Tri-Star Commonwealth Organization in custom Void Walkers | World Anvil
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Tri-Star Commonwealth

The national government of a Terran breakaway faction, representing posthuman states considered taboo in the Empire.

Structure

I think the closest term to the system of government would be a Direct Democracy, where individual people directly send their votes on government decisions through the Commonwealth’s interstellar network. Interstellar routers exchange the information on the government between star systems until the voting ends. It might be inefficient as it might take days for the citizenry of the Commonwealth to actually decide, however it represents the people to their fullest extent in government decisions.

Culture

The people of Commonwealth see themselves as ahead of everyone else in the aspect that they have the freedoms they think everyone should have, and that's exactly what they take pride in - as long as they don't do anything violent that other people don't consent to, they're free to do whatever the hell they want, which is precisely what they're so proud of.

Public Agenda

Generally, while the focus of the population would be to develop the three core systems infrastructure even further than they already are, on the part of the military one of their main targets has been to reinforce the borders of the Commonwealth to deter large scale attacks from polities such as the Empire.   One thing both the military and the rest of the population can agree on, though, is that they, at some point, need to start to reduce the oppressive tendencies the Empire has on transhumans such as the people in the Commonwealth. This goal can be considered a long term focus.

History

0000 - The year they made Landfall. Centuries prior to today, hundreds of ships with transhumans and transhumanists in them arrived in three separate systems, immediately getting to work on settling down in the system. Harvesting operations begin, Fabricators commence construction of domed cities, the foundations of subspace ansible stations are laid down and people start making homes.
0001 PL - The first year after landfall. The population hasn’t died yet. They start celebrating.
0020s PL - By now, domed cities have been firmly established, arcologies on habitable worlds and floating cities, aerostats on Jovian Worlds. The population fractures into several polities, but the relations between them are good. Despite all of the harvesting operations, minor shortages in resources become apparent. There is little concern… for now.
Mid 0040s PL - At this point, intersystem travel is starting to be considered. FTL drives have been ill-maintained for forty years, and although a lot of FTL drives are still operational, FTL drives cannot be constructed due to the lack of knowledge, and it’s only by luck and limited understanding of such drives that the remaining ones are being maintained. The simpler nature of ansibles and detectors allow them to remain operational.
Late 0040s PL - It’s during this time period that RAIRs or possibly even full-blown Bussard Ramjets start being considered for flights between systems.
0049-005X PL - First Ramship flight is conducted between two of the systems. In just a few years, the ramship safely arrived in the receiving system, beginning an age of ramships being built for interstellar travel. Travel, limited as it might be, between the three systems can finally be done without FTL.
0082 PL - Eighty years after Landfall, the results of eight decades of jury rigging, equipment flaws and human error finally begins to show. An unfortunate chain of events that required far too many things to have gone wrong leads to a space habitat rips itself apart. At the time, it was deemed as a tragic, but isolated incident.
Oh how wrong they were.
0083 PL - Merely a year after the incident with the space habitat, several harvesters, cities and habitats start failing.
0084 PL - Soon, these escalate into dozens. Dozens escalate into hundreds.
0085 PL - Hundreds of habs, cities, harvesters, all start failing. Investigations reveal flaws in nearly every construct built across the three systems. Polities scramble to fix the constructs, but by then, the only thing they were doing is delaying the inevitable.
0086 PL - The Chaos Years begins with errors building up. The systems descend into anarchy and mayhem.
0100s PL - The Chaos Years are in full swing. At this point, it’s practically full-blown anarchy and the governments in the system are trying to seize control.
0121 PL - It’s at this year that several polities, at this point, out of desperation and some even separated by interstellar distances, united into a single entity, a singular Commonwealth, and work together to attempt to solve the problems plaguing them since the beginning of the Chaos Years.
0130s PL - The efforts of the Commonwealth are hugely successful in bringing order to some parts of the systems. They manage to get things fixed up in those areas somewhat, and commence attempts to rise out of the pit they seem to be stuck in. In other parts, however… Fighting breaks out.
0140s PL - While the effects of all the chaos are diminished, things are still quite bad in other parts of the system. Conflict between Commonwealth and other forces escalate, and wrecks are scattered across the systems
0150s PL - The secrets of hyperspace are finally rediscovered and manufacture of the first FTL drive since the exodus began. Not all is good, however, as the beginning of the new era is tarnished by the ‘noodle incident’ between the ComMilInt and the Star Navy. It didn’t end well for the former party.
0160s PL - Through a combination of diplomatic talks, conflict and a lot of dirty work, the Commonwealth’s banner is spread throughout the three systems.
0170s PL - With the Chaos Years nothing but a memory, the Commonwealth turns it’s attention to the rest of the galaxy and begins expansion efforts into other neighboring systems.
0180s PL - The economy is through the roof. Resources are more available now than any other time in the history of the three systems. At this point, now that hell has passed over, the Commonwealth starts allowing people to live a little, and by that, live a lot. Genetic and biological engineering, in addition to 3D printing and the advent of mind uploading tech, allow a wide variety of transhumans to be made. Automation advances reduce workloads on people.
Diversity blooms.
0190s PL - The core systems develop ever further. Proposals of megastructures on large start to be taken seriously. It will take centuries of time and effort but the benefit to the Three Systems will be boundless.
0233 PL - Present Day.

Demography and Population

Class Layout: At what you might consider the ‘top’ are the affluent/wealthy citizens. These people all became wealthy by managing businesses, organizations, etc that contribute a whole lot to the Commonwealth, such as privately owned shipyards or shipyards that they helped fund, and helium mining operations.
Then we have the poorer people. While you might think that they don’t have a lot of cash and they live in slums, these people tend to manage small businesses or work for others and with fairly high pay for pretty much every job and for others, large amounts of universal basic income, they can live pretty comfortably and enjoy their lives quite a lot.
As to why people don’t just stop working? Well, while you can get by with what you have from UBI, you earn a bit more by working. Plus, if you enjoy working on one job type in particular, you’ll probably be able to find a place that wants skilled people that are happy with their jobs.

Territories

Daybreak A core system of the Tristar Commonwealth, containing their capital world Aurora.   Terminus A core system of the Tristar Commonwealth, containing the significant gas giant Leviathan.   Bloom A core system of the Tristar Commonwealth, containing the garden world Flower.

Military

For a description of military doctrine etc, see Commonwealth Armed Forces   Approximate Naval Numbers: I’m going to follw Vic’s lead here and arrange all of this into fleet elements, things like squadrons and fleets and all of that. I’ll start with squadrons.   General Squadrons are the largest squadrons in the Commonwealth in terms of number. General Squads are composed of a single capital ship, type varying, however you can also find four cruisers and ten escorts in the squad, giving it a grand total of fifteen ships. 23 General Squadrons exist in the Commonwealth.
Capital Squadrons are squadrons of very large and important ships. Capital ships are large ships such as battleships, battlecruisers, carriers, powerful vessels with powerful armaments. These squadrons contain five ships.
Cruiser Squadrons contain cruiser vessels, large scale crafts not as large as a battleship or as small as an escort, performing a variety of roles within a fleet. You can often find five ships in cruiser squadrons.
Escort Squadrons are squadrons full of escorts - that is, ships that escort other ships, such as trade fleets, and squadrons like these are often deployed in the plane of battle. The generic escort squadron has up to five ships. Escort Squadrons are, often, assigned to fleets and sub fleets but it’s near impossible to find a squadron that hasn’t worked in tandem with a cargo fleet at some point.
Hunter-Killer Squadrons are squadrons of ships filled in with Hunter-Killer ships, different from escorts in that they are often equipped with a significant amount of high grade sensors, scanners and anti-capital ship armaments. Again, up to five ships are in HK Squadrons. HK Squadrons are often seen in fleets but it’s not exactly uncommon for Commanders and Commodores to take their ships out hunting in war games…
  46 Capital Squadrons exist.
70 Capital Squadrons exist.
95 Escort Squadrons exist.
91 HK Squadrons exist.

Technological Level

Religion

The Commonwealth has a significant variety of religions practiced by the members inside it, like the worship of the colony ships bringing the fennecs Rupeeans and the kitsunes Sestians to their home worlds among those populations, and also ancient religions from millennia ago from Old Earth. There’s no single, central religion in the Commonwealth - everything is welcome.   Except when your god is one that promotes killing, geno/xenocide, unnecessary bloodshed, or authoritarianism and restriction of freedoms. Then they start worrying.

Foreign Relations

There are a huge variety of views on other polities in the region. “Polity X good!” “Polity X bad!” Everyone has their own view on this which may be influenced and shifted by events. Even among the military. They can all universally agree, though, that they don’t like the Terran Empire as it is.   You can expect the citizens of the Commonwealth to be very nice to outsider sophs, considering them as nice people unless they’ve done something that wasn’t exactly acceptable.   Baseline humanity is the exception. They’ll probably start twitching, sweating or the equivalent depending on the transhuman individual in question looking at the baseline human.   (Nth) Contact Procedures: While it’s not common that they actively reach out to new space, whenever it happens, after the parties have made contact, they send a diplomatic party with an astromilitary escort to begin talks with the party they have made contact with. The diplomats for the times that it goes right, and the astromilitary escort for the times it goes wrong.  

General Popular Relations

Generally the decent people in the Commonwealth, which is a lot of them, are very much okay with pretty much anyone that isn’t actually hostile. Some more xenophobic people are dicks or simply trolls.   The Commonwealth is intended to be a free haven, that’s the very reason their ancestors left the Empire a few centuries back, and that vision hasn’t died, so immigrants of all types are welcome.

Education

Generally, you can expect any citizen of the Tri-Star Commonwealth to believe, thanks to their history and a lot of education and maybe a touch of propaganda, to believe that restriction of personal freedoms, oppression and authoritarianism to be considered A Bad Thing. This belief still continues today and is still taught in education programs.
Founding Date
0121 PL
Type
Governmental, Senate/Parliament
Predecessor Organization
Government System
Democracy, Direct
Judicial Body
The Commonwealth Military Intelligence or ComMilInt is the intelligence agency used by the astromilitary for, well, intelligence gathering purposes. Generally, this organization is respected and doesn’t do anything out of the ordinary for an intelligence agency, however if you join, Star Navy members will not stop bugging you about that one time where the Intelligence Agency did some… unethical things.   Suffice it to say, after the dust settled, ComMilInt did not try it after that incident.
Controlled Territories
Neighboring Nations
Related Ethnicities

Military Allies

Governments receptive to closer contact. Populations relatively friendly to one another with few known friction points or wedge issues.

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