Chronicles of The Omniverse Archived The Shade Dominion

Lobos

The Big Bad Wolf
Shade Dominion
Militant Socialist Technocracy
Population: ~932.8 Billion
Kardeshev Scale: 1.98


Democratic |------------|-------| Authoritarian
Political Left |-----------|---------| Political Right
Open Society |----|----------------| Closed society
Hawk Lobby |-------|-------------| Dove Lobby
Interventionism |-------|-------------| Isolationism
Nationalist |---|------------------| Pacifist
Modern |--|-------------------| Obsolete

Council of Thirteen
-Councilman Dylan Ryder
-3 Admiralty Members
-3 Generals
-Rayviel CEO
-Leo Arms CEO
-Genesis CEO
-Hephaestus CEO
-Triple Helix CEO
-Snowblind CEO

The Shade Dominion is a militant technocracy ruled by a council of thirteen representatives, drawn from the highest ranking personnel of the internal military and hyper-corporation entities. It is fairly large galactic nation, based in the deep inner reaches of the Andromeda Galaxy. Socialist in nature, wealth is more evenly spread among the populace, resulting in lower high end incomes and higher low end incomes. Due to the integration of state and private sector, government projects are vastly reduced in cost, allowing for the driving of industry and technology to new heights with streamlined efficiency.

The populace of the Shade Dominion is sprawled across three systems, Meliron, Phraxas, and Apostate, with the majority presiding in Meliron. Additionally, they occupy extensive orbital platforms across the habitable worlds, as well as several titanic stations set in the depths of space. Primarily an industrial nation, their main exports are the manufactured goods they produce.

A unique feature of note is the section of space in which the Shade Dominion is located. A sector of space locally called the Umbral Sector, the stars within are regarded as cosmic anomalies, being “black” in color. Yielding high levels of radiation, as well as giving off almost exclusively UV light, they also generated a unique particle which is commonly used in Dominion power systems, and more rarely in experimental weapons systems.

Shade Dominion space is heavily fortified, supplementing the prevalent navigational hazards of inner galactic core spatial hazards with extensive minefields, regular patrols, vast networks of sensor and communications satellites, and Stabilization Pylons. This latter defense method generates a stable spatial field, preventing extra-dimensional transit into the area within a field by “filling” the spatial location with “false mass”, invalidating the point as a possible exit location. Instead, objects exitting within the affected area are shunted to a random point outside of the field.

A recent addition to the Dominion has been the inclusion of the Kirek race.

Technology Fields
Primary Technology:
Weapons and Shielding
Secondary Technology: Cybernetics
Tertiary Technology: Medical

Economy
Unit of Currency: Parsec
Average Income (Low Class): ~58,610 Parsecs/Individual/Year
Average Income (High Class): ~102,460 Parsecs/Individual/Year

Hyper Corporations
-Rayviel Co.
-Leo Arms Manufacturing
-Genesis Engineering Inc.
-Hephaestus Galactic
-Triple Helix Foundation
-Snowblind Dynamic

Notable Technologies
-Inferno Rail
-->Directed Fusion Particle Cannon
-->Stormbore (lesser variant)
-Loki Platform (Ship Structure)
-Odin Platform (Ship Structure)
-Multi-Core Grav/Anti-Grav Drive
-Mono-Permiable Anti-Kinetic Battlescreen
-Luminaran (Metal)
-Auto-Doc/Nanopack
-Hyper-Heuristic AI/Interface

Habitable Systems, Worlds, and Stations
Meliron System
-Valhalla
-Morningstar
-New Sahara
Phraxas System
-Pitt
-Quarry I, II, III, & IV
Apostate System
-Soujorn
-Ghost
-Spectre
-Chrysalis (Kirek World)
-Lair I-IV Stations

Military
The Dominion Navy
Tacticus Doctrine: The tactical doctrine of the Navy is based around “Cascading Doctrine”. In such, capital vessels form the backbone of the force, relegating to a rear/central position, with strike vessels providing the next ring of a force, followed by heavy escorts, escorts, and lastly skirmish vessels. Once engaged, the Navy operates under mutual support, tending to utilize the “Fist Formation” in fleet units, joining a sequence of vessels into a “fist”. Each vessel operates in its own role as possible, yet the flexibility allows for multi-role actions.

Vessels of the Dominion Navy
Capital Vessels
-Loki Platform Dreadnaught 'Pariah'
-Loki Platform Fleet Carrier 'Genbu'
Strike Vessels
-Loki Platform Battleship 'Fenris'
-Loki Platform Battleship 'Thanatos'
-Loki Platform Carrier 'Yggdrasil'
Heavy Escorts
-Loki Platform Destroyer 'Longsword'
-Loki Platform Destroyer 'Brutalis'
Escorts
-Loki Platform Frigate 'Drake'
-Loki Platform Corvette 'Piranha'
Fighters
-Dragoon Fighter (Standard and Dragon Patterns)
-Roc Bomber

The Dominion Terran Forces
General Forces
-Mechanized Infantry (Iron Hounds)
-Mobile Armor
-Atmospheric Force
Unique Assets
-Steel Wolves (Special Forces)
-A.I.M. Corps

The Agency
Psionic Intelligence and Mobile Assets

Midnight Thirteen
Black Operations Division
Diplomatic Corps

Change-Log
-Kirek inclusion (11/26/14)
-Expanded 'Ships of the Dominion' hyperlink (12/2/14)
-Beginning of 'Geographics' (6/20/15)
-Expansion of 'Geographics' (6/28/15)
-Expansion of 'Geographics' (7/13/15)
-Expansion of 'Geographics', Beginning of 'Demographics', Beginning of 'Technology and Weaponry', Reformatting Posts (8/12/15)
-Expansion of "The Kirek" within the 'Demographics' section. (2/15/16)
-Initial formatting for length and browsing convenience. (4/21/2016)
 
Worlds of the Shade Dominion.

The Umbral Sector
The Umbral Sector is composed of a total of nine systems who's unique feature is located with their central stars. These stars are black, an anomaly with an unknown origin. They provide light and heat to their systems as would any other star, but also generate significantly higher ambient radiation then standard stars, and also emit unique exotic particles, known within the Dominion as Rayviel Particles. These particles are incredibly energetic, and have been used extensively for power generation within the Dominion.

The precise location of the Umbral Sector is deep within the core regions of the Andromeda Galaxy. As such, the difficulties of reaching the Umbral Sector via real-space is significant, the density of spatial hazards increased due to the proximity to the galactic core. Massive asteroid fields, ionic storms, unstable dying stars at risk at going supernova, neutron stars, and various other hazards form a wide cordon around the sector, with the safe paths through them ever shifting from the drifting nature of several of these dangers. Immediately around the Umbral Sector are three very large asteroid fields.

The defenses of the Umbral Sector are crafted in layers. Space stations are positioned at five outer waypoints outside of the sector, each equipped with an attending battlegroup and whose function is to provide communication for clearance further into the outer layers of the sector. These sit along the safe paths through the extensive minefields sown in throughout the outer cordons around the sector. Additionally, around the sector itself are smaller generator stations that maintain the Planar-Spatial Stabilization Sphere (PSSS), which prevents non-space objects from transitioning into real-space within it's boundaries, while the origins are outside of its boundaries. Objects that attempt to do so are shunted to the nearest point outside of the Sphere, which are heavily mined for just such reasons. Within the boundaries of the Sphere, non-space travel methods are possible, to assist in the speed of transit between systems. Within the sector itself are the rotating fleets of the Dominion, as well as the four Lair super-stations, as well as the forces of the Dominion Militia, it's citizen army and armada.

Facing the inner core of Andromeda is the formation known as the New Maginot Line, a collection of outdated war-craft modified to be slaved to AI control. This physical barrier of older ships is still a formidable force to be encountered, numbering in the millions of combat ready vessels, and meticulously maintained by local automated depots.

The last defense of the Umbral Sector is a closely guarded secret.

The closest estimated size of the Umbral Sector, for its entirety of territory, is 1601516 astronomical units (AU) in diameter, or about 239,000,000,000,000 kilometers.

The Meliron System
The largest of the three inhabited systems under control of the Shade Dominion, the Meliron system contains eight planetary bodies, with the second through fourth inhabitable. The nearest world in orbit to the local sun is a blasted barren waste. The fifth and sixth are gas giants, while the seventh is a frozen world wracked by titanic artic hurricanes around its entire orbit cycle. The eight is the largest within the system, a water world covered in dense ice.
Within the Meliron system, there are is the Lair I Super-Station based in opposing orbit to Valhalla. Around each habitable world is no less than 600 Orbital Defense Installations (ODI). The native system fleet is Dominion Battlegroup Hyperion.

--Valhalla, the first of the three habitable worlds of the Meliron system is a little over 13,500 kilometers in diameter. Close to 46% percent of the surface is oceanic, while the vast majority of the land mass is the primary supercontinent that gives the world it's name. Close to three million islands hang within sight off the coasts, of varying climates in relation to proximity to the equatorial line. The outer rings of the continent are sparsely forested, and home to open plains, again ranging in climate with proximity to the equator, which cuts across about six hundred miles south of the middle of landmass. This goes on for roughly 1,500 kilometers before plains and savannah gives way to gradually denser forest, forming a green belt close to 2,000 kilometers thick around a central core of titanic mountains, the tallest of which is 13 kilometers about sea level.

Native fauna and flora of Valhalla are moderately sized, and wildly diverse. The highest profile species on the planet are the Luna Wulves, a lupine-like creature the size of a small horse with six limbs and a plated, leathery hide. These creatures have been domesticated in large numbers.
On Valhalla, there are 59 cities centers, the capital being Asgard and located at the base of the inner mountain range.

--Morningstar is the second inhabited planet within the Meliron system. Smaller than Valhalla at only 8,000 kilometers in diameter, Morningstar's surface is composed of nine continents and is close to 72% oceans. The unusual feature of Morningstar is that it's crust is unusually deep, making the overall temperature of the world cooler. The amount of volcanic activity, however, is markedly higher than a standard Earth-like biosphere, which creates pockets of warmer climates that clash with the cooler air to form very frequent superstorms. However, while this feature makes Morningstar at a glance an unattractive place to live, this is offset by the extensive cavern system within the thicker crust, in which entire ecosystems thrive beneath the surface. What ecosystems on the surface itself survive by virtue of evolution into larger, more tough forms. This provides one of Morningstar's resources, it's steelwood trees, which on average stand close to 750 meters high and have a base diameter close to 20 meters thick.

The native biological species of Morningstar are varied. Surface dwelling species are high mass creatures with remarkably robust features, to weather the constant barrage of storms. Underground species, on the other head, are bio-luminescent. Animals in the underground region are infamous for their incredibly virulent toxicity, most infamous among them all is the vile Nox Reaver Scarabs. Swarming beetles the size of softballs, they are possessed of slicing mandibles coated in a neurotoxin that attacks the nervous system.

On and within Morningstar, there are 36 major city centers, as well as 76 underground hive cities. The capital is Starfall, located on the inner reaches of the largest continent.

--New Sahara, the third and final inhabited world within Meliron, is a desert world about 11,000 kilometers in diameter. There are six freshwater seas across the entire world, composing only 13% of the planetary surface. Around these seas are verdant oasis, ranging from a dozen kilometers across to the largest, about 200 kilometers of lush jungle terrain. Oases containing fresh water dot the dusty, rocky world, though for obvious reasons the settlements on the surface are scarce.
Native entities to New Sahara are highly evolved to withstand the ravages of the desert. The only animal life are megafauna, massive creatures that ply the sands between oases. Highest profile among them is the Kyrant Dragon, a 600 meter long monster that well deserves the reasoning behind surface cities on the planet having kilometer tall, 300 meter thick walls.

There are only 3 surface cities on New Sahara, and 34 hive cities. The capital is Ra, located under second largest oasis on New Sahara.

The Phraxas System
The smallest of the three inhabited systems of the Dominion, the Phraxas system contains only five planets. Only the third most distant from the central star is inhabited, though there are four moons orbiting the fourth world, a volcanic waste, that are also inhabited. The two closest to the star possess thick, heat trapping atmospheres with lethal levels of atmospheric sulfur, while the fifth is thought to be a exceptionally large moon that escaped the orbit of the fourth in the system. This is a barren sphere of rock and dust.

The Lair II Super-Station stationed within the Phraxas System is in orbit between Pitt and Hephaestus, the fourth world in the system. Around Pitt, there are 400 ODIs. The system's native fleet is Dominion Battlegroup Hades.

--Pitt is a hive world, 17,000 kilometers in diameter. The ambient radiation of the surface, combined with its frequent and highly dangerous electrical storms, are the reasonings for the descent into the underground of the planet. Extensive underground cities and tunnel networks for an below ground maze, expanding steadily in time with the discoveries of new ore deposits. Pitt is an extensive source of rare, valuable metals, and its origins as a mining world persist. Despite human settlement below the surface, life persists aboveground, the native flora and fauna extremely resilient and hardy species. Life underground is infamous among Pittites, for it excels in stealth and lethality, tending to be highly toxic or venomous. Most widely known of the native fauna is the Midnight Reaver, a dog-sized insectoid who's forward limbs have hollow barbs with the most potent neurotoxin known within the Dominion's territory, capable of shutting down the respiratory system in seconds at the same time as launching the cardiovascular system into a lethal overdrive with a 90% chance of rupturing the heart from strain.

Pitt has 127 hive cities, the capital of which is the Devil's Attic.

--Quarry I, II, III, & IV, the four moon's of Hephaestus, are mineral and metal rich planetoids with diameters ranging from 5000 to 7500 kilometers. Mainly populated by miner cities, they are known for orbit structures that double as manufactorums for manufactured goods, primarily in the form of equipment, weaponry, and small personal ships.

Between all four, there are only 16 cities. There are no capitals.

The defenses of the moons are surface-built orbital Inferno Rails, with each having 64 such installations. These are each rated at 2.1 teratons/second of output, with a cycle time of 18.4 seconds.

The Apostate System
The second largest of the Umbral Sector's three inhabited systems, the Apostate system contains six planets, four of which are inhabited. These are the second, third, fifth, and sixth worlds of the system. The nearest world to the central star is an uninhabited waste who's surface is coated with roughly 500 meters of raw iron. The fourth planet in the system is a gas giant that is primarily composed of helium and nitrogen.

In the Apostate System, the Lair III Super-Station is in orbit opposing the system's fourth world. 500 ODIs hang in orbit around Soujorn, Ghost, and Spectre, while only 300 ODIs remain in orbit over Chrysalis. The native home fleet of the Apostate System is the Dominion Battlegroup Unsung.

--Soujorn
To be added...

--Ghost
To be added...

--Spectre
To be added...

--Chrysalis is something of an unusual phenomenon within the Dominion, as it is a world with an ecology vastly different than that of most known planets within the Umbral Sector. Though there are human members of the Shade Dominion that are present, the vast majority of the populace of the world are the alien race, the Kirek.

Chrysalis's physical statistics are of a world about 16,000 kilometers in diameter, with a 64% surface area that is covered in water. The third most distant from the system's star, the climate of Chrysalis varies between tropical, temperate, and artic. The unusual nature of the geology of this world lent it its name, for it is unusually rich is crystalline formations both recognizable to humans and utterly alien. The flora and fauna of the world also exihibit unusual traits, as they form an immense series of psionic networks based of species throughout the planet.

There are but two cities on Chrysalis, with no distinct capital. Nevertheless, the level of industrialization is at an advanced upwards curve, as the Kirek adapt human Dominion technologies to better suit their physiologies, as well as incorporating their racial technologies into the equation.
 
Human Races of the Dominion
Valhallans
To be added...

Mournians
To be added...

Pittites
To be added...

New Saharans
To be added...

The Kirek
The Kirek are an alien member-species of the Shade Dominion. Very loosely resembling humanoids, they are a divergent species with three related subspecies capable of interbreeding to produce offspring of any of the subspecies. Capable of auditory speech, they are able to learn and speak human languages, but their exotic vocal structures make this form of speech rough and guttural to sound. Their own language is elaborately structured, though the “words” of the language to human ears sound akin to animal sounds such as growls, chirps, and yips, among others.

The universal physical features of the Kirek are a metamorphic aging process, the development of six limbs, the development of primary, secondary, and tertiary sets of ocular organs, the semi-crystalline structure of their body hair, the development of their tail, and the development of a unique organ within their cranial bone cavity, known as a “blackball”. All of these are uniform but for the exact structure of the six limbs, which can vary between the subspecies. All Kirek are bipedal, with dual opposing jointed legs ending in feet with six digits equipped with claws. Four of these digits are forward facing, while two are rear facing.

Kirek physiological features appear to be a result of their role in their natural habitat, as apex predators. Their primary ocular organs are capable of perceiving both visible spectrum and ultraviolet spectrums of light, while their secondary set are sensitive to thermal radiation and electromagnetic fields. Their tertiary set is actually an elaborate evolved auditory organ that translates into a highly specialized form of echolocation. Their brain structure is extremely complex, translating the input from these features into a coherent image to a Kirek’s perception. The “blackball” organ has been tested and found to counter the abilities of psionic talents, effectively making a Kirek a void for psionics. As it develops, it grows from affecting solely the immediate area of the individual, to producing an area of “psionic negation” that only grows with age. The tail of most Kirek is prehensile, and the “hair” of a Kirek possesses elements of crystalline structure. An unusual feature of the peripheral nervous system is that an electric charge can be deployed to the roots of these hairs, triggering a catalyst that hardens the material into the consistency of glass.

Kirek possess eidetic memories, able to recall information perfectly. They also appear to lack the neural chemicals that trigger a “fear” reaction. This is hypothesized to be an element of genetic natural selection, though the enhanced neural speeds of a Kirek’s reactions is thought to be a counter for this, allowing them to rapidly analyze their surroundings at such as rate as to decide rational courses of action based on logic, instead of emotion.

Throughout a Kirek’s lifespan, they go through a series of metamorphological changes that give a rough picture as to how old the particular candidate of the species is. In the few weeks prior to one of these events, a Kirek will enter a state of lethargy, using less energy while feeding heavily to generate significant fat reserves, before entering a chemically induced coma for a period of three to four days while the radical physiological changes take place. During this time, a Kirek will be entirely unresponsive, often found in dark, comfortable locations.

When initially born, a Kirek will only have four limbs, and its primary set of eyes. After a period of approximately 9.3 UmSec years (~10 standard Sol years), it will undergo its first metamorphosis, gaining its secondary ocular organs, its tail, and the initial form of its blackball organ, which matures throughout this period.

After another 9.3 UmSec years, they undergo their second morphological period, developing their secondary limbs, their tertiary ocular organs, and the maturity of their blackball organ is reached.

The final period is entered roughly 93 UmSec years later, during which the primary ocular organs recede into vestigial organs, and the size of the blackball doubles. The estimated lifespan of a given healthy Kirek is approximately 140-160 standard Sol years.

Kirek society is a caste based system, in which caste is determined by the subspecies of a given Kirek specimen.

The ”Warlord” subspecies is considered the highest ranked caste, as well as the second most common of the subspecies. The physical characteristics of a Huntsman Kirek (Kireki Dominus) are four upper limbs ending in powerful yet dexterous claws, with four digits (one opposable thumb and four fingers). On average standing between 2.13-2.59m (7’-8’6”) when fully erect, they mass on average 90.71-136.07kg (200-300lbs).

The ”Huntsman” subspecies is the subservient caste, and is the most common subspecies. Kireki Avium possesses moderately functional wings as a primary set of limbs, while also having a secondary set of arms similar but leaner than those of the Warlord subspecies. They range between 1.98-2.2m (6’6”-7’3”) in height and 77.11-86.18kg (170-190lbs) in weight.

The ”Goliath” subspecies is a unique caste in which they are prized, but involved little in the more nuanced aspects of society. The rarest of the subspecies, with an average of one out of a thousand births being a member of Kireki Gigantus. As their name implies, the average size of a Goliath subspecies is 3.65-4.87m (12’-16’) in height, and weigh between 589.67-907.18kg (1300-2000lbs). The tails of this subspecies are essentially vestigial, compared to those of other subspecies. They possess four upper limbs in the manner of the Warlord subspecies, but far more heavily muscled.
 
Technologies of the Shade Dominion
To be added...

Common Weaponry of the Dominion
Kinetic Personal Weapons
--10mm HVAP X-012a Riujin Gauss Battle Rifle--
97b14368-f8c2-45ff-ba1d-8204b862fe9f_zpstoszoq9h.jpg

Muzzle Velocity: 1,400 m/s - 2,400 m/s
Ammunition Variants: HSHOCK II, MA-HE, PA-HE, KE-S
Rate of Fire: 1000 RPM
Magazine Capacity: 42+1
Weight Unloaded: 3.2kg
Weight Loaded 4.5kg - 6kg
Fire Modes: Automatic, 3-Round Burst, Semi-Automatic
Integral Features: Fire-Selector Switch, Safety Switch, Stock Power Cell Catridge, Barrel Laser HUDlink
Attachment Options: Top Optical-Modular Hardpoint, Underbarrel Rail
 
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