalyptic scenario.
     Banor is usually portrayed as a reflection of Gorum in glittering steel.  Unlike his father, Banor doesn't wear a helm, allowing his golden hair to hang in an array of braids along his armored shoulders.  He is normally shown holding a banner pennon of green and gray, a reference to the agricultural advancements his empire had supposedly undertaken.  His symbol is a mountain with a great sword plunged into it's face.
This message was last edited by the GM at 08:41, Sat 29 Feb 2020.
The Void
GM, 562 posts
The Judgement
of Deep Space
Wed 5 Aug 2015
at 04:10
  • msg #3

Re: Cultures of the Hegemony

The Sacrament of the Spacefarer

There are many version of this ancient hymn, and there are more verses besides telling of the spacers who came after. However, almost all human spacers know these verses, or some version of them. Only those who lost all records of history have lost these words. Anyone with Culture/Spacer 0 knows of this and Culture/Spacer 1 or higher may well be able to recite it verbatim from memory.

In ages past we looked above and gazed upon the stars,
And wondered if a man could live on Luna or on Mars.
Today men fly that starry night and blessed are we who know,
The hallowed names and faces of the men who made it so.

[Yuri] might not be, some say, the first into the Black,
But none deny the truth that he’s [The First] to make it back.
We look to good old Yuri as the patron of our race,
Humanity’s protector in this vast and outer space.

[Neil] knew it was his duty to use NASA’s mighty boon,
And take [The Giant] leap on man’s behalf up to the Moon.
Now colonists and settlers look to Neil for peace of mind,
On having made the choice to leave their homeworld far behind.

[Buzz] was a mighty pilot and just may have been the best,
But more, he was [The Dreamer] seeing far beyond the rest.
With name dear to the hearts of anyone who’s grabbed the helm,
We thank Buzz for the future he foresaw our starry realm.

[Michael] chose himself a role that most men could not take,
Crewed his command module [Loner] for Eleven’s mission’s sake.
When a ‘farer’s flying solo and his ship is far from home,
He can trust that Michael’s with him and he’s never quite alone.

[John] may have never gone to space but hallowed is his name,
Without his [Steely Eye] Apollo would’ve died in flames.
His brilliant troubleshooting saved Man’s place among the stars,
Now ‘farers pray to Johnny as our helpful friend afar.

[Jim] took the role of captain on Thirteen’s unlucky flight,
And without him as [The Leader] they’d been lost unto the night.
We oft think of Jim’s example when we’re facing matters grave,
For he taught us: to be calm, to be resourceful, and be brave.

[Georgy, Vladislav and Vicktor] earned their solemn, holy place,
And will always be [Remembered] as the first to die in space.
When our fellows go to join them they would tell us not to cry,
But to drink a shot and know they’re in that bright and starry sky.

[Laika] was a mongrel, who had more than shown her worth,
As [The Loyal] friend of man who proved that we could leave the Earth.
Now the shipboard pets and critters that we choose to share our days,
Are all guarded and protected under Laika’s watchful gaze.

Whenever we break atmosphere, we call out to two more
And beg their benediction on that vast dark ocean's shore
Whose crews did burn like novae where the Earth's blue fades to black
To [Challenger] when setting out, [Columbia] when back

We lift a glass to those who laid our path into the sky
A solemn prayer in thanks before into the black we fly
We ask you to watch over us wherever we are sent
And offer up our voices in your 'Farer's Sacrament.


The Spacer's Saints
Yuri - The First - Patron of Spacers in General, Pioneers and Public Relations
Neil - The Giant - Patron of Colonists, Homesteaders and Reluctant Spacers
Buzz - The Dreamer - Patron of Pilots, Thrill-Seekers and Tall Tales Tellers
John -The Steely Eyed - Patron of Flight Controllers, Friends from Afar and Inclement Meteorological Phenomena.
Jim - The Leader - Patron of Captains, Those in Dire Straits and McGyvered Fixes
Michael - The Loner - Patron of Solo Spacers, Individualists and Long-Haulers
Georgy, Vladislav and Vicktor - The Remembered - Patrons of All Those Lost in Space but Not Forgotten
Laika - The Loyal - Matron to Ship Pets, Spacefaring Animals and Human Guinea Pigs
Einar - The Traveler - Patron of Navigators, Wanderers and No Good Hitchhiking Stowaways
Danni - The Thinker - Matron of Engineers, Problem Solvers and Void Angels
Maria - The Merciful - Matron of Medics, Humanitarians and Spacers in Love
Rosco - The Sureshot - Patron of Gunners, Weapons Enthusiasts and Happy Accidents
Jianyu – The Wise – Patron of Ship Cooks, QMs and Impromptu Therapists
Kiriko – The Talker – Matron of Comms Specialists, Diplomancers and Dirty Rotten Liars
Vaxus - The Daring - Patron of Daredevils, Heroics and Damn Fools
This message was last edited by the GM at 01:57, Sat 02 Sept 2017.
The Void
GM, 563 posts
The Judgement
of Deep Space
Wed 5 Aug 2015
at 04:12
  • msg #4

Re: Cultures of the Hegemony

The People of Bothislia

A recently re-obtained frontier world of the Hegemony, Bothislia's people are nearly as caustic as its atmosphere, which is tainted by a number of dangerous chemicals and toxins spewed forth by the volcanoes littering the planets surface. Living in confined spaces, with carefully rationed food, air, and living space, most families aren't allowed to breed at all. The occasional few that are, often known as the breeding families, are limited to a maximum of 10 children at a time, and are not allowed to keep these children beyond their 8th birthday, at which time they are shipped off to various schools that teach what is most needed in the society at that time.

Strangers from open worlds, even the occasional spacer, find Bothislian cities to be cramped and claustrophobic. Bothislian architects, both societal and literal, bring a whole new definition to space management. Only the nobles get rooms to themselves, and even then, those rooms are not of a great size. Otherwise, the vast majority of the Bothislian population sleep in large rooms referred to as 'Cova's', or to the occasional outsider, 'Pit's.' Only the breeding families are awarded quarters of their own, and only because it is considered highly ill-mannered to express personal feelings of care or kindness to others in public spaces. Otherwise, it is very likely that the breeders would take care of their business in the Cova's.

Despite sleeping together, spending almost all of their time together, and working together, (or perhaps because), secrets are almost revered among Bothislians. Their religious culture is in fact, centered around not any traditional Godly being, but a God of secrecy known as 'Segredo'. This God does not help his people with anything. They do not have churches dedicated to his name, nor do they pray for his interaction or gaze. In fact, the few priests of Segredo teach that to speak his name is heathenous, so he is referred to as nothing more than 'Secret,' which has confused a number of outsiders.

Thievery, ill-justice, and a number of other things are punished severely. In a society as closely bonded as the Bothislians, taking one mans belongings is like taking every mans belonging, and such acts are dealt with Harshly. Most often with the execution of the perpetrator by being forced outside without an env. suit. In such cramped conditions, even the smallest infringement on the iron-clad system of rules is considered treason, because riots can be extremely destructive to the long-term posterity of the culture in its whole.

The Nobility, House Solune, was not corrupt. They were a little greedy, and a little ignorant of the lower classes struggles, but they knew quite well that the happiness of the people was the only thing that assured their continued control over them. So they had a strict system of rules in place that reigned over those in positions of control. It was even more strict than the rules that governed the lower classes, and even a minor infringement was dealt with with extreme prejudice. The Nobles did not have children, or interaction with the opposite genders outside of council meetings. Children were instead adopted from the Breeding Families, to keep the population placated. Controlling positions were not being handed down through family lines, in the traditional sense at least.
The Void
GM, 736 posts
The Judgement
of Deep Space
Sat 29 Feb 2020
at 08:40
  • msg #5

Re: Cultures of the Hegemony

The three Chief War Gods of the Hegemony are Kares, Gorum and Vauln. There are a few lesser war gods, I might detail later as well.

Kares Nekhen is the Warrior-King of the pantheon. Officially, he is also the King of all the Gods. It is said that he lead the Indari to spread across the stars to find his lost children, both man and god. The Aesgar tell of a battle between Kares Nekhen and Gorum in the heavens above Garesh, where they decided the fate of the Gareshi. Kares Nekhen and Gorum were equally matched in strength and battle tactics, but Kares was clever and he pretended to surrender to the Gorumite pantheon. When Grenth came for him, he tripped the Death god and tied him up, taking him hostage.He only agreed to release Death if Gorum agreed to join him instead of fighting.

He is worshiped primarily by the House Indaris, and often by businessmen or anyone in positions of authority or leadership. Generals, knights, commanders and other high-ranking warriors also worship him as well and offer the traditional sacrifices: an animal slaughtered and burned upon a pyre. An open secret, the Shivari also considered to be acolytes of Kares Nekhen.

Kares Nekhen is less brutal than Gorum and doesn't not require the complete destruction of his foes, merely their subjugation. If they bend the knee and join his Astral Court in spirit, then they are forgiven. However, he cannot abide traitors or turncoats. Those who betray or turn against their oaths are executed by Kares, usually carried out by the Shivari, his earthly servants.

His symbol is a Falcon ablaze and the Skana is his sacred weapon. Often, a stylized Eye represents him in iconography. His rites include ritual duels to the blood, pilgrimages to places of great victory. Games of strategy and mock warfare are also pleasing. So long as one maintains a strong mind, a strong arm and respect for nobility and order are kept, Kares is pleased.

His realm is the Astral Court, where the other gods of the pantheon are welcome and attend him. His wife is Vath Ra, the Queen of Heaven.

He is often depicted as a towering man made or clad in gold with a golden mask over his face and a crown upon his brow. When the mask is removed, a blinding light issues forth making it impossible to look upon his face.

Vauln is the War-smith. You might not think of a forge-god as being a war god as well, but Vauln is a master of many crafts. He makes siege weapons and unbreakable fortifications, he crafts blades and guns of all kinds. He teaches the engineers and artisans of the Hegemony to make weapons of war and he is uninterested in anything which cannot be used for battle. His chariots are starships, his weapons are terrifically powerful, his armor is impervious, his wrath is legendary.

Yet he is a tragic figure. Maimed by one of his own weapons, he is a cripple. A grim reminder to the Hegemony that even your own weapons can harm you if not used with care and respect. Though still proud, he was once married to Vath Ra before she left him for the King of the Gods. Vauln bares his disgrace with dignity, but secretly he loathes Kares and would bring him to ruin if he could. However, Kares knows this and keeps him forever chained to his forge to work and produce weapons for all time.

Vauln is god on the lips of every soldier who prays that their weapon not jam, that their laser bolt strike true. Every combat engineer who defuses a bomb or sets charges, whispers the rites of Vauln in their deadly work. Those who maintain warships as well or those technicians who keep battle armor and weapons in shape know well the name of Vauln.

Vauln may be allowed into battle from time to time, and the stories speak of him breaking entire armies with a hammer blow, or breathing atomic fire upon those who might dare to face him. His anger never ceases and his strength never tires.

His realm is the Star-Forge, a place so hot and brutal that even other gods dare not enter it.

He is often depicted as a stocky, brutish man with a crude cybernetic leg. Fire pours from his mouth and nostrils and his eyes glow hot with anger.
This message was last edited by the GM at 08:42, Sat 29 Feb 2020.
Sabine NicDhirhom
player, 17 posts
Sat 29 Feb 2020
at 08:48
  • msg #6

Re: Cultures of the Hegemony

One thing I think should exist in this setting as a space shanty style would be a musical genre based around personal experiences that I'll call "recollectionist." Due to the working conditions (specifically the fact that everyone on the work site is wearing a space helmet with speakers and a microphone) many space shanties have structures that allow for a rhythmic sharing of memories. Basically, there are rap solos or spoken word verses in the middle of the shanties, wherein workers tell anecdotes or jokes or stories about their lives, the same way many real shanties like "Cape Cod Girls" were deliberately written for easy ad-libbing during the verses.

Think, like, the Murderess' verses in Cell Block Tango.

Among non-spacer work teams, one of the more common recollectionist songs is "Blue Skies," a song for the sharing of bittersweet planetary memories and reminding themselves that not everywhere is like this cold, dark void where they find themselves working.

Blue skies,
Them starless blue skies,
Clouds o’erhead, and no glass ‘fore my eyes,
Since I left Haven’s soil, ain’t a day that’s gone by
I ain’t thought long and hard ‘bout them starless blue skies.

[The lyric "Haven's soil" is occasionally replaced with whatever the most common planet of origin happens to be in the particular work crew, but it's generally just accepted as part of the song, even for people who have never been to Haven]

Work team leader: Tell us a story of starless blue skies
(Keep hold of the line, boys, keep firm on your feet)

[At this point, a particularly confident or homesick worker will step in, maintaining rhythm]

I’ll tell you a story of starless blue skies
(Take heed of the story, but there’s quotas to meet)


[This is then followed by a 15 to 20 second long spoken-word/semimelodic recollectionist verse with some interjections from the rest of the work party to help maintain group rhythm in their tasks]

There could even be a system for determining who gets the next verse. There's a button for adding yourself to the queue, and then the number of verses until it's your turn shows up in your visor. The song goes until nobody wants to throw in another verse, at which point somebody will suggest a different shanty, likely with more structure to its verses.
The Void
GM, 738 posts
The Judgement
of Deep Space
Sat 29 Feb 2020
at 08:57
  • msg #7

Re: Cultures of the Hegemony

The Great Houses

House Indaris
House Aesgar
House Solune Primus
House Liandri
House Takagara
House Revack
House Dulose
House Vakagn


The Lesser Houses

House Lacheur (Dulose)
This message was last edited by the GM at 21:49, Sat 29 Feb 2020.
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