The Galactic History
The Galactic Co-Prosperity Sphere
Today, the Galactic Co-Prosperity Sphere stands astride the galaxy as a titan. Its current borders, loosely defined but undeniably vast, encompass as much as a quarter of known space. Countless star systems are included upon its asset register and scores of sentient species are listed amongst its population. It is not a single state as such, but an interstellar conglomerate. It is a syndicated superpower, a competitive collective. One whose wealth and weightage is already unimaginable, but also exclusively directed towards a singular goal - the acquisition of more. Its constituent corporations, most of them constantly striving to outdo and outgrow their rivals - and the rest of the galaxy at large - are at the very same time bound together under a single, all-powerful leadership: the Council of Seven. Securing the safety of the Spheres, and ensuring the rulings of the Council are strictly enacted, are the superhuman soldiers known as the Enforcers.
The GCPS is the greatest enterprise in the history of mankind. After nearly one thousand years of growth and development, it is stronger than it has ever been before. But it is not the only power moving across the stars. As the GCPS and its leaders prepare to celebrate a millennium of existence, its enemies, both within and without, those seen and unseen, are also gathering their strength and putting their own plans into motion. Plans that could threaten the future of the GCPS and bring an end to its relentless expansion. Plans that could change the entire galaxy, forever.
The Five Spheres
It all began on the world now known as ‘Old Earth’. That dried-out husk of a planet outlived its own usefulness a long time ago but, in its last gasps of life, it birthed a movement that has, so far, proved unstoppable: unadulterated, undiluted and unapologetic capitalistic commercialism. Old-fashioned nation states developed the original space programmes on Old Earth. But the inefficiencies of the political system meant their efforts were hamstrung and unable to truly shine. Instead it was private enterprise that first carried man to other planets, and then to other stars. These earliest corporations took mankind’s first faltering steps out into the galaxy and, fittingly, they and their descendants still drive the GCPS forward today. Companies like Trontek, Mi-Gan, Accutek, and Mazon are the backbone of the GCPS; its body, and, most of the time, its teeth. They and a thousand more continually feed on new worlds, new technologies, and even entire new civilisations, as fast as they can be incorporated. In turn these commercial giants churn out all the products, goods, consumables, and share dividends the Five Spheres demand.
Since its birth, the GCPS has undergone several phases of expansion. Each one has been marked by a rush of corporations eager to claim the riches known or suspected to exist on worlds as yet untouched by human hand. The first phase of an expansion, or a new ‘Sphere’, allows for unmanned probes to be dispatched out of corporate space and into the neighbouring unknown and unexplored areas. Some fly under their own power, using smaller versions of the McKinley drive to reach their destination. Others are sent aboard hive-barges and spread out like jetsam in their mothership’s glittering wake. On reaching their target, be it a sun, a planet, or some other interplanetary feature like an asteroid or concentration of interstellar gas, the probe will evaluate what it has found.
How much and how many valuable minerals appear to be present, viable farming land, indigenous lifeforms, and so on. The target’s Exploitable Assets are thus catalogued, roughly, giving corporations vying for new contracts an idea of what they might get for their money. Whole star systems can be parcelled out this way, auctioned off to the highest bidders like cuts of meat on the abattoir floor. And then, once contracts have been signed and the Council of Seven has given their approval, the expansion can truly begin; colonists and workers can be recruited, seed vessels can be dispatched, and factories and processing plants can be constructed.
The GCPS is not ‘old’ in galactic terms - its Establishment was made official just less than a thousand G-standard years ago. But, in that relatively short time, it has been able to inaugurate five Expansion Spheres.
The First and Second Spheres are the most technologically advanced and wealthiest parts of mankind’s dominion.
The reason for this is simple - these are the oldest colonised worlds in the corporations’ journey through the stars and it is to them that most of the GCPS’s wealth is now funnelled. The First Sphere ‘Core Worlds’ are home to the oldest and most powerful families in the galaxy - the people pulling the strings of mega-corporations like Trontek, Accutek, and Mi-Gan. It is also where the Council of Seven sits, administering their control over all five of the expansion Spheres currently under their dominion. Many of these Core worlds are paradise planets - havens of unparalleled luxury and sophistication, where the only limits of indulgence are ultimately one’s imagination. The Core is where almost every corporate citizen with a working intelligence aspires to live one day. Few though will ever have the financial and political clout to ever get there. Money moves far more easily than people do through the corporate strata. However, even a home in the Second Sphere will give most of its residents access to an abundance of luxury and leisure.
Further out from the Core is the Third Sphere. Few worlds here even come close to the splendour and spectacle of the Core, but they are at least aspirational, if not inspirational places to live. Many veterans of the corporations’ wars across the galaxy have made their homes on Third Sphere worlds, earning their places by hard service and more than a little luck. Generations of military employment have made many of these planets relatively safe, while that same unending martial career path also prevents them becoming overly crowded. Other Third Sphere worlds are still active combat zones; planets whose indigenous populations continue to actively resist incorporation or removal, or places the GCPS’s true rivals are claiming as their own. They may even be sites where disagreements between rival corporations have boiled over into outright armed combat.
War is even more common amongst the Fourth Sphere worlds. Many of them are only lightly colonised and most are still actively being worked for their resources. Although nowhere outside the Core is truly impregnable, it is here that many of the GCPS’s enemies find the ripest opportunities to attack. Lightly-armed miners make tempting targets for predators who are neither prepared nor equipped to conduct their own surveys of a sector’s resources. Even colonies that are garrisoned with corporate troops might be many parsecs from resupply or reinforcements.
Further still from the bright centre of the GCPS lies the Fifth Sphere - the Fringe. The Fringe has only been licensed for exploration for fewer than forty Galactic standard years, but has already produced a higher concentration of valuable asset allocations than any other Sphere did within the same timeframe. Worlds rich in precious ores, including the Newtonium essential for interstellar travel, rare gases and other treasures abound. There are, however, also abundant dangers in those parts of the galaxy and it takes a special kind of personality to take on the risks associated with working the Fringe.
It is here one is most likely to encounter hostile alien races, including those not properly incorporated into the GCPS. And there are numerous bands of pirates, privateers and other outlaws open to preying upon the unwary and unprotected. Luckily for the GCPS, there is no shortage of corporate employees brave, desperate, or simply foolish enough to try their luck in the Fringe worlds and the Council of Seven would have it no other way.
The McKinley Drive
The early growth of the GCPS was slow and perilous. Even with the most powerful ionic hydrogen engines, interstellar transports could take years, decades even, to reach their destinations. Cryo-sleep technology was frequently employed, allowing colonists and explorers to sleep away the years between worlds but it was prone to mishap and malfunction.
Navigational systems were similarly imperfect - sometimes ships would miss their targets entirely, leaving their passengers drifting endlessly in the void between star systems or marooned on whatever rock they were lucky enough to reach before their fuel ran out. Most of this changed though when a little more than a hundred years after the Establishment, the McKinley drive was born.
The drive creates an artificial black hole at the prow of its parent ship, allowing that ship to ‘slide’ along the gravity slope before it, moving many times faster than light. A vessel can, in this way, cross vast distances in a short space of time, but there is an accompanying degree of danger. Any significant gravity source - planets, asteroids, actual black holes - can pull a ship off course. Hazards like these must therefore be mapped and monitored. Ships using a McKinley drive can then slide between and around them, using data received from the NavCorp network. Any discrepancies or out of date data risks a ship being destroyed and it is a fact that not all astral entities are entirely stable. Because of this, there are many well-travelled routes across the galaxy - and a corresponding number of sectors and star systems that rarely, if ever see corporate traffic.
The Council of Seven
The early days of mankind’s expansion into the galaxy saw slow but steady growth. The most aggressive and entrepreneurial corporations used ion drives and sleeper ships to push out from the planet of their birth and into the neighbouring stars. Colonies were established and fortunes were made and lost. These were chaotic times, when apparently legal claims to newly discovered resources often weren’t worth the datachips they were recorded on. The distances being travelled, and the time it took to do so, meant ownership of a colony world could have changed hands several times before prospective settlers emerged from their cryo-tubes. Might also made right, more often than not, when you were lightyears away from the next settlement.
Having the right paperwork, all properly signed and witnessed, meant absolutely nothing if a stronger corporation came in with assault marines and vaporised all your documents and your witnesses to boot. And so the most vicious corporations grew and prospered, carving out niches for themselves in the new economy in ways that even Darwin and Keynes could not have foreseen. Greed ruled supreme and more than a few corporations - and all their employees - were wiped out in the struggle to secure a foothold in the new order. The prosperity that accompanied the settling of the worlds that today more or less make up the Core came at a great price. It seems likely that this state of affairs could not have lasted forever; the corporations had not escaped Old Earth merely to destroy each other on distant planets, and yet it seemed this outcome of the whole venture was a distinct possibility. Eventually, matters would get out of hand. Before that could be allowed to happen, someone would have to take the reins of the rapidly growing interstellar empire, steering it onwards, with at least some degree of cooperation, towards ever greater challenges.
The original ‘group of seven’ were the heads of major corporations, chosen by a consensus of their peers, as a kind of formal coordinating committee. The seven would be responsible for settling disputes between rival companies and for negotiating terms with alien groups when their interests conflicted with that of mankind. In the event those negotiations failed, the seven would be able to recommend and facilitate the formation of military coalitions, drawing from all the corporations, to meet and destroy the new threat. They would not have to wait long before getting the opportunity to do exactly that.
Destruction of Pollux
The Alliance Europeenne Occidentale, or AEO, was the first company to reach the Pollux system, home of an alien race with whom no human had had prior contact. The Mojat were no more technologically advanced than mankind was at that time - they had not even achieved interstellar space travel yet. The AEO, officially at least, wanted nothing more than to establish friendly trading relations with their newly discovered galactic neighbours. A delegation was duly dispatched to meet with the Mojat but not one of them is believed to have lived for more than twenty-four hours after landing on the Mojat home world. The ‘why’ of their fate is to this day unclear. The ‘what’ was clearly established from transmissions received from the delegates’ subdermal bio-monitors: roughly half the team were dead within an hour of landing and half the remainder died at some point over the next day. As if this were not horrific enough, the last few AEO delegates appeared to have suffered prolonged exposure to some kind of painful stimulus before they too succumbed to however they were being treated. The delegation, it appeared, had been betrayed: ambushed, hunted down, and tortured to death.
The ‘Pollux Betrayal’ had a galvanising effect on humanity. As was their remit, the group of seven quickly drew up plans for a joint military expedition, one using the combined private security forces of as many corporations as could be reached. Factories were retooled and shipping rerouted, creating and mobilising a vast amount of armour and firepower. Even Old Earth was brought, temporarily, back into the fold, as mankind united to defeat the alien threat. A massive conscription effort added hundreds of thousands of troops to the existing militaries of mankind. It is fair to say however that almost all the conscripts from Earth were more than happy to join up if it meant a chance to get off their dying planet. The task force, at the time the most powerful in the history of mankind, laid siege to the Mojat within months.
Official histories of the attack on the alien home world show an almost one-sided affair. The Mojat were completely overwhelmed, their own tiny starfleet blasted into dust within hours and their planetary defences obliterated shortly thereafter. There were so many human ships in the Pollux system, some said you were more likely to collide with a friendly vessel than be hit by anything the Mojat threw at you. No more humans ever set foot on the planet’s surface - they didn’t need to. A sustained bombardment of the beleaguered world completely wiped out all life on its surface and, eventually, cracked its mantle. The planet was rendered sterile, wracked with a fire that burned for centuries.
The mystery of why the Mojat chose to massacre the AEO delegation remains, to this day, unsolved. No records of their decision-making process survived amongst the smouldering ruin of a planet they left behind. What was made very clear by what happened to their race though was the strength a united humanity was able to muster when provoked. That, and the lengths the human race would go to to protect its interests. Pollux was a statement as much as a reaction. It put the rest of the galaxy on notice - the corporations were a force to be reckoned with.
New World Wars
The unity of purpose that made the eradication of the Mojat such a success was not to last for long. Once the war was over, old rivalries surged again to the fore. The New World Wars that followed were fought between corporate enemies that were now even more well-armed than they ever had been before. During this dark time even the group of seven found themselves under attack. The wars raged for decades, with colony fighting against colony, until, after nearly a century of bloodshed and destruction, the group of seven were finally able to restore some form of order.
Even before the Mojat, the corporations had encountered more than a few alien races since leaving Old Earth, but corporate intelligence suggested there was worse yet to be found. Dwarfs, a stout race of engineers that called themselves ‘the Forge Fathers’, were known to command the stars to the galactic north. They were clearly mankind’s superior in technology if not height. And there were rumours of an even more powerful empire, one of tall, slender aliens with vast armies of mechanoids, holding the stars to the west. To the group of seven, one truth was blindingly obvious: mankind did not yet have the power or discipline necessary to meet dangers such as these.
The galaxy was far too dangerous a place in which to allow a fractured and fractious mankind to travel. A new structure, the seven reasoned, was needed. A co-operative one, one that did not stifle its members yet still bound them together, allowing each to benefit financially from the security their collective strength gave. Many were quickly brought into the fold, others took longer to convince. But the seven were ruthless in their quest to end the wars and bring every other corporation to heel.
Eventually the last rogue corporations were hunted down and new treaties and pacts were signed and notarised. As the last guns were silenced, the Council of Seven and the Galactic Co-Prosperity Sphere was formally established.
A golden era followed as the corporations, no longer held back by infighting and suspicion, were able to truly embrace their destiny amongst the stars. The creation of the McKinley drive, a machine that allowed starships to travel at faster than lightspeed further accelerated the GCPS’s growth. Over the following centuries the GCPS expanded relentlessly, adding three more Spheres to the Core worlds, developing numerous novel technologies, and incorporating or destroying every new alien race it discovered along the way.
During the GCPS’s Fourth Sphere of Expansion though, even with the Council’s firm guidance, peace between the corporations was becoming strained at best. Many of them seemed to think they could only continue to thrive at the expense of the others. The Council’s powers, though authoritative, were still limited. They could adjudicate disputes brought before them, but there was often little they could do to prevent them arising in the first place. Collectively the GCPS was practically unstoppable, but the Seven foresaw it might not take much to drive a fatal wedge between them all. Acting with characteristic decisiveness, they wasted little time in attempting to remedy this deficiency.
Their solution was one filled with manipulation and machination. A conflict was created, one that would force the corporations to work together and realise the larger existential danger the rest of the galaxy posed. The group of seven chose the Marauders, alien mercenaries that had been employed for many years to augment certain corporate troops, as their fall-guys. Seemingly without warning, Marauder units rose up against their human employers and laid waste to entire planets. The Mandrake Rebellion, as it came to be known, was only intended to demonstrate the inadequacy of the corporate military structure as it stood. To persuade the heads of all the corporations that their alliances must be made stronger and permanent. Instead it nearly toppled the entire GCPS, stretching its collective defences almost to the breaking point.
In time, the war against the so-called “orcs” was finally won though. By deploying the prototypes of what would soon become the most powerful warriors in humanity’s history, the Seven were victorious and the rebels crushed. These events, and others like them, provided the Seven with the impetus and the political capital to achieve something they could never have bought with anything else: absolute power.
Nearly one and a half centuries on, today’s Seven and how they function are quite different to the founding members, as is the galaxy they face and the GCPS they lead. But the wounds caused by Mandrake have not all completely healed. Neither have all the legends and monsters of that time completely gone away either.
The Exo-Threat Counteraction Unit
There can be few organs of the corporate machine with as much influence as the Eco-Threat Counteration Unit. Its power is rivalled only by the Office of Market Intelligence. The reports generated from its vast headquarters in the Core - and its numerous though often far better hidden stations across the Five Spheres - can quite literally start or avoid wars. This is because ETCU’s primary tasking is the analysis and monitoring of every alien species the GCPS encounters. New races are surveilled - in secret if possible - while ETCU evaluates their technological capability, cultural mores, and likely response to overtures by the Council.
Does the new race have anything of value to the GCPS? Are they likely or able to resist incorporation? Should the Council dispatch diplomats or warships to make their introductions? The answers to questions like these have obvious, far-reaching consequences, thus the ETCU is given almost limitless funding and time to do its job. But even after a new species has been conquered or incorporated ETCU’s work is not done. After all, more than one so-called ‘ally’ has turned traitor after being brought into the fold in times past, so the Council watches its friends just as closely as it does its enemies. A supervising ETCU Grade-3 agent may often make the evaluation that it is more costeffective to annihilate a new race on discovery than it might be to repair the damage done by turncoats.
A Galaxy Incorporated
As has been noted, the GCPS is vast. There are enormous distances between even the closest colonised systems and there are countless worlds upon which no corporate foot has ever trod. As it continues its endless mission to exploit every corner of the territory it claims as its own however, the great variety of life in the universe means that the GCPS continues to uncover new races and civilisations within its borders to this day.
Contrary to what certain ‘casters on the pirate nets would have you believe though, the GCPS does not exterminate every alien race it encounters. Only the ones that resist. Indeed, its preferred protocol on discovering an intelligent species within its borders is incorporation. Sentient, compliant races are typically initially offered Preferred-level membership when they first join, progressing in status as they increase their contribution to the GCPS’s wealth and strength. Successfully incorporated races include the Teratons, Ada-Lorana, and Chovar, all of whom occupy unique and valued positions across the Five Spheres.
The Mandrake Rebellion
History, they say, is written by the victors, and in no case is this more true than in the case of the Mandrake Rebellion. It helps, of course, that in the GCPS the study of history is not exactly encouraged. But for those that can be bothered to tear themselves away from the latest entertainment show on the CorpsNet, a sanitised, Council- approved version of the story is available.
According to corporate records, in the year 850AE, greedy orc warlords, hungry for power and envious of the success of humankind, rebelled against their GCPS officers and went on an interplanetary rampage. Marauder troops had been a part of the corporate military for a very long time and then, at some point, they decided they wanted more. Millions were slaughtered by the merciless orc horde and entire star systems occupied or laid to waste by the green tide.
Defeating them took an unprecedented amount of cooperation by the corporations and led to the development of the Ichiban project - the precursors to today’s Enforcer corps. And, again, according to corporate records, the masterstroke that put an end to the rebellion occurred at Nihil Rex when the bulk of the orc army was obliterated thanks to superior corporate manoeuvring. The star that still shines there serves as a reminder to all of the GCPS’s strength and power - or a warning against testing its resolve.
Naturally, there are others alive today who tell a different tale, would have you believe the corporations - or the Council themselves - were to blame for what happened in the Mandrake sector. But those losers aren’t bringing you new seasons of OverDrive, are they, so who cares?
Greater Powers
The GCPS might have collapsed early in its existence if it were not for the discipline imposed by the first Council of Seven and all those that have followed it. But by bringing order to the corporations, open warfare between rivals is usually restricted to one or two star systems and never allowed to interfere with the GCPS and its profits at large. The Council is rightly pleased with its ability to hold so many would-be enemies in check for so long. There are races in the galaxy to whom mankind is but a child though and the antics of the GCPS similarly immature.
One such is the race of dwarfs known as the Forge Fathers.
The Forge Fathers are an ancient race - according to their legends they are nothing less than the oldest of all that now live. Whether this is true or not is perhaps moot, but they are certainly amongst the most powerful.
Excelling in engineering and craftsmen beyond compare, the Forge Fathers are often found travelling and living aboard vast Ward ships. Each one is a colossal starship, flagged to a single Forge Father clan, and populated by thousands of dwarfs. Within the Ward ship are countless foundries and workshops, each of them alive with the sound of ringing hammers and bubbling molten metal. There are also barracks and hangars and vast stores of raw materials and consumables. Many Forge Fathers would happily live their entire lives aboard their clan’s Ward ship, filling their days crafting and creating, training and tooling, though all of them spend at least part of their lives as warriors. Their most impressive creations are the Forge Stars, gargantuan mega-constructions, designed to harness the power of entire suns. The average GCPS citizen is far more likely to meet a dwarf on the field of battle than ever see the wonders that lie within the Star Realm though.
Spitzenner was the site of the first recorded contact between man and dwarf, in the year 353AE, during the third expansion phase of the GCPS. Corporate settlers had taken possession of what had seemed to them to be an unoccupied world to the galactic north of Old Earth and were eking out a new life on a hard planet. Unbeknownst to them, Spitzenner had already been claimed by one of the most powerful Forge Father clans. When the Strikhammr clan’s Ward ship, along with its attendant fleet of warships and auxiliary vessels, arrived in-system, armed conflict was not far behind. Friction between the GCPS and the Star Realm was almost inevitable - if it hadn’t happened on Spitzenner it would probably have happened on some other nearby world. This is because the Forge Fathers have in fact already laid claim to every single usable resource in the known galaxy. It has simply never seemed necessary to them to let anybody else know.
Dwarfs are a long-lived race, and a patient one. Their engineers are quite content to spend countless cycles painstakingly draining every iota of worth out of each world they come to. So their progress across the galaxy is, by most races’ standards, very, very slow. It had so far also been inexorable. Over the aeons of its own expansion, the Forge Father civilisation had never once been stopped by any of the races they had yet encountered. When they met the GCPS, the Forge Lords were genuinely and unpleasantly surprised to find themselves faced with an enemy almost as stubborn and convinced of its claim to the galaxy’s wealth as they were.
The extermination of the human colonists on Spitzenner began the War of the Short Front. Numerous clans and just as many corporations were dragged into the fight as more colonies were found by the dwarfs on worlds they believed to be their own. The cost to both sides in lives and resources was enormous. Fleets were reduced to drifting hulks and armies were annihilated. Planets were rendered uninhabitable as vast amounts of munitions were expended. So devastating was the war that eventually certain Forge Lords concluded something previously unthinkable might now be the only way to end such a costly conflict. These Lords set forth their plans to take the unprecedented step of unleashing the nuclear firepower of the Forge Stars themselves. First they would utterly annihilate each and every world the GCPS had colonised within the borders of the Star Realm. Then they would turn those same fires on every other planet humans had claimed. It would not be a quick operation, but, as has been mentioned, this is no reason for a Forge Father to not commit to a well-planned course of action. However long it took though, the result would likely have been that humanity would, eventually, be literally burned out of existence.
Thankfully, other Forge Lords advanced a far less violent way to solve the conflict of interests and end the war. Rather than excising their foe completely and, along the way, wasting all the resources that would have been atomised along with them, the Forge Lords decided to speak to them in the only language both sides seemed to understand: commerce.
Today the Forge Fathers are the GCPS’s most important trading partner. Not all the Forge Lords take part and there are still many conflicts ongoing in that part of space. The GCPS continues to nibble at worlds the dwarfs claim for their own, and vice versa. But both sides tend to tolerate this. The Forge Lords, for their part, value the GCPS and its armed forces as allies who, at the very least, are busy taking care of enemies far away in the galaxy, long before those same enemies become a problem for the dwarfs. But, it is the GCPS who arguably have the better part of the bargain. For it is the Forge Fathers themselves who have supplied much of the technology that has made the GCPS the equal of practically anything else in the galaxy. Most vitally of all, they supply the Council of Seven’s private army, the Enforcer Corps, with its armour.
ETCU and the Star Realm
Trade with the Forge Fathers is vital to the continuing success and profit of the GCPS. Without their armaments, the Enforcer Corps would likely be a shadow of its current self. And, without the Enforcers, the Council of Seven would have no way to prevent the GCPS being eaten alive by its enemies, both within and without. So, the Forge Fathers are one of the few races known to exist that ETCU are officially prohibited from monitoring or studying.
Corporate starships are expressly forbidden from crossing into recognised Forge Father space and ETCU may not board or monitor any dwarf ship in the Five Spheres belonging to clans the Council has designated as ‘partners’. To their credit, there is no publicly available, verified record anywhere of ETCU researchers ever contravening these regulations. This is not to say that ETCU never has, of course. Only, and most importantly, that it can never be proved, in any legally enforceable way, that they are responsible for the unexplained disappearance of any dwarf traders, rogue Ward ships, or small mining expeditions in isolated systems at any point in the last few hundred years. The galaxy is a big place and people and starships go missing all the time.
Operation Heracles
Not all the clans of the Forge Fathers agreed with the plan to trade with the GCPS and not all of them benefit from it today. The GCPS has many enemies in the Star Realm and conflicts, albeit on a far smaller scale than the Short Front, continue to erupt. Typically these are due to one side staking a claim on a world or resource already claimed by the other. Sometimes the provocation is far more deliberate.
Corporate forces on the world of Triton were besieged by the Steel Warriors of the Forge Father clan Krestursson. The clan’s lord, one Ingulf Krestursson, known to his race as ‘the Dragon’, led the invasion force with two goals in mind. The first was to lay hold of the planet’s seams of primordial metal, an element of enormous value to all Forge Fathers. His second was simply to spark conflict between his people and the GCPS.
Krestursson is descended from the lords who initiated the peace talks that ended the War of the Short Front, but he himself feels only hatred for mankind. Many of his kin have died at the hands of the Council of Seven’s agents since the talks on Stjarnseer, and Ingulf desires nothing more than outright war between the two great powers.
The Dragon’s aggression on Triton was swiftly answered when an Enforcement Protocol Group, codenamed Heracles, led by Forward Observer Roca, launched their own counter-assault. The fighting that followed was brutal and hard and cost the lives of many dwarves and Enforcers. Great swathes of terrain and most of the planet’s nascent townships were laid to waste as the dwarf forces struck again and again at the corporate defences. Still though, to Krestursson’s chagrin and ever-increasing anger, the Enforcers were eventually able to claim victory.
Part of Krestursson’s plan for Triton was to use the battle as a kind of rallying cry, to demonstrate to other clan lords the insatiable greed of mankind as well as its vulnerability. He had hoped those lords would bring their Ward ships into orbit above Triton, creating a ring of forged steel the GCPS could not hope to break and starting a war that would never end. Dwarf politics move far more slowly than one lord’s vengeance-fuelled plans though and no other lord came to aid the Bruderheim in its time of need. The Enforcers had no such problems.
When it became clear how strong the Forge Fathers’ forces were on Triton, and how urgent the need for decisive action was, Forward Observer Roca called for immediate reinforcements for his EPG. Starships were quickly diverted from the Long Patrol, enough to flank the Bruderheim and its fleet and threaten their annihilation in space. Krestursson was forced to withdraw as many of his warriors from the planet’s surface as possible, lest he lose everything. His fleet fled the system, harried for only a short distance by the Enforcer ships - their duty on the border with the Death Arc precluded a more decisive engagement.
Now, unbowed by his defeat on Triton, Ingulf Krestursson continues his campaign to sow discord and destruction throughout the GCPS. While his emissaries continue to attempt to sway opinion within the Star Realm and win more lords to his cause, the Dragon himself conducts lightning raids across the Five Spheres, assaulting the GCPS wherever he sees an opportunity. His rage is unquenched and his attacks are unpredictable and costly too. The Dragon ranks highly on the Council’s list of Priority Acquisition Targets, meaning every Enforcer across the Five Spheres would attempt to kill him on sight. There are indeed several Targeted Termination Teams working secretly to locate and assassinate the lord of the Krestursson clan already. For the sake of all the GCPS it is to be hoped perhaps that they succeed in their mission and soon.
Because not all the Krestursson Forge Fathers were successfully lifted from Triton before the Bruderheim was driven away. Several were captured and swiftly spirited offworld to corporate Black Sites for what Central Command terms ‘Advanced Interrogation’. All of this is strictly forbidden under the terms of the treaties between the GCPS and its allies in the Star Realm and grounds enough for some severe consequences. But, to make matters worse, one of the captives is Ingulf’s uncle, the venerable but vicious Krakun Krestursson. If word were ever to leak out that such a senior lord had survived the war on Triton only to be tortured and interrogated interminably by the GCPS, it might just be exactly what Krestursson needs to kickstart a final and decisive war with mankind.
HIDDEN POWER
There is known to exist one other great power in the galaxy that rivals and counters that of the GCPS: the Asterian Empire. Centred on the world of Asteria Prime and governed by the Tesseract, it is, quite simply, huge, reaching all the way from the GCPS’s furthest outposts in the galactic west to the galaxy’s northern rim. So many star systems might be unmanageable to most species, but Asterians’ mastery of technology has long been so great that mere distance is immaterial to them. Asteria mastered the bio-forming of worlds in millennia long past, even moving planets when it suited their purposes. The Asterians are - or were - perhaps the most powerful race the galaxy has ever known. This power has been tempered by unimaginable tragedy though and Asteria is held back by its past as much as built upon it.
Asterians are taller than most humans, often slimmer, and potentially far, far older. As technological masters, they have shown very little interest in anything the GCPS or any other race might have to offer and have consistently refused to allow the passage of corporate ships through their space. The leaders of Asteria nevertheless found themselves forced to deal with their primitive neighbours when the GCPS began expanding in the direction of their empire.
GROWING PAINS
The invention of the McKinley drive in AE117 massively accelerated the growth of the GCPS. Many starships could now travel further and faster than ever before, allowing the rapid colonisation and exploitation of resource-rich planets. In some ways, the expansion program ran out of control and the GCPS grew for a long time faster than even the Council could keep track of or support. The GCPS had barely begun its Fourth Sphere of expansion when it began sending out probes for the Fifth. So it was that when a string of newly discovered worlds to the galactic west of the Core were earmarked for investigation, there was little to stand in the way of any interested corporations.
Remote probes were the first to reach them, scanning their surfaces and searching for potential assets for exploitation. Analysts of the data the probes sent back were not surprised to find evidence that someone else had been there long before them. Ruins of an ancient civilisation, clearly technologically advanced, but also apparently extinct, lay all around. There were great cities, replete with impressive buildings and exotic works of art, some seemingly centuries old but all completely abandoned. There were some signs of battle too, and more than a few skeletons, but their race could not be identified and, truth be told, nobody tried that hard to. This was not the first time the GCPS had discovered a defunct species in its journey across the stars and probably would not be the last. What mattered was not who the unknown aliens were or why or how they died. What mattered was how big the stores of valuable minerals and ores they left behind was and how much of the tech they had abandoned could be salvaged and repackaged.
And then the Council did something it had never done before: it forbade any further exploration or exploitation of what had come to be known as the Canco Worlds. No reason was given as to why this area of space was being made off-limits, it was simply stated as fact. These events occurred long before the Mandrake Rebellion. So, to reinforce the concept, a blockade of Marauder starships was sent to patrol the area, with orders to eliminate any and all trespassers from the GCPS’s side.
Such an action was unprecedented. The Council’s authority had grown enormously since the Establishment. But cutting off an area of space the size of the Canco Worlds was still a big step. The Council does nothing without good reason though, and this was no exception to the rule. Unbeknownst to any dissident voices in the GCPS, the Council had done its own research into the Canco Worlds. Furthermore, elements of the Council had met with representatives of the Asterian Tesseract and what they had learned at that meeting had shocked them to the core.
THE DEATH ARC
The Long Patrol, an Enforcer-led blockade of the Canco Worlds, what would eventually become known as the Death Arc, exists to this day. It is an expensive and extensive operation, designed to prevent the spread of the bio-contaminant known as The Plague. There are many Asterians who feel that the measures taken to control the worlds of the Arc - and humanity itself - have not been nearly severe enough though. Citing the numerous outbreaks of the Plague across corporate space and the apparent inability of the Council of Seven to halt the infected fleets currently known to exist in its territory, these Clades have formed an informal and unofficial alliance: the Conclave of Respair. The Asterian Emperor has spent many long years in exile. But, in him the Conclave sees a potential path to restoring the balance. Increasing numbers are advocating rejecting the Tesseract’s authority and joining what is becoming more like an armed insurrection every day.
Countering this movement has long been the concern of the Tesseract. Many of its Counsels believe that nothing less than a military coup is being staged and that the integrity of the Empire itself is at risk. Intense efforts have been made to prevent the issue spiralling out of control, including the dispatch of several of those same Counsels to the monastery homes of the most belligerent Clades. These elder Asterians, bearing messages of reconciliation from the Halls of the Tesseract, have met with limited success. To make matters worse, Tasim Shu’u’lak, a Prime Counsel to the Tesseract, along with her son, Tui Hu, himself a senior overseer of the Clade of the Golden Rose, has disappeared from public view. Some believe the two must be dead, others that the Prime Counsel is hiding from would-be assassins. The loss of the leading voice of opposition to the Conclave and a resurgent emperor though means open warfare between Asteria and any who stand in its way is no longer a distant prospect.
Deadzones
The Council of Seven defends its treasures zealously and there are few who would claim it is wrong to do so. The past has, after all, shown all of humankind the folly in not seizing the initiative - and anything else of worth - and then holding onto it with an iron grip. Perhaps its most valuable possession of them all though is knowledge. Understanding of how the universe really turns and who holds the handle, the true scale of danger and malevolence that exists within the Five Spheres and beyond, has the power to perhaps topple the entire GCPS. For that reason, information across the Five Spheres is policed, controlled, and guarded with great diligence.
One of the greatest threats to whatever peace can be found in the galaxy is the Plague. So great did the Council of Seven view the danger of contagion to be that an entirely new way of administering information and the GCPS itself had to be created to contain it.
The Plague’s origin is undetermined and its precise biology is difficult to pin down. The bio-contaminant that is spread by the infected via bite, scratch, or pustulent explosion, is neither virus nor bacteria, but something more minacious than either. What is known is that when a new outbreak occurs, it is almost always preceded by the discovery of an alien artefact. Sometimes they are buried deep beneath a newly colonised world’s surface. Sometimes they are found amidst the ruins of long-dead alien civilisations. But always, shortly after being uncovered, these monolithic death-traps open, releasing the Plague into the atmosphere and beginning a new cycle of death and destruction.
The first recorded artefact was discovered on Adriana, a well-developed world along the frontier of corporate space. Madness followed its unearthing, an entire planet’s population literally ripping itself apart as they were transformed into monsters by the contaminant. The chaos was only stopped by the fire from Enforcer Wyverns sent to investigate the crazed communications the planet was sending out to the rest of the GCPS. Since then the CorpsNet is monitored for any mention of certain keywords, anything that might hint at the potential discovery of a new source of the Plague.
This is because the Council has faced the Plague before and seen the damage it can do if left unchecked.
Around the GCPS’s western border lies a region of space known to corporate navigators as the Death Arc. Travel here is expressly forbidden - standard NavComps do not even register any celestial bodies being there at all - and the Arc is guarded by a special division of the Enforcer corps known as the Long Patrol. Before the inception of the corps though, corporations did dare to ignore the orders of the Council and travel to the worlds within the Arc. Among them was House Grace, at the time one of the oldest corporations in the GCPS. The prime officer of the company chafed at being told where he could and could not go while also being part of a reportedly free society.
To Cadmeyer Grace, only the markets could tell corporations what their limits were and, as far as he was concerned, those limits were nowhere near being reached. Grace sent three fleets of colonial explorers into the Arc, navigating around the Marauders who were guarding it at that time, with the possible intent of setting up his own rival to the GCPS. Contact with the fleets was lost some time between their departure and Cadmeyer’s arrest and trial for treason.
But it was not the last that was ever heard of them. Some of Grace’s ships did come back, more than a century later, but their crews were no longer human. A fleet of Plague vessels, their crews hideously malformed and under the thrall of even greater monsters, struck out at the GCPS. Since they had left corporate space the Marauders had been replaced by the Enforcers and the Plague fleet easily broke through their thin line. They subsequently burned a path deep into the GCPS and were able to lay waste to the better part of the entire Parris sector before they were stopped.
The Plague are unique amongst all the enemies of the Council of Seven in that they are the only one whose armies grow larger as they conquer more territories. The Plague’s ranks are swelled, literally, by those they have not killed outright, but instead infected with their own strain of madness. The bio-contaminant at the heart of the Plague is incredibly contagious and capable of infecting almost all known sentient species. Parris taught the Council that even a single case of infection can rapidly lead to an entire world being lost. And, once one world is lost, whole systems can be threatened. To meet the existential threat the Plague appears to pose, the Council enacted the Containment Protocols. These measures are intended to prevent, at all costs, the spread of the biological infection as well as that of panic. The GCPS is, it has been noted, built on commerce first and foremost, and it is difficult for anyone to sell the latest luxury fashions and exotically scented soaps when people are worried their neighbours are going to try to eat them. The goals of the Containment Protocols therefore are to confine, as soon as possible, any world infected by the Plague as well as any knowledge of what has happened there.
The first anyone in the affected system might know of a Containment Protocol being imposed could be the loss of data in their ship’s NavComp. NaviCorp is wholly owned by the Council and operates a network of navigational relays across the Five Spheres. In normal times, these relays feed the NavComp computers aboard travelling starships all the data necessary for them to safely slide at speeds faster than light between and around stars. But, when the order is given for a full-scale containment, an infected planet is immediately cut out of NaviCorp’s publicly distributed database, meaning no ship can leave or enter the system. To prevent alien races - or enterprising homebrew navigators - from using their own interstellar means of transport, so-called Deadzones are subsequently blockaded by warships. Usually these are Enforcer starships, though, as outbreaks become more common, private military forces are being called upon more often to hold the lines. Once the Protocol is in place, the planet under containment is likely to stay that way for several decades - long enough, at least, for the infected to die out.
Despite the best efforts of the Long Patrol, there have been several successful breakouts from the Death Arc and from Artefact-afflicted worlds closer to the Core. At least three large Plague fleets, all of them consisting of a mix of captured and infected military and commercial vessels, are known to currently be moving across corporate space. They are difficult to track - none of their ships are using standard NavComp equipment and how they are finding their way between stars at all is yet another mystery to vex ETCU investigators. Thankfully, their attacks on civilised worlds are infrequent and sporadic: none have, yet, made serious attempts to do anything like the damage they did to Parris in 891AE. It can only be a matter of time though before they reveal their true purpose in the galaxy and it can only be hoped the GCPS and its allies are able to stop them when they do.
Pathfinders
The history of warfare has taught the leaders of the Enforcer Corps many lessons. Not least of which is that the better prepared a military force is, the better the chance they have of victory. The role of the Pathfinder division is to help the Enforcer Corps - and the GCPS at large - be as prepared as it can be. The corps hides its numbers, strength, and movements almost religiously - Enforcers are typically not permitted to remove their helmets outside their bases for just this reason - but the fact is they are a limited resource. The Council does not wish to waste them. So it is the job of the Pathfinders to respond first to any possible security threats to the GCPS, to evaluate that threat, to act against it if necessary and to call on the rest of the Corps when a larger intervention is needed.
Pathfinder duty is even more dangerous than that of a typical Enforcer. They are often alone or operating in pairs or small units. By definition they are looking for trouble all across the galaxy and they often find it. Thus the move from the Strike Teams to the Pathfinder division is not an easy one. The failure rate in the conversion course is high and often results in the death of the applicant. Those that make it are, by far, some of the most deadly people in the galaxy.
Pathfinders that have identified a threat requiring the intervention of the larger corps will often remain on-site, transitioning to a support role. Many are excellent snipers, using EP-54 monocycles to move around the battlefield or deploying their D.O.G drones and Tag rifles to mark targets for termination by other, more heavily armed units.
Digging Deep
There are those that also have a strong interest in stopping the Plague, though for their own reasons, not out of any love for the GCPS. Hunter clades of Asterians covertly travel throughout the Five Spheres, using their own technology to evade detection while they track down the Plague fleets. If this was all they did, the Council might be happy enough to let them play their game. But it is not. Sometimes, it seems, the Clades act pre-emptively, attacking corporate sites that stand in Plague’s path, perhaps in an attempt to deny them more recruits. There have also been at least two cases of attacks where the Asterians’ objective seemed instead to be to remove something from a planet’s surface before the corporate colonists could discover it.
One such was New Gallimech. A garrison of Cro-Tek marines were besieged by phalanxes of Asterian constructs, the alien constructs appearing without warning just beyond the marines’ perimeter. As Cyphers probed their defences, the garrison’s walls were pounded for a full local day by fission beams mounted on Phanta-class gunships. Soon after the siege began, the garrison began receiving distress calls from miners at a dig ten kilometres to their southwest. More Asterians had been spotted and the miners were ill-equipped to defend themselves. The marines were unable to leave their base in response though. Every time one of their Hornets appeared above the garrison’s wall it was instantly vaporised by unseen anti-vehicle weapons.
A Mule convoy met a similar fate, its lead vehicles being quickly knocked out by sniper drones, leaving half the transports stranded outside the base walls. Eventually the marines stopped trying to break out and resigned themselves to concentrating their efforts on staying alive within their walls. And, eventually, the distress calls stopped coming.
Early on the third day of the siege, the Asterian guns stopped firing. No signal the marines were aware of had been given - the alien gunships simply left, vanishing as quickly as they had appeared. Scouts soon reported there were no more Asterians anywhere near the base - the siege was over. Their constructs and war machines were not all the Asterians took with them though.
A second Mule convoy was organised, accompanied by what was left of the marines’ Hornets, and dispatched to the mines. Cresting the last ridge along the way, the first Hornet pilots to reach the dig site could barely believe their eyes and their superiors back in the garrison couldn’t believe what they were being told: the mine was gone. Where there had once been an extensive operation to recover ore laced with precious metals, there was now nothing but a colossal hole in the ground. It looked, to quote the marine pilot who discovered it, ‘like somebody just scooped up the whole place and carried it away’. The hole measured nearly a kilometre across and nearly a kilometre down. The miners, all their equipment, and anything they might have dug out of the Gallimech ground was gone.
The Price of Failure
As a strategy, Containment Protocols are not without merit. The Council of Seven is well served by its intelligence agents, particularly its Forward Observers, and therefore well placed to evaluate threats to both the GCPS and the galaxy at large. The Containment Protocols are blunt, brutal instruments of state, but their usefulness is undeniable. Countless lives have doubtlessly been saved by cutting off those who are most likely to be infected and least likely to be saved. So effective are the Protocols believed to be, they have also been approved for several other types of incursion into corporate space. The Protocols are not infallible though - particularly when other powerful agents are actively working to subvert them.
At Exham IV, a planetary movement caused chaos, bringing the planet to the edge of destruction and sparking panic amongst all its inhabitants, corporate and otherwise. The local colony of Veer-myn in particular saw the writing on the wall early on and made best efforts to flee the surface via the orbiting Priory Station. This of course only made it that much harder for everyone else to leave.
Enforcer Strike teams were sent to secure the system, and the very valuable space station, but were hard pressed to complete their mission. As is often the case, amidst the chaos of a planetary population attempting to evacuate before the Containment Protocols sealed their fate, other more predatory outfits were moving in the opposite direction. A well-developed planet, filled with corporate tech, gear, and other saleable commodities is a tempting prospect to all manner of Rebs, Marauders, and outlaw corporations. Even Plague-infected Strike Teams could find useful and much-needed munitions and supplies on such a relatively undefended world. And where the Plague go, so do hunter Clades from Asteria.
Eventually the Enforcers were successful in their task, saving Priory Station and eradicating every Veer-myn they could find on Exham IV. Unbeknownst to their commanders though, they did not completely wipe out the colony.
Thanks to an under-the-table deal between the Council and its allies in the Star Realm, Forge Father ships had arrived in orbit above Exham IV. They began to mine its assets, even as the Enforcers were digging out the Veer-myn. To the Veer-myn, this was an unmissable opportunity. Secreting themselves aboard ore containers, brethren from several nests, some of them clutching bundles of cargo far more valuable than mere rocks, were able to reach the orbiting Forge Father ships. Amongst them were Technorati who used their advanced technological skills to defeat the security grids that typically keep Forge Father ships free from infestation. Some of these Veer-myn subsequently launched an assault on a Forge Star, locking its controlling clan in an interminable war to resecure its almost-holy power and prevent it being used by the Veermyn for their own nefarious ends.
Perhaps as important as the potential destruction of entire worlds though, is what happened to the ragged bundles that were smuggled off Exham IV. Each one was borne to safety by none other than a Malignus, accompanied by small coteries of Night Crawlers and Brood Guards. Their mission was even more vital than that of the Veermyn who had taken the Forge Star. For these Veer-myn each carried with them a juvenile female to a different part of the Star Realm. Before long a handful of new colonies were formed, the young females quickly reaching maturity and beginning the process of birthing scores of new offspring. Forge Father operations, usually run with clockwork timing and laser-like precision, have been delayed and derailed all across the Star Realm. Most of the new colonies can be found relatively close to the Realm’s borders with the GCPS though.
Old Enemies
The GPCS is not the only galactic power struggling to maintain its integrity and strength. The Asterian Empire and the Star Realm of the Forge Fathers were at war with one another before man’s ancestors slithered out of the swamp. Hostilities had largely died down in recent centuries. However, as the Forge Father fleets have moved ever onwards and the warrior clades of Asteria have grown restless to reclaim former glories, the flames of old enmities have been fanned into life once more.
Grid Kappa Nu, a sector of star systems, far from the GCPS’s borders but sandwiched between dwarf and Asterian territories, is a current flashpoint. Clan Halvorakken led the dwarf’s attempts to strip-mine worlds in the sector but met resistance in the form of Asterian legions. Peace talks between the two sides failed, for reasons unknown, and war broke out. Today, more than a dozen planets and moons are besieged.
To Forge Father eyes, the worlds of Kappa Nu appeared uninhabited. With true Forge Father pragmatism, they reasoned that planets that were clearly long disused by their Asterian masters should be open to being worked by the dwarfs. To the Asterians though, these same planets were not discarded at all. They were merely sleeping. Many planets in Kappa Nu are the sites of dormant and wellhidden scientific outposts, preserved for centuries until an Asterian mind has use for them once more. Others serve a far more esoteric purpose: their galactic position and even their geological makeup contribute to the Balance in ways other races are simply incapable of comprehending.
On one such planet, one the Asterians call ‘Teel’ur’, Halvorakken’s Steel Warriors launched an operation to support their miners stripping the mineral deposits from the northern continent. Orbital scans had shown the place to be uninhabited with only the remains of an ancient Asterian coastal city showing any sign the world had ever seen intelligent life. The miners had barely sunk their first pits, fifty kilometres inland, before they learned how inadequate their assessments of the planet’s strategic importance had been.
No Asterian needed to be on Teel’ur for it to matter to the Empire and no Asterian needed to be on its surface to defend it. As Sho’senn and clade pilots sealed themselves in their control pods aboard command ships hundreds of kilometres from Teel’ur, beneath it, legions of Cyphers and Marionettes that had laid dormant for centuries hummed into life. In a matter of mere minutes, an army of drones, all perfectly preserved and still perfectly deadly, marched forth to meet the invaders. Alongside them hovered lines of Asterian force platforms and weapons drones. A silent army, unified of purpose and dedicated to one goal alone: the eradication of every intruder on Asterian soil.
In a pattern that has been repeated many times across Kappa Nu, the Forge Fathers were forced to deploy their Steel Warriors to quickly reinforce their militias and workers on the ground. Hammerfist drop-troops raced down from low orbit and Sturnhammer battle tanks roared out of their armoured carrier ships, each powered by a steely determination not to dishonour their clan lords or their ancestors. Battles raged in a dozen locations as the two sides, each of them utterly convinced of their own right to hold their ground, threw everything they had at one another.
Despite often appearing greatly outnumbered, a living Forge Father is the equal of any single Asterian construct, and the Forge Fathers have thus far been able to hold onto much of the territory they had claimed. And yet their Asterian foes seem able to endlessly replenish their numbers. For every phalanx of robotic constructs the dwarfs turn to slag, another appears in its place. Kappa Nu has become a war of attrition, with regiments of warriors on both sides endlessly striking at one another, trying to find a way to break the deadlock.
For the Forge Fathers, the cost is obvious - every dwarf life ended, no matter how gloriously, is impossible to replace. For Asteria, the price is possibly far higher. While the Asterians rarely suffer actual death amongst their ranks, they have been forced to divert several Clades and Sho’senn divisions from their positions guarding the Silent Lands to fight the war in Kappa Nu. The Tesseract is only too aware that every living Asterian who no longer protects those places makes it that much easier for trespassers to tread their hallowed soil freely. And, many of those that do so will almost certainly carry the Scourge away with them.
Fighting Fires
In many ways, the GCPS is more powerful than it has ever been. Most of its constituent corporations are thriving, moving across the galaxy at unprecedented speed, snapping up exploitable resources and using them to feed the new markets they are building. Its colonies, cities, and space stations are bigger, its pockets deeper, its shareholders richer. But, like everything else in corporate space, all this progress comes at a price. All across the Five Spheres and in neighbouring territories, conflicts are becoming increasingly common.
The presence of Plague Fleets has destabilised traffic in multiple sectors. Starships and space freighters, carrying nothing less than death and destruction, have struck at outposts across the outer Spheres, seemingly at will and without reason. Piracy has always existed and is an accepted risk of interstellar commerce. But even the most ruthless thieves can be reasoned with and they rarely kill their victims - they understand it would be bad for business if starships stopped travelling through their sectors entirely or corporations ceased seeding colonies on their worlds. What the Plague does to the ships it attacks and the people it gets hold of is clearly far worse.
The consequences of more Plague presence are inescapably dire too. More Plague attacks require increased Enforcer responses. And, though there are many Enforcers in the corps, their numbers are not infinite and they are not a cheap commodity either. Diverting them from other operations creates rents in the GCPS’s interstellar armour, gaps through which other races - rebels, Marauders, the Nameless - can slip in. The Council is finding it increasingly necessary to call upon the private armies of the corporations to shore up some of these holes.
The political situation within the Asterian Empire is far outside the Council’s influence, of course, but upheaval across the border is being felt within the Five Spheres. Without a moderating voice to calm their anger, the Clades are becoming more aggressive. As well as seeking out the Plague wherever it spreads, Asterian armies have been encountered on apparently uninfected worlds too. Forge Father and corporate operations alike have found themselves under sudden assault from enemies able to teleport into their midst, seemingly at will. Whether they are there to stop an infection occurring or simply to bloody the nose of their perceived enemies is known only to their own commanders. Whatever their motivation, all these incursions must be met, often with unflinching aggression.
There are other consequences of the disruption of the normally well-regulated functions of the GCPS too. The Veer-myn, for a long time an accepted but largely invisible part of corporate life, have shown signs of increasing agitation across the Five Spheres. Sometimes their uprisings are understandable - the exodus at Exham IV, the internecine war sparked by the arrival of a new colony on Acreon. Other times though, the rationale behind these offensives is far more oblique. Analysts at ETCU have nevertheless put forward a theory: the Veer-myn, somehow, are reacting to the Plague.
Some, if not all of the recent exoduses of Veer-myn populations have occurred just before either the discovery of a Plague Artefact or an attack by elements of a Plague fleet. And the Veer-myn threaten the GCPS in at least one more certain and tangible way too - almost all the recent infestations of Forge Father clans have occurred at sites belonging to allies to the Council. Several of these have threatened the supply of armour for the Enforcer corps.
Some of the most persistent, and destabilising, security threats can come from within. Rogue corporations, while having the funding and manpower to put up a fight, are much easier to deal with than the scattered groups of disenfranchised or desperate people known as the Rebs. Seen as terrorists in the eyes of the council, these fragmented cells of humans and aliens can be found throughout the GCPS, instigating protests, riots, sabotage and will even, under the temporary leadership of a notorious human or powerful alien individual, bring fullscale war against the corporations which they revile.
The GCPS thus finds itself both surrounded and infiltrated by its enemies. Each one of them is stronger and more prepared and motivated than ever before. But then so is the GCPS itself. Its history is brief in galactic terms, but it has arguably achieved more in one thousand years than any other race ever has. In that time it has also successfully faced down more than one existential threat. If history is a teacher, the lesson is clear: the GCPS and the Council of Seven are never stronger than when they are threatened. Time and time again, they have come together to meet the danger, using their wits as much as their military strength to overcome it.
The stakes of the conflicts breaking out across the galaxy today could not be higher. Will the next thousand years see even more expansion spheres added to an unstoppable and indefatigable Galactic Co-Prosperity Sphere? Or will it be their rivals that come to the fore, either reacquiring the glory of their past, or building something entirely new?
UNTOLD DANGERS
Whether they sense the corporations’ weaknesses or are more threatened by their strength, the GCPS finds itself under attack from almost every direction. In 992AE, Barker’s World, a Fourth Sphere planetoid located halfway along the shipping route between Azure IX and Cho was censored when classified experiments there went awry. Scientists investigating the manipulation of transwarp energy signatures inadvertently opened a rift to a neighbouring dimension, one populated by the race known as the Koris. The nightmarish creatures that tore through the portal - and then through most of the planet’s population - justified an immediate Containment Protocol involving three whole companies of Enforcers and a battlegroup of Drakenhof Marines.
The race of almost uncategorisable beings known simply as the Nameless have also caused significant disruption to the GCPS. Argolis, Fergal, and the Colema systems have all been attacked by Nameless forces. These amphibious aliens seem keen to avoid direct confrontation with corporate forces. Instead, they appear to prefer more covert operations, secretly inserting their own bio-forming equipment before quietly beginning the remaking of their target world’s atmospheres. On the whole, the Council does not yet recognise the Nameless as any kind of existential threat - their attacks so far are more of an irritation than a deadly blow. Even small wounds must be tended to though, and elite teams of Enforcers or even private mercenary groups have been dispatched to combat the invaders.
Assault on Upphämer
The border of GCPS space, at least where it runs up against the Star Realm, is often poorly defined. This is particularly true in areas where the local controlling dwarf clan is not one of the dozen or so who profit from trading with the Council of Seven. Ownership of planets unfortunate enough to be located in these contested parts of space is regularly, and hotly disputed. More often than not the argument over rights is settled - at least temporarily - through the application of superior firepower. A good example is the planet known as Upphämer.
Upphämer exists in a region of space roughly three-quarters of the way towards the eastern edge of the line between the GCPS and the Star Realm. Access to its mines and salt plains has been disputed since it was first located by GCPS probes in 890AE and then immediately claimed by the Forge Fathers. Lord Dagamar Reif-Gurnisson’s claim to ownership of Upphämer is a weak one though, being gained through battle, not by blood. The previous lord of the clan, Elik Gurnisson, was killed in battle with Marauders in 855AE and left no heirs, all his sons having met similar fates in earlier wars.
While Dagamar was the senior Huscarl of clan Gurnisson at the time of Elik’s death, he was not a popular choice to lead the whole clan. Lacking the support then of other more influential clan lords, Reif-Gurnisson has been unable to make his claim to ownership of Upphämer stick. As a result, the surface of the planet is occupied by sizeable Forge Father and corporate armies. There are constant small-scale engagements between both sides for possession of the numerous dig-sites and processor plants dotted across the planet’s surface. Each side hopes to make enough small gains to eventually add them all up to a big win.
One such flashpoint is the small township built around the shipping depot at Smallhaven. In 996AE Sierra Technical Holdings moved most of its forces out of the settlement to defend the ring of Mineral Extraction Works in the nearby hills and plains. STH’s local commander, Captain Sterri Neal, knew there were Forge Fathers somewhere nearby and that they weren’t there for the spectacular views. What he couldn’t be sure of was where the dwarfs would attack. He decided to split his forces. To each MEW he dispatched one or two platoons of marines, with artillery dug in at the elevated entrances to MEW-002 and MEW-005. More troops were held in reserve at an encampment near the Bitterstill River to the north while Neal’s Hornets, based in Smallhaven, ran resupply missions.
The marines were barely in position when Reif-Gurnisson’s dwarfs struck at MEW-009. The Forge Father tactical advisors had determined 009 was relatively exposed and was the site most accessible to their Drakkar transports. Two platoons of Steel Warriors, led by Huscarl Ogrim Fiskr in his Iron Ancestor armour, rumbled towards the site at dawn, under cover of fire from the Hailstorm cannon mounted on a Jotunn weapons platform. A hail of fire quickly overwhelmed the marine pickets and, before noon the dwarfs were at the centre of the site. The marines there put up a good fight - their mortar team reacted quickly and was able to slow the Steel Warriors considerably and a squad of Rangers was even able to cripple the Iron Ancestor. It wasn’t enough though and those who could were forced to flee, abandoning 009 to its new owners.
Warlords of Cerberus
As the GCPS approaches its one-thousand year anniversary, much of the Core is understandably preoccupied with preparations for its accompanying celebrations. Rumours abound of extravagant displays of opulence, grand gestures, pardons of some of the Council’s greatest prisoners, perhaps the allocation of new Exploitable Assets. Imaginations are running wild. In a hidden corner of the GCPS though, there are some whose ambitions for the coming millennium are less grand though no less significant. A cadre of outcasts, nonhumans who have been alienated from the rest of the Five Spheres, are about to put into action plans that are nearly a century in the making. Soon the whole GCPS will know their names - and the meaning of the name Mahu’Oran.
It is an understatement to say Chief Mahúar is a legend amongst Gorans today. Leader of the Marauders of the Mandrake Rebellion, his name is engraved on the barrels of a hundred thousand guntracks and the hearts of ten times as many warriors. Only Mahúar had the sheer strength of will required to bind the fractious tribes of Gora and forge them into a fighting force that threatened the galaxy.
Even the prototype Enforcers the Council pushed into battle were not truly enough to stop them. Indeed, if it had not been for the events of Mandrake Rebellion, the orcs might well be the dominant force in the galaxy today.
They were defeated though and Gora is now a heavily policed world. Enforcers of the feared Black Company patrol the sector, making sure the native population never gets out of control. Controlled numbers of Gorans are allowed to leave their home world each year, but only to travel to pre-approved employment as adjuncts to corporate militaries or menial labourers. Occasionally, small groups of them slip through the net, travelling unregulated routes to find the roving bands of their kind that ply their trade as mercenaries. Those few free, ungoverned Marauders are of little concern to the Council though. Their natural enmity towards each other works in the Council’s favour, after all. It keeps them separate, makes them even work against each other. At least, it did until now.
The Cerberus Maw
Far out in the southern stretches of the Fourth Sphere lies a region of space barely noticed, let alone exploited by the GCPS. The Orphic sector can only be reached by ships brave enough to traverse the Cerberus Maw. A ring of three neutron stars, each one a super-dense mass of radioactive fire, the Maw’s gravitic presence makes travel to any of the planets between it using a McKinley drive a dangerously complex procedure. Their frequencies and profiles fluctuate over time too, sometimes unpredictably. More than a few ships were lost to this phenomenon early in the sector’s history.
Despite these stellar complications, the frontier-colony specialist Cabot Group did push through the Maw and, in 953AE, even started to build settlements on some of the worlds within it. They bought licenses to settle on a system of five planets, all of them orbiting a sun that appeared far more stable than those of the Maw itself, and began recruiting colonists. Cabot made no secret of the fact that life on the sites it had leased would be hard. But its nononsense presentation of the dangers of living on the edge of the GCPS probably only helped it attract a certain kind of customer.
These were rough and ready types, willing to roll up their sleeves and pitch in in return for owning a slice of a pristine planet as far from the pampered elites of the Core and their rulers as possible. Tough as they were though, Cabot had never fully researched what living so close to the radiation coming from the Maw might do to its colonists. Within a decade, the majority of them were dead of Cabot’s Syndrome - a range of cancers and mutations with no apparent cure. Those that survived left the Maw and their prefabricated Shensig settlements far behind and launched legal actions which quickly ruined Cabot. In the records of Administration Central, the Orphic sector has been marked as ‘Delta Grade Material’ - not worth the trouble and expense any corporation might have to go to to profit from it. It is a rare cast-off from the GCPS’s register. An ideal place then for a people who have likewise been written off by the corporations.
It is on one of the five Cabot worlds that an orc commander, one Marshal Tung, has built his base.
For the Marauders, the radiation that drove off the humans that tried to settle in the sector poses no threat - their green skin evolved as protection from the radiation of their original homeworld’s own sun. Add to that a world, complete with ready-made accommodation and plentiful abandoned supplies, almost entirely out of view of the Council and its agents, and Cabot III is ideally suited to Tung’s purposes.
To the GCPS at large, Tung is an orc commander of some distinction. For more than twenty G-standard years, he has led the Predators, a Marauder company with a reputation for deadly hit and run raids throughout the Fringe. Sometimes the Predators were employed by the corporations, sometimes they fought against them. They fought Asterians too, and Forge Fathers and rebels and pirates alike. Occasionally they were even sent to fight the Plague.
The Predator’s reputation grew with every successful contract they completed. Like all orcs, Tung’s commandos could be relied upon to deliver bloodthirsty violence that turned into winning results and they did just that on their last deployment. But it was not just strength in numbers they brought to the table when they were recruited to bolster the marines besieged on Rhada. The colonel of the marines Tung had relieved in that last campaign reported that the Predators had achieved victory through an uncanny tactical competence. It was as if their commander could predict the enemy’s moves almost faster than they did. Marshall Tung, the colonel went on to say, also had an unparalleled hold on the loyalty of all the other chiefs in his company. True, Tung was bigger than many of the other senior Marauder commanders beneath him, and clearly he was possessed of the same love of violence as they were. But there was something more to their relationship than that.
What that marine colonel did not know, what in fact no human in the Five Spheres then knew, was that ‘Tung’ is only a nom de guerre. The real name of the massive orc that had so impressed him is Mahu’Oran. Marshal Tung is the grandson of none other than Mahúar himself.
The Greatest
Over the many years he spent working alongside and for the corporations, Tung was building more than just a reputation. For a start, Tung’s Predators, though large, is only a fraction of the Marauders Tung commands. As well as them, commanders from Storm Force, the Outriders, and the Nomads have also brought their warriors - and their hardware - to Tung’s banners. Some of these alliances between former rival outfits were made possible by Tung’s heritage, others he forged through charisma, cunning, and charm. Where those all failed, he simply beat his rivals into submission.
Because Tung’s vision is not just to lord it over a few other orcs on a backwater world. His dream is to unite all the Marauders from across the galaxy on a new home world, free from corporate interference. From a place like that, they could conquer the galaxy...
Black Company
Following the Mandrake Rebellion, the Council had demurred exterminating every Goran, recognising that the Marauders might yet prove useful to their future plans for expansion. Instead they chose to devote an entire battalion of the Enforcer Corps to monitoring and containing what was left of them.
This is the Black Company, one of the most highly resourced divisions within the corps. The Marauders were allowed to live, even to leave Gora and to seek work where they chose - within certain limits. When a warband of Marauders grew large enough to pose a threat to normal corporate operations or threaten a sector’s internal security, or struck against a corporate target without a proper contract, the Black Company would act.
No protocol was placed off limits. Numerous orc commanders have found their outfits targeted mid-slide, their ships blown out of the sky, their operating bases raided or lasered from orbit, their strike teams gunned down in ambushes. The Black Company have done all of this and much more, all according to the Will of the Council and always while leaving few witnesses to tell the tale. For more than a hundred G-standard years, the Black company has successfully guarded the GCPS against the green menace. Until now they have taken great pride in doing so successfully.
The Missing Link
One such Enforcer is Commander Link Mantenna. Mantenna is a glowering savage of a human, a man with the appearance of being born for nothing else but warfare. Recruited into the Enforcer corps in AE985 from a prison barge, Mantenna has excelled as an Enforcer. His natural size and strength were both enhanced by the Program, but although Mantenna has never hesitated to unleash his own brand of lethal brutality against a Marauder he has a stern respect for his enemies born out of hard years fighting them.
He first saw service on Pilgrim, where his Strike Team was tasked with eliminating a group of Marauders that had branched out from their normal work as hired muscle and formed an ad hoc crime syndicate. The targets were using the cave systems beneath New Coronado City to move large quantities of illicit chemicals into the city without detection by local security services. Following a lightning attack on the orc compound, Mantenna was the sole survivor of the subsequent massacre in the caves beneath it. More Marauders than anticipated had escaped into the subterranean network but, despite the Company’s significant losses, the mission was considered a success. It was the making of Mantenna too; he was promoted for his actions on Pilgrim and went on to lead an exemplary career in the Black Company. His experience on that operation taught him two valuable lessons though: never to underestimate the fighting strength of a Marauder, and never to rely too heavily on corporate intelligence when engaging one.
The Spirit of Death
Orcs prize a warrior spirit highly. Those that possess a certain kind of fearless aggression are said to have ‘madd’ur’ak’, a gift from Da’grak, the Spirit of Death. One such group of death-defying warriors are the Skyscrapers. For these elite orcs, the thrill of combat is simply not enough. For them, battle is best approached at speeds faster than sound. Using jetpacks, some of which are heirlooms that date back to the Mandrake Rebellion, these orcs might deploy from Vulture dropships just inside a planet’s atmosphere, screaming down onto their enemy’s position in a blaze of fiery fury. Sometimes, the age of their kit and the sheer danger associated with their deployments means some Skyscrapers inevitably will not survive the journey. There is always another orc ready to take up a ‘pack when a place in a chalk becomes available though. How better to prove yourself to every other Marauder?
The Hammer Drops
While Tung’s plans were carried out in utmost secrecy, being discovered eventually was always inevitable. Pathfinder units, investigating reports of unmarked Marauder ships transiting corporate space towards the Maw, quickly established how big the problem building beyond it might be. Using their own covert methods, a Pathfinder surveillance unit was sent to the Fawcet worlds and, when word of what Tung had built there reached the ears of the Council of Seven, their reaction was dramatic and immediate. The Black Company was ordered into immediate action and, three days later, Enforcement Patrol Group ‘Hammer’ was en route to the Orphic sector.
The Wyverns of EPG Hammer were used to going where they willed, without objection and, usually, without detection. Nevertheless, they ought to have been better prepared for what awaited them in the Orphic sector. There were after all only a few locations they could have safely slid into beyond the Maw that would not send them straight into the gravity well of one of the super-dense stars.
They were fired upon almost as soon as they slowed from faster-than-light travel and two of the three ships in the group were quickly crippled, their engines set ablaze by lasers and missiles. A fleet of Marauder warships had the drop on their foes and the battle in space quickly became like shooting Pusk in a barrel. As the Wyverns struggled to manoeuvre and began to return fire, the power core of one of the damaged ships detonated, destroying it instantly.
On the bridge of the group’s command ship, the truth was inescapable - the first brief battle was lost. If something were not done soon, all the Enforcer ships would be wrecked. EPG Hammer’s commanding officer had seen the reports of launches from the destroyed Wyvern, but she had no way to help whoever had been aboard those Accusers. Faced with imminent destruction, there was no choice but to order a quick withdrawal, to get her embattled Wyverns away from the system as quickly as their faltering engines would convey them.
Lair of the Mawbeast
A mere fraction of the Enforcers sent to rein in the rogue Marauders of Cabot III actually reached the surface. As what remained of the EPG’s starships struggled to reach a safe distance from the orc blockade, Commander Mantenna took stock of what had made it down with him. The good news was his Accusers were well equipped, having been fully prepped for the mass assault that had been planned. The bad news was he only had limited numbers of any particular piece of kit.
Mantenna knew that reinforcements would eventually reach them - there was just no way of knowing for exactly how long he and his operatives would be cut off. Not that it mattered. Even on their own, the mission of Mantenna and the EPG Hammer Enforcers has not changed: they must prevent Cabot III becoming the new home of the Marauders. A hard task, to be sure. And with limited access to resources, Mantenna knew he would have to fight smart. To survive, they would need to secure whatever resources they could from what already exists on the planet. They would need to raid Marauder outposts, kill as many enemies as they could while avoiding large-scale engagements for as long as possible, and gather as much intelligence on the rebellious orcs as they could find along the way.
If they didn’t know it already, the Marauders would soon be aware there were Enforcers on their self-proclaimed home world and Mantenna and his Hammers would be hunted every step of the way. But, Mantenna thought as he pulled back the priming lever on his Genling 45, it wasn’t as if he was trapped on an isolated alien world with an army of hostile Marauders to take care of - they were trapped on Cabot III with him.
The Hunt Begins
As Mantenna briefed his operators on the tasks ahead of them, Marshal Tung, the great Mahu’Oran, was reflecting on how his own destiny may have changed in the last few hours. Having won the first battle in the skies above his planet, Tung knew he had just sent the rulers of the GCPS an unequivocal message - don’t come here. But, even though the Council’s first foray into the Cabot system was now reported to be running away with its tail between its legs, he also knew more would come after them. It was in their nature to rise to a challenge from a rival, just as it was his. When they did come back, Tung knew his Marauders would be waiting for them again.
Until then, he had to deal with a far more present and just as clear danger - the Enforcers that had already landed on Cabot III. Goblin spotters had tracked them, though they could not be sure how many of the smoke trails they saw streaming across the bright sky were dropships and how many were wreckage. Maybe all of them were harmless pieces of debris from the battle, they had said. But Tung was not fooled. It did not matter if it was a single Accuser or a hundred. Even one Enforcer, if they were left alive, could kill him and end his uprising before it had even properly started.
As the marshal, and as the chief of all the Marauders in the sector, it would be up to him alone to finish what the fleet had begun. While the bulk of his troops had to be kept ready to repel the next invasion attempt when it came, Tung himself would take charge of hunting down those already on his world.