Thuldan Empire
Thuldan Empire
seal_thuldan.jpg
motto
Founded -
Location Ur ring
Capital Wohlha
Government Autocratic federal
republican stratocracy
Head of State -
Legislature -
Judiciary -
Major Species Dwarf
Military -
Intelligence Services -
Language Dwarven language

In terms of size, age, military strength, and self-opinion, the Thuldan Empire ranks first among the stellar nations. The success of the empire rests on the fierce patriotic spirit that infuses Thuldan society. The Thuldan Empire has proven itself in dozens of conflicts without a defeat; the Second Galactic War is its first battle “lacking a victory.”

Population: 1.1 Trillion Sentients
Founding Year: 2263
GW2 Alliance: Expansion Pentad
Capital World: Thuldan Prime
Citizens: Thuldan
Common Languages: Thuldan, Galactic Standard
Dominant Faith: Hatire
Notable Locations: Filtrane Island, Bluefall, Aegis System (Verge location, shaping to be a beachhead for Thuldan power on the Verge capital world of Bluefall), Alitar, Algemron System (Verge world, Empire fighting a proxy war through their puppet state of Alitar)

Dwarven enhanced / Augmented. Called the Erweitert or Oberkind or Zunehmen.

War with Thuldan over genetics morality? Considered crimes against life to Concord?

Lead by empress.

The Thuldans believe in dwarven superiority and its destiny among the stars. Non-dwarves should be afforded no rights among dwarves. Thuldans also participate heavily in cloning and genetic manipulation, trying to “perfect” dwarf-kind.

Make the best ships in the galaxy.

  • The Imperium of Man. The largest stellar nation, thinks they should rule the galaxy and has tried to. Really into genetic engineering, really not into xenos.
  • Space Amish. Discovered an ancient alien holy site and incorporated it into their faith. Militarily weak aside from their psykers, but they're allied with the Thuldans.
  • Lazy corellians. StarMechs are expert engineers with a hedonism streak. They have lots of robots to do the actual work. Another corporate nation where citizens are shareholders, although it's effectively a liberal democracy.

Society


Not only is every citizen of The Empire required to submit to medical anti-aging treatments at the age of 20, clones are replicated and 20 years mandatory military service is required. When that military service is completed, the clone of the citizen is activated and continues in their place, allowing the citizen to resume some semblance of normal life within The Empire. Should The Empire ever need that citizen later in life however, they can be recalled back to active duty if necessary. One important aspect of Empire life however is the total absence of synthetic life-forms within it‟s territory. While cybernetic life-forms are citizens of The Empire, due to their extreme societal hatred of AI, nothing but the most basic of robots exist in Thuldan Space. Artificial Intelligence and advanced androids are outlawed, hunted down, and destroyed on sight. Vessels of any type, be it civilian, commercial, or military are all piloted by biological life-forms and there are no exceptions to this. Even trade and commerce with The Empire is strictly monitored. No vessel of any kind is allowed to cross into Thuldan Space if it has an android or artificial intelligence on board. Any vessel with these caught within Thuldan space is immediately destroyed, no questions asked.

MILITARY MIGHT


As the most dangerous and the most aggressive stellar nation in existence, the Empire backs up that reputation with one of the most impressive stellar fleets ever to exist in space. To see an entire Thuldan Fleet Starrise before your very eyes is one of the most spectacular sights one could ever behold in the galaxy. With it‟s vast dreadnaughts, battleships, cruisers, frigates, and fighters, anyone with an ounce of intelligence gets out of the system immediately for fear of becoming The Empire‟s next victim.

Composed of hundreds of thousands of vessels of all shapes and sizes, the Thuldan Empire is well suited to any battle or conflict that could threaten it‟s might.

Beyond that, The Empire is one of the foremost developers and engineers of military vessels, weapons, and equipment. It‟s military machine benefits from some of the most advanced weaponry available on the market today, ensuring that it‟s troops have the best possible equipment in the galaxy and the support to be the most destructive. If The Empire cannot appropriate it for it‟s own use, it will create what it needs to do the job.

Thuldan Empire shipyards are generally working non-stop to continually produce space faring military vessels to „feed the fleet‟. From ship to ship shuttles, to snub-fighters, to cruisers and frigates, some of the best spaceships are created within the depths of Thuldan Space. Destroy one ship and 4 more appear to replace it. Because of it‟s constant production rates, it is said that The Empire has an endless supply of spaceships to suit any situation, battle, or conflict.

Only the might of the Galactic Concord has been able to quell the awesome force that is The Empire and push them back into the confines of their own territory borders.

Even so, the Galactic Concord has to be on alert all of the time as The Empire is constantly testing it‟s boundaries like a caged animal. It is only a matter of time before The Empire has had enough of „big brother‟

History


In the wake of humanity's departure from Earth, one of the first space-born cultures to rise was the Thuldan Empire. The beginning of the 23rd century marked an explosion of humanity from the cluster of stars around Sol. In those early days, even a small stardrive facilitated the founding of dozens of colonies. Many of these fledgling colonies maintained strong ties to the Earth-based nations that spawned them; others, funded privately, gained a rogue independence early in their existence.

Gregor Kent had risen to become one of the wealthiest tycoons of the era. Already his power had grown to eclipse governments, and he dictated policy for much of old Europe. As Thuldan legends tell it, Kent was concluding a multitrillion dollar deal to bankroll a stellar expedition when he experienced “the Vision”: For 28 hours Kent lay on the floor of his palatial offices, silent except when refusing offers of water, food, and medical care. When Kent emerged from his darkened chamber, he declared, “I have seen tomorrow.” The media mocked his press releases and his predictions of space-based kingdoms and nations. No colony, public opinion held, could survive in space without support from Earth.

Thuldan epics tell the story. Kent despaired of humanity's folly and lack of foresight. He lamented that in his vision of tomorrow, no one would be able to lead humanity, to guide it forward to meet the challenges of space. Kent resolved that if one man could make a difference, he would. Nothing must stand in the way of mankind's future. Taking control of the stellar expedition he was funding, he poured all of his immense resources into the foundation of a new home where humanity's next generation of leaders could blossom. For the first time, a fleet of stardrive-equipped vessels left for the stars.

Kent didn't look back. No Thuldan textbooks point out the inhuman drive that allowed Kent to seize control of the expedition and oust its former administration. Rumors abound about the tactics Kent employed to command his employees and their families to follow him into the unknown.

Traveling more than 50 light-years from Earth, Kent established an independent colony on the planet Thuldan. The empire recognizes Sept. 1, 2263, as Founder's Day. Coincidentally, the arrival on Thuldan Prime fell on Kent's 50th birthday. The Thuldan Nation -a decade later the Thuldan Empire- was declared, with Kent its leader and eventually its emperor.

The empire grew quickly. Only 10 years after the founding of the first colony, five excursion fleets left the planet Thuldan to extend their Emperor's sphere of influence. A dozen colonies were accepted into the Thuldan fold after a short period of “re-education.” These times of adjustment remained violent; tragically, Emperor Kent observed, many died in the struggle for humanity's advancement. Rumors abound about the Empire's early years and the measures needed to establish an independent colony so far from Earth; some even claim that the Thuldans discovered a sentient alien species that helped them survive. In any case, the species has never been seen and its existence remains unproven.

It is a quirk of history that the Thuldan Empire, conceived in a burst of aggressive expansionism, has yet to end. In the First Galactic War, the Empire took on a leadership role among the young stellar nations against the Earth-based Terran Empire. More than 100 systems fell under Thuldan control economically and militarily. When GW1 ended in 2312, the independence and influence of the Thuldan Empire was established. Militarily, the empire was among the strongest of the stellar nations of that period. The influx of hundreds of colonies ensured that the Thuldan Empire would remain forever independent. Emperor Kent died in his sleep in 2317, content that his creation would one day guide all of humanity.

The Second Galactic War

The Empire's growth continued unabated during the period before the Second Galactic War. Thuldan explorers pushed the borders of the Empire farther and farther away from Old Space, and skirmishes with other stellar nations helped to increase Thuldan holdings. Emperor Decret saw another war on the horizon, and the Thuldan military-industrial complex, already gigantic, consumed world after world of resources. The size of the Thuldan navy and war engine grew.

With the outbreak of war in 2346, the Thuldan Empire became an aggressor. By 2356, Sothvec Industries, the Anarchist Union, the Sultanate of Fomalhaut, and the Taurean Star Republic had been swallowed whole, their planets occupied and their populations forced to adapt to Thuldan ways or face imprisonment and extermination. Battle lines were drawn with other stellar nations, especially the newly formed Solar Union, and the Empire's advance slowed. Two decades into the war, the weakest stellar nations had been wiped out, and those that survived commanded formidable fleets and armies.

The formation of the great alliances occurred during this period. With his health beginning to fail, Emperor Decret reached an accommodation with one of the Empire's enemies, the Hatire Community. In return for a cessation of hostilities, the Hatires joined the Thuldans in their campaigns and conceded several contested star systems to the Empire. Meanwhile, Decret revealed his greatest diplomatic coup in 2361; VoidCorp, one of the great powers, allied itself with the Thuldans, as did the Dreth Commonwealth and the Nariac Domain. Decret proclaimed the formation of the Expansion Pentad.

Soon after, the Thuldan Empire reached its greatest extent to date. At its height, the Empire controlled the areas now called Concord Sagittarius and Concord Taurus. But other alliances had formed to oppose the Empire, and Thuldan supply lines were growing very long. In 2415, for the first time, the Empire was pushed back, and the war settled down into a long campaign of attrition.

Today

Emperor Regist rules with an iron hand. All decisions that affect more than a single star system remain the emperor's to make. For more than a decade, Regist has faced down attempted coups and assassinations following his decision to make peace in the Alkaid Conference of 2465. Much of the Thuldan military was reluctant to accept a war that ended without victory -and to accept the surrender of land the Empire had gained. One of Regist's most difficult tasks during the seven years between the Alkaid Conference and the signing of the Treaty of Concord was convincing his own people that a cessation in hostilities was necessary, at least in the short term. Today, Regist rules unquestioned. Already 170 years old and still healthy, he is likely to rule for another decade or more. Even so, he has yet to follow tradition and name a successor. Since he has no clear heir, the turmoil following his death could tear the Empire apart.

In strength of arms, the Empire remains the clear leader. Seventeen fortress ships and more than 200 capital ships bear the Thuldan flag. In addition, all driveships built in Thuldan space -from the lowliest freighter to the richest passenger liner- must carry armaments of use to the Thuldan military. In terms of sheer manpower, the Empire has enormous reserves. Legally, every Thuldan citizen answers to the military, and all adult Thuldans hold military rank and are subject to military orders.

The capital of the Empire, referred to as Thuldan prime, consists of five habitable planets orbiting a single star. The terraforming effort that altered the orbits of three planets is considered one of the wonders of the galaxy; it nearly bankrupted the Empire during the Interbellum. Home to more than 60 billion men and women, Thuldan Prime serves as the political and intellectual center of the Empire. Thuldan power emanates from the homeworld in a highly centralized pattern; systems farther out from the homeworld receive progressively less attention. Given Thuldan Prime's location in the heart of Old Space, notions of imperialism central to the Thuldan belief system -spreading Thuldan influence out evenly in all directions- meet stiff resistance from other stellar nations. While Thuldans remain interested in exploring new worlds, they are more interested in fulfilling Kent's Vision. Humanity must be unified.

In service to that destiny, the Thuldans' definition of humanity has widened. Thuldans see nothing wrong with genetic engineering, as long as these improvements are properly harnessed. The Thuldan military has altered many of its citizens for missions ranging from assassination to terraforming. Thuldan medical science is the most advanced known.

Thuldan philosophy doesn't leave room for deviation from the vision's path. Dissidents, though common in systems far from Thuldan Prime (including those in the Verge), are by definition traitors to humanity's future. Similarly, the Thuldan attitude toward aliens remains less than liberal. At best, alien species are servants to human destiny. If they do not adapt and accept the Empire's vision of a unified human state controlling all of the Orion Arm (and one day the galaxy), they will be eliminated.

The Thuldans are expanding aggressively in the Verge, reshaping Filtrane Island on Bluefall in the Aegis system, fighting a proxy war through their puppet state on Alitar in the Algemron system, and settling new bases elsewhere. The Thuldan military's interest in the Verge shows no sign of dwindling.

Playing A Thuldan


Thuldans stride from world to world with pride and patriotism, and more than a bit of arrogance. Thuldans are self-confident as a matter of course; in every conflict and war they've ever waged, even the painful Second Galactic War, the Thuldan expansion has continued. Of course, Thuldans can understand that many of their stellar neighbors choose to insult or deprecate the Empire's goals. Envy is a common human trait.

The reputation that Thuldans have for tough skins, strong arms, and coarse behavior rings true. Few Thuldans go through their first two decades without strenuous physical and military training. Even preschool Thuldan educators have the souls of drill sergeants, quickly orienting their young charges to the methods of the Empire. From an early age, Thuldans are taught the importance of the chain of command, and the absolute need to follow orders from superior officers.

Most Thuldan youths dream of joining the Legions; those who don't are encouraged to keep their weakness quiet. Epic poems, art, and stories of conquest fill Thuldan society, and the Legionnaires are always shown in a halo of glory as befits Thuldan champions. Indeed, the nation is proud of the Legion's history of conquering, sometimes destroying, dozens of systems. Of course, few Thuldans ever realize the ambition of becoming Legionnaires. Most Thuldans serve only two years in the military before mustering out. The same military training, however, ensures that proficient and skilled Thuldan mercenaries serve in armies and navies throughout the galaxy.

Fortunately, Thuldan strength stays focused on the goal of Kent's centuries-old Vision. That the galaxy will be united under solid leadership Thuldans have little doubt, but the recent war has made clear the importance of consolidation. Over the past two decades, the reconstruction of dozens of Thuldan worlds has begun. Meanwhile, Thuldans continue to search for new resources and military technologies. To many in the Empire, the current peace is only a cease-fire.

The reverence in which Thuldans hold their founder and his Vision leaves little room for the cultivation of religious belief. Nevertheless, converts have flocked to the Hatire faith over the past century as its missionaries link concepts of human purity and cultural unification. Today, almost a third of the Thuldan population professes a Hatire faith, and that number continues to grow.
++Thuldan Character Concepts


Warlion

Bred as the perfect soldier, Warlions were an elite corps of Thuldan Engineered Mutants who served as assault troops and commandos during GW2. A number still serve the Thuldan military, but others have mustered-out to build their own lives.

Ex-Legionnaire

When one makes it into the Legions, they never leave. It is a call for life, and their reputation is as infamous inside the Empire as it is without. But you didn't make it all the way, or were forced to leave. Perhaps you failed a mental exam, received an injury that would prevent you from performing up to their extremely high standards, or you may be a rebellious soul, and didn't like the future you had in the Legions. Whatever the reason there is one thing you picked up from your time as a Legionnaire, and that is how to be an exceptional soldier. Few can rival your battle prowess and efficiency. Joining an expedition or trader ship into the verge makes you a valuable asset for defense and tactics.


In terms of size, age, military strength, and self-opinion, the Thuldan Empire ranks first among the stellar nations. The success of the empire rests on the fierce patriotic spirit that infuses Thuldan society. The Thuldan Empire has proven itself in dozens of conflicts without defeat; the Second Galactic War is its first battle “lacking a victory.”

History


In the wake of humanity’s departure from Earth, one of the first space-born cultures to rise was the Thuldan Empire. The beginning of the 23rd century marked an explosion of humanity from the cluster of stars around Sol. In those early days, even a small stardrive facilitated the founding of dozens of colonies. Many of these fledgling colonies maintained strong ties to the Earth-based nations that spawned them; others, funded privately, gained a rouge independence early in their existence.

Gregory Kent had risen to become one of the wealthiest tycoons of the era. Already his power had grown to eclipse governments, and he dictated policy for much of old Europe. As Thuldan legends tell it, Kent was concluding a multitrillion dollar deal to bankroll a stellar expedition when he experienced “the Vision.” For 28 hours Kent lay on the floor of his palatial offices, silent except when refusing offers of water, food, and medical care. When Kent emerged from his darkened chamber, he declared, “I have seen tomorrow.” The media mocked his press releases and his predictions of spaced-based kingdoms and nations. No colony, public opinion held, could survive in space without support from Earth.

Thuldan epics tell the story. Kent despaired of humanity’s folly and lack of foresight. He lamented that in his vision of tomorrow, no one would be able to lead humanity, to guide it forward to meet the challenges of space. Kent resolved that if one man could make a difference, he would. Nothing must stand in the way of mankind’s future. Taking control of the stellar expedition he was funding, he poured all of his immense resources into the foundation of a new home where humanity’s next generation of leaders could blossom. For the first time, a fleet of stardrive-equipped vessels left for the stars.
Kent didn’t look back. No Thuldan textbooks point out the in-human drive that allowed Kent to seize control of the expedition and oust its former administration. Rumors abound about the tactics Kent employed to command his employees and their families to follow him into the unknown.

Traveling more than 50 light-years from Earth, Kent established an independent colony on the planet Thuldan. The empire recognizes Sept. 1, 2263, as Founder’s Day. Coincidentally, the arrival on Thuldan Prime fell on Kent’s 50th birthday. The Thuldan Nation – a decade later the Thuldan Empire – was declared, with Kent its leader and eventually its emperor.
The empire grew quickly. Only 10 years after the founding of the first colony, five excursion fleets left the planet Thuldan to extend their Emperor’s sphere of influence. A dozen colonies were accepted into the Thuldan fold after a short period of reeducation. These times of adjustment remained violent; tragically, Emperor Kent observed, many died in the struggle for humanity’s advancement. Rumors abound about the Empire’s early years and the measures needed to establish an independent colony so far from Earth; some even claim that the Thuldan’s discovered a sentient alien species that helped them survive. In any case, the species has never been seen and its existence remains unproven.

It is a quirk of history that the Thuldan Empire, conceived in a burst of aggressive expansionism, has yet to end. In the First Galactic War, the Empire took on a leadership role among the young stellar nations against the Earth-based Terran Empire. More than 100 systems fell under Thuldan control economically and militarily. When GW1 ended in 2312, the independence and influence of the Thuldan Empire was established. Militarily, the empire was among the strongest of the stellar nations of that period. The influx of hundreds of colonies ensured that the Thuldan Empire would remain forever independent. Emperor Kent died in his sleep in 2317, content that his creation would one day guide all of humanity.

The Second Galactic War

The Empire’s growth continued unabated during the period before the Second Galactic War. Thuldan explorers pushed the borders of the Empire farther and farther away from Old Space, and skirmishes with other stellar nations helped to increase Thuldan holdings. Emperor Decret saw another war on the horizon, and the Thuldan military-industrial complex, already gigantic, consumed world after world of resources. The size of the Thuldan navy and war engine grew.

With the outbreak of war in 2346, the Thuldan Empire became an aggressor. By 2356, Sothvec Industries, the Anarchist Union, the Sultanate of Fomalhaut, and the Taurean Star Republic had been swallowed whole, their planets occupied and their populations forced to adapt to Thuldan ways or face imprisonment and extermination. Battle lines were drawn with other stellar nations, especially the newly formed Solar Union, and the Empire’s advance slowed. Two decades into the war, the weakest stellar nations had been wiped out, and those that survived commanded formidable fleets and armies.
The formation of the great alliances occurred during this period. With his health beginning to fail, Emperor Decret reached an accommodation with one of the Empire’s enemies, the Hatire Community. In return for a cessation of hostilities, the Hatire’s joined the Thuldan’s in their campaigns and conceded several contested star systems to the Empire. Meanwhile, Decret revealed his greatest diplomatic coup in 2361; VoidCorp, one of the great powers, allied itself with the Thuldan’s, as did the Dreth Commonwealth and the Nariac Domain. Decret proclaimed the formation of the Expansion Pentad.
Soon after, the Thuldan Empire reached its greatest extent to date. At its height, the Empire controlled the areas now called Concord Sagittarius and Concord Taurus. But other alliances had formed to oppose the Empire, and Thuldan supply lines were growing very long. In 2415, for the first time, the Empire was pushed back, and the war settled down into a long campaign of attrition.

Today

Emperor Regist rules with an iron hand. All decisions that affect more than a single star system remain the emperor’s to make. For more than a decade, Regist has faced down attempted coups and assassinations following his decision to make peace in the Alkaid Conference of 2465. Much of the Thuldan military was reluctant to accept a war that ended without victory – and to accept the surrender of land the Empire had gained. One of Regist’s most difficult tasks during the seven years between the Alkaid Conference and the signing of the Treaty of Concord was convincing his own people that a cessation in hostilities was necessary, at least in the short term. Today, Regist rules unquestioned. Already 170 years old and still healthy, he is likely to rule for another decade or more. Even so, he has yet to follow tradition and name a successor. Since he has no clear heir, the turmoil following his death could tear the Empire apart.
In strength of arms, the Empire remains the clear leader. Seventeen fortress ships and more than 200 capital ships bear the Thuldan flag. In addition, all driveships built in Thuldan space – from the lowliest freighter to the richest passenger liner – must carry armaments of use to the Thuldan military. In terms of sheer manpower, the Empire has enormous reserves. Legally, every Thuldan citizen answers to the military, and all adult Thuldan’s hold military rank and are subject to military orders.

The capital of the Empire, referred to as Thuldan Prime, consists of five habitable planets orbiting a single star. The terraforming effort that altered the orbits of three planets is considered one of the wonders of the galaxy; it nearly bankrupted the Empire during the Interbellum. Home to more than 60 billion men and women, Thuldan Prime serves as the political and intellectual center of the Empire. Thuldan power emanates from the homeworld in a highly centralized pattern; systems farther out from the homeworld receive progressively less attention. Given Thuldan Prime’s location in the heart of Old Space, notions of imperialism central to the Thuldan belief system – spreading Thuldan influence out evenly in all directions – meet stiff resistance from other stellar nations. While Thuldan’s remain interested in exploring new worlds, they are more interested in fulfilling Kent’s Vision. Humanity must be unified.

In service to that destiny, the Thuldan’s definition of humanity has widened. Thuldan’s see nothing wrong with genetic engineering, as long as these improvements are properly harnessed. The Thuldan military has altered many of its citizens for missions ranging from assassination to terraforming. Thuldan medical science is the most advanced known.
Thuldan philosophy doesn’t leave room for deviation from the vision’s path. Dissidents, though common in systems far from Thuldan Prime (including those in the Verge), are by definition traitors to humanity’s future. Similarly, the Thuldan attitude toward aliens remains less than liberal. At best, alien species are servants to human destiny. If they do not adapt and accept the Empire’s vision of a unified human state controlling all of the Orion Arm (and one day the galaxy), they will be eliminated.

The Thuldan’s are expanding aggressively in the Verge, reshaping Filtrane Island on Bluefall in the Aegis system, fighting a proxy war through their puppet state on Alitar in the Algemron system, and settling new bases elsewhere. The Thuldan military’s interest in the Verge shows no sign of dwindling.

Thuldans stride from world to world with pride and patriotism, and more than a bit of arrogance. That the galaxy will be united under solid leadership Thuldans have little doubt. To many in the Empire, the current peace is only a cease-fire.

Centuries-long breeding and widespread genetic manipulation have toughened the Thuldan physique. Their drive for perfection has encouraged ambitious Thuldan physical education.

Thuldans have maximums of 15 in Strenght and Constitution during hero creation. Thuldan mutants reduce their number of drawback points by one.

Member Worlds


Social Outlook
Obey authority. This is one of the first things all Thuldan children learn. Respect your superiors, and be strong. You are human, and you are Thuldan, the best of the best.
The people of the Thuldan Empire truly believe in the manifest destiny of humanity. One day, they say, a unified mankind will rule over the entire galaxy. Already, the alien races humans have made contact with have taken secondary or subservient roles. Gregor Kent’s vision of the far future showed a fractured, weak mankind. The Thuldan Empire is the best hope to prevent that future. They’re fighting for the survival of the species. What could be more important?
That question being asked, the Thuldans have no qualms about tweaking the human genome here and there in order to help the cause. Why change the environment when you can just adapt to find it comfortable? The prejudice and fear shown to mutants by most of the Stellar Ring is ridiculous. Mutants are almost never less than 99% baseline human. Mankind cannot afford to turn upon itself, not with all the alien races of the galaxy waiting in the wings.
Political Philosophy
The Thuldan political system is simple. The Emperor rules the Empire. His word is law and must be obeyed. Senators from the various provinces enforce the Emperor’s laws, and Planetary and System Governors do the same. The only direct-

democracy open-election positions within the Imperial government are the Planetary Governors. They, in turn select System Governors, who select three Senators for each province. The theory is that those in power are competent enough to elect competent people to serve above them. The Emperor, of course, holds the power to overturn any election.
As a people, the Thuldans believe in leadership through strength. This doesn’t necessarily mean raw military might, but it doesn’t entirely discount it either. Thuldan diplomats can be just as fierce as Concord and Orion diplomats without starting a fight over the issue at hand.
Customs
Although a rigid, authoritarian, people, the Thuldans have an in depth society like any other, including certain customs and traditions that are unique to the Empire. Some grew out of necessity as the early followers of Gregor Kent struggled to make a home among the stars. Others are the product of later innovations and social changes in the Empire. Regardless of their source, they are all held dear by the majority of the Thuldan population.
Charity
The average Thuldan citizen does not like to give something away for free. He is unlikely to surrender money to a beggar on the street. Instead, he may provide the unfortunate with a hover-cab fare to the nearest Active Army recruiting center. Charitable organizations often herd homeless citizens to construction sites, where they provide land, materials, and architectural plans so the dispossessed Thuldans came build a communal shelter.
Likewise, many research facilities will offer payment to the poor in return for using them as test subjects. Only the worst Thuldan geneticist would use this as an excuse for Dr. Mengela-like experiments. While these subjects receive experimental treatments, they are accorded the same protective rights as other citizens.
The short of it is, Thuldans don’t give to the poor unless they think it will help them in a long-term sense. Give a man a fish, and he’ll eat for a day. Teach a man to fish, and he’ll eat for life.
Beyond poverty-level charity, affluent families are known to donate large amounts of money to the arts and sciences. While art and literature receive much of this funding, the medical sciences claim about one-quarter of all such donations. Study of the human genome is not 100% complete, of course, and many feel it their duty as good Thuldans to help the Empire continue its research into humanity.
Community Service
The most obvious form of community service in the Empire is military service. In fact, all citizens of legal age (17+) are required to serve at least two years active duty in the Army Auxiliary or Imperial Navy. Stemming from this practice, all mature citizens carry military rank.
Many Thuldans begin their service from a younger age, through the Junior Legion. Modeled after other youth programs on from Old Earth, the Junior Legion prepares the children of the Empire for the life ahead of them. The Junior Legion is fully gender-integrated, and functions on a military style chain-of-command, with the adolescents holding rank themselves. Although the general focus is to prepare them for military service, the Legion also has programs to educate its members in history, medical science, technical skills, and foreign relations.
In contrast to the Junior Legion, Thuldan prisons are veritable work camps, forcing the inmates to perform menial industrial jobs that are unwanted by the larger population. There are few problems with the system, as Thuldan prisons are notoriously harsh on discipline problems.
Cybernetics
Perhaps the Empire’s least skilled industry, cybernetic enhancements and/or replacements are very rare in Thuldan space. Rather, Thuldans prefer to correct most problems with tailored gene-therapy. In the rare cases where such an avenue is not feasible, Imperial Hospitals have been known to keep small stocks of Nariac cybernetics for untreatable patients.

The only area of cybernetics that holds any prominence in the Empire is bioart. Many Army Auxiliary soldiers and Legionnaires possess such tattoos to mark their various service histories, though the more traditional ink-styles are used for actual Legion marks.
Gambling
Some would expect the rigid, authoritarian Thuldan Empire to shoot gamblers on sight, but this is not the case. The Empire enjoys physical sports, mental challenges, and a relaxing evening of gambling as much as many other nations.
Government Gambling: The Thuldan government does not run any form of gambling on its own initiative. It does, however, set the standards governing the practice, to which all others must conform under penalty of the Emperor’s law. For example, a basic stipulation is that no form of lottery may exist. No one may win money without it being related to a game or competition of some sort. Thus, Pick 6 and scratch-off lottery tickets are illegal, but blackjack and horse racing are both fine.
Private Gambling: All legal gambling within the Empire is the domain of private enterprise. Whether a game casino, football betting, or arm-wrestling contest, the Thuldan people love to win, and like to win money as a result. Gambling based on sporting events is by far the most popular, and every major sports league in the Empire has a public gambling system. They are all closely regulated to ensure fairness.
Basement Gambling: Naturally, some dissidents will break the law for sake of ease. Some wish to run gambling establishments, but lack the capitol to start a legal business, while others want to gamble on illegal subjects. Others wish only the convenience of gambling at a local bar rather than an authorized establishment. They are all illegal and shut down with a heavy hand once discovered by Imperial Law Enforcement.

The Anarchist Union
The Anarchist Union began as a dozen or so independent systems dedicated to socialist thinking, and focused more on personal liberty and communal good than capitalistic enterprise and authoritarian government. Between 2230 and 2299, they slowly interacted more with each other, building a cooperative Union. Each system espoused individual freedom as being of the utmost importance, and they settled on the Old Earth label of anarchism. When the 1st Galactic War broke out, the Anarchist Union jumped at the chance to shrug off the stifling Terran Empire, and succeeded. Many smaller neighbors fell during the war, however, bringing the Thuldan Empire to the Union’s border. From 2312 to 2346, the Anarchist Union improved its infrastructure, built a larger navy, and settled more systems to spread the great social experiment. While not flourishing, the Union did expand and improve. The decentralized government impeded massive expansion, but the carefully supervised judiciary ensured personal liberties were rarely infringed. How long the Union would have lasted under internal pressures is a matter for political historians. One year into GW2, 2347, brought the first Thuldan incursions. At its height, the Union boasted only 3 fortress ships, and is historically labeled with the defunct “E” grade army and navy ratings. The Empire’s forces moved steady and deliberately, consolidating before moving on. This strategy allowed the Thuldans to concentrate elsewhere as they gathered forces for contact with the Hatire Community. The final Anarchist system fell in 2357. 144 years of Thuldan occupation have smothered the once bright fire of the Anarchists. However, a few radicals still carry the flame, and some refugees settled in what became Concord Sagittarius. An Anarchist hero brims with passion. He gains: the Temper flaw value (2/4/6) of his choice, receiving no bonus skill points, triggered by the oppression of individual freedoms. He receives a related bonus (1/2/3) to all Interaction specialty skills.

Holidays
People in the Thuldan Empire celebrate many holidays. After all, the Empire has an abundance of great accomplishments and victories to remember. A few of the more prominent ones are discussed below.
“Foundation” honors the memory of Gregor Kent, founder and first Emperor of the Thuldan Empire. Born on September 1st, it also marks the date the Empire was established in 2263.
“The Emperor’s Birthday” is a holiday that, naturally, changes with the passing of Emperors. Currently, it is celebrated on the date of Regist Kent’s birth, November 12th.
“Triumphs” are among the most popular imperial holidays. These numerous dates commemorate the surrender of foreign powers during GW2. April 7th is for the Taurean Star Republic. September 19th is when Sothvec Industries was officially defeated. February 21st marks the Sultanate of Fomalhaut’s formal surrender. May 11th commemorates the collapse of the Anarchist Union.
Triumph days from prior to GW2 marked the end of fledgling nations in the 1st Galactic War. Should a third such war occur, it is likely the Empire would celebrate the end of the StarMech Collective or Borealis Republic.

Homogenous Environments
Perhaps more a practice of the Thuldan government than a custom of the people, the Empire maintains a catalog of decisively Thuldan flora and fauna. When a new world is colonized, many of these approved plants and animals are introduced into the ecology of the colony. This practice serves two purposes. First, it ensures that Thuldan colonists will feel more at home, because they will be surrounded with aspects of a familiar environment. Secondly, it physically spreads a visible part of the Thuldan Empire. Many planets of Concord Taurus and Sagittarius possess Thuldan flora and fauna, marking the world with a reminder that the Empire was there, and will return.
This practice does not always entirely replace the native ecology of preexisting environments. It merely supplements the biosphere with Thuldan life. Only in rare or drastic colonies does the transplantation completely supplant the native life, such as Filtrane Island on Bluefall, in the Verge. Imperial worlds that became habitable solely through terraforming, however, contain only approved flora and fauna.
Language
When Gregor Kent founded the Thuldan Empire, he knew that he had to leave behind the countless languages of Earth, and create a single tongue for the unified mankind to speak. Unfortunately, it has yet to spread as widely as Galactic Standard. Regardless, Thuldan is the official language of the Empire, based off the old Earth tongue known as Latin. Kent had several linguists with him in the early days of the Empire, and they developed the Thuldan language to be dignified, governed by clear rules, and to present a sense of strength and greatness.
Galactic Standard is taught as a secondary language to children at an early age. Some worlds go even further, and mandate teaching the Hatire language to young Thuldans as well.

Assassins
Few things strike more fear into the hearts of soldiers and guards than the cry of, “Sound the alarm! Assassin!” The Sultanate of Fomalhaut could attest to that if the nation still existed. The Thuldan Legion is a hammer, strong and precise, but no scalpel. Sometimes it is necessary to remove a single individual, or a few sentries, without the use of legionnaires. The basic Thuldan mutant assassin has Increased Metabolism, Enhances Senses, and Night Vision. As a side effect, their eyes are always physically altered in some way to set them apart from baseline humans (Minor Physical Change). Some have cat or serpentine eyes, while others appear to possess no iris.

Mutants & Genetic Engineering
Perhaps the most remarkable aspect of Thuldan culture, as far as other nations are concerned, is its accepting attitude regarding mutants. In most stellar nations, mutants are regarded as second-rate citizens at best. In the Empire, they are complete equals, if not often respected. Naturally born mutants are held in especially high regard, as they represent mankind’s instinctive ability to evolve. Nowhere else in the Stellar Ring could a mutant find himself welcomed with such genuine warmth.
In fact, the entire Thuldan population is genetically altered to some degree. Early Thuldans practiced a combination of selective breeding and genetic engineering to produce a population of stocky build, possessed of high strength and stamina. All citizens have their genetic record kept by physicians, and the Empire still uses selective breeding to a degree. Couples seeking to be married often consult a doctor to ensure their genetic compatibility, ruling out high probabilities of dormant genetic problems surfacing in their potential children.
In more extroverted uses, Thuldan settlers are often altered to make colonization of new planets easier on them. Heightened memory and perceptive skills would be invaluable to dedicated explorers. Genetically superb hand-eye coordination makes engineered fighter pilots above the common grade. Surgeons would benefit from both improvements. The Imperial Army has dozens of standard genotypes for specific military applications. The Empire finds all manner of reasons to genetically alter or engineer improvements in its citizens.

Religion
Some foreigners expect the “rigid” and “authoritarian” Empire to demand religious loyalty from its citizens. They are wrong, however, as there is no mandated faith in Thuldan space. In fact, more than one third of the population observes no religion practices at all. Another third follow various Old Earth religions, Humanity Reformationism, and many others in smaller numbers. The final third of imperial citizens follow the Hatire faith.

Of course, in order to convert such a large portion of the Thuldan Empire, the Hatire had to allow for slight alterations in their doctrine. Rather than pray to some disgusting alien deity, the Thuldan people view the Cosimir as the embodiment of the perfect man. There are no images of the Cosimir. Why could it not have appeared to this ancient race in order to prepare them for the coming of man? Could the Cosimir not have shown them the true path, and then when they failed to comply, sown the seeds of their destruction? Regardless of the Cosimir, most practicing Thuldans adhere to the religion because they enjoy the aspects that preach of a slow paced, pure and spiritual life. That is precisely what the Thuldans hope for all mankind, once it is united of course. Additionally, the evils of technology are often discounted entirely by Thuldan followers, who believe themselves capable of remaining pure in body and mind without having to avoid the modern era.

Sports
The Thuldan people love competition. It is second-hand nature for them to strive to be the best, to be dominant over the man across from them, to show that he is weak and they are strong. This is, of course, more the psychological aspect than their cognitively recognized thoughts on the matter. The average Thuldan will just say they enjoy a good work out, or that physical exertion strengthens the mind and spirit.
A vast number of professional sporting leagues exist in the Empire, and most 1st world systems have at least one team in every national league. Sometimes, every Class 1 planet in a system will support its own team. In most national leagues, competition is kept within the province, and playoffs determine which teams go on to play against the elite teams from the rest of the Empire. Obviously, the Thuldan Grid is brimming with athletic events, most of which are team based contact sports.
Several Old Earth games are still practiced in Thuldan space, including: football, baseball, hockey, rugby, and soccer. Man-on-man sports such as various forms of racing, wrestling, tennis, and boxing are kept alive as well. Contrary to popular belief in the StarMech Collective and Borealis Republic, the Thuldan Empire does not maintain elaborate gladiatorial death arenas, although newer more dangerous sports like powerball and galactic rings see a few annual fatalities.
The most highly regarded event is, of course, the Olympics, held every four years in the Thuldan Prime system. All nations are invited to attend, but many decline.

The Arts
While the Thuldan Empire embraces the social production of literature, poetry, music, painting and sculpture, all the Arts are regulated by imperial decree. Gregor Kent wanted to ensure all original works of art produced in the Empire would be held to Thuldan standards. Thuldan art must never question humanity’s superior status over aliens. It must strive to advance the ideals of imperial unification of the species and the virtues of Thuldan strength and social loyalty. Artistic works in violation of the decree are seized by the authorities until a system governor can pass judgment. If guilty, the artist is jailed and the work in question destroyed. Subsequent Emperors have both resigned the decree.

Xenophobia
Not so much a practiced custom as it is an ingrained concept, the Thuldan people are not fond of alien species. Mutants may have altered DNA, but they’re still human. Aliens are just … alien. In fact, the Thuldans have a smaller population of non human citizens than any other nation, just 1.3 billion. Only the hardy weren have come to the Empire in significant numbers.
Humanity has a manifest destiny. Humanity spread itself among the stars. The other species, even the enigmatic fraal, are just riding on coattails. They are not our equals, and the Thuldan people will not treat them as such. Those that know their place and show proper deference are well tolerated by the average citizen. But a tsa who screeches about their 5 five star cluster being colonized while humans built pyramids will quickly be arrested for disturbing the peace.

The Thuldan Olympics
In the tradition of the ancient Greeks and the old nations of Earth, the Thuldan Empire hosts its own Olympic Games. Every four years, the best athletes in the Empire come to Thuldan Prime to compete against each other in the city of Antiquity, on Eden. Events cover the entire range of athletics, including: marathons, triathlons, wrestling, track & field, swimming, fencing, gymnastics, and various team sports. And yes, the winners still receive gold, silver, and bronze medals. Since the 2nd Galactic War came to an end, Emperor Regist has opened the games to all stellar nations, though many have yet to accept the invitation. The current foreign nations to regularly attend are: Austrin-Ontis Unlimited, the Hatire Community, the Galactic Concord, the Orion League, the Orlamu Theocracy, the Nariac Domain, and VoidCorp. The Rigunmor Star Consortium is considering attending the 2502 games, as is the New Dreth Commonwealth. In the interest of fairness, the Olympic Games are actually separated into two categories: natural and enhanced. Natural includes only baseline humans and aliens. Though an unpopular decision to allow aliens to compete, the Thuldan people have come to enjoy rooting against them. Enhanced includes anything else. Thus, Thuldan mutants, Nariac cyborgs, and Orlamu biokineticists all compete side by side. The only point of contention between participating nations is that the judging panels are made up exclusively of Thuldans. Emperor Regist outright refuses to allow multi-national panels, but calls for telepathic mindwalkers to ensure Imperial athletes do not win due to bias.

Government
With the dissolution of the Borealin royal family toward the end of the 1st Galactic War, the Thuldan Empire became the only monarchy in the Stellar Ring. There are advisors, of course, to facilitate the day-to-day functions. There are Senators, as well as Governors on the system and planetary levels, but they officially hold no wide-scale legislative powers. Their purpose is to enforce the Emperor’s will. He is also the head of the Thuldan military, and since all citizens hold military rank, this binds the populace ever closer to their leader. Furthermore, as a people who appreciate rigid, authoritarian chains of command, the Thuldan people have no significant problems with their government.
Legislative
Unlike most other governments, the Thuldan head-of-state is not the executive branch, but the legislative. The Emperor is the originator and final arbiter of Imperial law. As a matter of course, he prefers to leave decisions that affect only a single system as the purview of System and Planetary Governors. After all, he is only one man, and a very busy one at that.
In such cases, the Planetary Councilors of a world bring problems and proposals to their Planetary Governor, who repeals and/or signs laws into effect for that world. Should any such legal decisions run counter to the interests of that system or the Empire at large, the System Governor carries veto power over his Planetary Governors. Naturally, the Emperor could do the same, but rarely has time to observe the politics of any single planet or system.
One should not get the idea, however, that the Emperor works completely on his own in matters of law. He keeps a retinue of highly educated advisors to bring problems, discussions, and possible solutions to his attention. These advisors are appointed directly by the Emperor, and may hold no other position except for their reserve military rank while they serve him in this capacity. A man with two masters cannot be relied upon.

Court Advisor Factions
The Court is filled every day by hundreds of bureaucrats, analysts, nobles and hangers-on, all competing for the Emperor’s attention and favor. Those with similar interests and opinions naturally form alliances, however close or loose. Not everyone at Court can be easily labeled a member of these three broad coalitions.

There will always be infighting for personal interests, as well as those rare few with no allegiance to anyone or anything other than the Emperor.
Conservatives
These are the advisors who likely disagreed with Thuldan participation in the Treaty of Concord. Regardless, they all share the belief that war will recommence within decades, and approach every national issue with that truth in mind. The conservatives are nominally led by: Sanjif Alamara, Prince Brian Kent, Field Marshall Scipio Surma, Senator Darren Bear and Consul Unus Conrad.
Diplomats for Peace
The individuals of this faction believe the Empire’s future lay more in diplomacy and economic warfare than military conquest. They are people who helped bring about, or now support, the Emperor’s participation in the Treaty of Concord. Their interests are best represented by: Princess Juliana Kent, Senator Micah Dama and Prince Victor Kent.
Social Liberals
Those in this rather small group of advisors do not profess opinions on war or peace. Rather, their efforts are focused on societal needs, civil and financial. The most prominent social liberals are: Senator Adara Sekhalah and Elisa Richards.
Top Advisors
Although Emperor Regist maintains an Imperial Court brimming with advisors, informants, analysts and hopefuls, there are always a select few to whom he is given to defer the more important tasks, and to whom he is inclined to listen most closely. The people below are this inner circle with a grasp on the Emperor’s Ear.
Candras Arp
Emperor Regist’s oldest and most trusted advisor is his childhood friend Candras Arp (Hm/Thuldan/DCS-18). The two men have been inseparable since they were 10 years old, advancing through the military and royal court side by side. Candras was always happy to remain out

of the spotlight growing up, and still prefers to keep as low a public profile as possible. He was indispensable in helping Regist bring the Thuldan Empire into both the Alkaid Conference and the Treaty of Concord. This old soldier has the constant pulse of the Court, and only a very brave or stupid man will challenge him against the Emperor, openly or otherwise.

Sanjif Alamara
Among the first of the hard line conservatives of the Court, Sanjif (Xm/-Thuldan/TO-17) is one of the finest geneticists of the Empire. Of course, he was bred for the job, but that does not diminish his brilliance. Important matters of science and medicine rarely hide from his eyes and ears. For all his loyalty, Sanjif does not understand why the Empire made peace in GW2. In a few more decades, the Thuldans would have turned the tide against their enemies, regaining the initiative. Thus, despite his scientific bend, Sanjif is counted among the more militant advisors.
Prince Allende Kent
Born of the late Rubina Arp-Kent, Allende (Hm/Thuldan/DCS-10) is Regist’s third son. Unlike his four brothers, Allende has been kept very close to the Court by his father. The Emperor has ensured Allende is well versed in the details and dangers of imperial bureaucracy, presumably to better assist one of his older brothers in the future. He believes himself unlikely to be named Regist’s successor, but is determined to learn as much as he can from the old man in the meantime. Whoever is eventually named heir, there will be powerful and displeased factions. Allende prepares to restore calm in the Empire after the eventual transition of power. Still, he is learning vital administrative skills from the Emperor. In his deepest heart, the young prince hopes his father is grooming him as the heir.
Rebecca Surma
The current head of the Imperial Espionage Service, Rebecca Surma (Hf/Thuldan/FA-15) is privy to more secrets than almost anyone else in the Empire, secrets of which she keeps Emperor Regist well appraised. It is a job she takes extremely seriously, and would never consider taking part in a coup of any sort. Her predecessor, Darthen Candrella, was executed for his part in a conspiracy planning the death of the Emperor, discovered by a psionic member of the Emperor’s Guard.
Princess Juliana Kent
Regist’s fourth child, Juliana (Hf/Thuldan-/DFA-11) is his first child by the current Empress Catherine Rossi-Kent. Quite young, only forty years of age, Juliana is the chief Thuldan minister to the Galactic Consulate, appointed directly by her father on her thirtieth birthday. She is an adherent of the Hatire faith, and fierce political opponent of the Solar Princess Cestre Gatanita.
As a daughter, Juliana is not generally considered a possible successor to Regist. Freed from such conjecture, she is emotionally closer to the aged Emperor than any of her brothers, truly the apple of his eye. Juliana loves her father dearly, without ulterior motive. Still, some Imperial Senators wonder if Regist might leave his throne to the first Thuldan Empress.

Elisa Richards
The most unusual of Regist’s advisors is certainly Elisa Richards (Hf/Thuldan/DFA-4), appointed in the spring of 2499, once a simple cleaning girl of the Imperial Palace. Elisa was brushing up a broken vase one day as Prince Allende reprimanded a Commodore over a problem with supply lines to the Verge. When she heard the officer’s excuses, Elisa accidentally spat out that he was lying before she could stop herself. The Commodore furiously demanded her death, but Prince Allende desired an explanation. Elisa, it seemed, had heard from a fellow maid that the Commodore had been spending more time enjoying the comforts of her flesh than addressing the supply problems. A mindwalker was soon called for and proved Elisa correct.
The Emperor was delighted when he found out what had occurred … that a mere servant girl could root out a Commodore’s wasteful indiscretions! Regist immediately named Elisa one of his advisors, and gave her free reign of the Palace and its servants to gather her resources.
Thus far, Elisa’s advice has centered on the needs of the common citizen, things for which the upper classes often lose the feel. She has definite liberal tendencies, but prefers to let others voice the idea first, only speaking out if her opinion appears singular. Her common wisdom has given the old man a breath of fresh air, and some among the Court whisper that she has given him more than that. Others say that Prince Allende looks at her a certain way, so perhaps someone else brightens her nights.

Executive
Governors
Unlike the Senators of the Orion House of Equals, those of the Thuldan Imperial Senate hold no legislative power at all. Instead, Thuldan Senators and Governors share the responsibility of carrying out the Emperor’s decrees and enforcing his law.
At the lowest level of Thuldan bureaucracy, Planetary Councils are elected on every colonized world in the Empire. These are open elections, selected by the citizens to serve four year terms as Planetary Councilors. Though the number of Councilors differs from planet to planet, those in office take direction from the Planetary Governor.
This post is held by one of the Councilors, selected by his/her peers for a five year term. The now vacant council seat is filled by the free election’s runner up. All the Planetary Governors of a system collectively decide on one of themselves as the System Governor. This title is renewed every six years. Naturally, the Planetary Governor who ascends to control of the system leaves a vacant seat behind. That seat is filled with a Planetary Councilor, whose seat is filled by free election.

Senators
Every seven years, the System Governors of each Imperial Province elect three of their number to send to the Imperial Senate. Those chosen leave their previous positions, which are filled in the normal manner from the bottom up. The province’s system governors may also decide to send back their current Senators for another term. At any time, the Emperor can appoint/remove someone to/from any position in the Empire
Rather than assign certain Senators to specific areas of interest (agriculture, infrastructure, etc), all work in the Senate is done simultaneously by groups of three. The Senators of each province coordinate important matters with their System Governor subordinates to ensure the Emperor’s laws are carried out to the fullest.
Should a Senator feel a certain new law or legal modification is needed for the good of their home province, or even the Empire, he works with his fellow Senators to form the proposal. Afterward, they approach one of the Emperor’s advisors for an audience. The advisor will either arrange the meeting, bring the proposal to the Emperor himself, or refuse to help the Senators at all. In the last case, the Senators can only hope to find a friendly advisor. Should the Emperor agree with their proposal, he signs it into law, if not, he rejects it. In such a case, the Senators have no recourse.
Among the 72 Senators, there are a few who stand out more than most. Most notably is the Emperor’s own nephew, Micah Dama, a senator of the Ironheart Province and minister to the Galactic Consulate. Micah is the most vocal supporter of the Galactic Concord in the Senate, firmly believing diplomatic conquest to currently be the most reliable means of spreading the Empire. In contrast is Senator Darren Bear of the Vortex Lathe Province, a strong proponent of returning to war. Senator Adara Sekhalah of the Kabrutha Sting Province is also well known, primarily for her fierce support of financial and societal reforms.

Military Board
While all adult citizens of the Empire are also technically members of the military, they are not all active members. Thus, it is the purview of the Military Board to implement laws regarding the Thuldan Military. The board is composed of the Field Marshals of the Interior, Northern and Southern Navies, as well as the Consuls of the same Armies. All board members must agree to a proposed law before submitting it to the Emperor for approval.
Enforcement
On the street level, the Emperor’s laws are imposed by Imperial Law Enforcement (ILE) officers. These men and women generally held excellent service records in the Army Auxiliary, but wished to remain closer to their home planet or system. Thus, they are technically still reserve members of the Auxiliary. Rather than fighting the Empire’s enemies in space and on distant worlds, Imperial Law Enforcement ensures that every world of the Thuldan Empire holds itself up to the proper standards. They investigate crimes and arrest those believed guilty.
Imperial Law Enforcement is empowered to carry out its duties by the Police Charter, a document wherein the Emperor officially orders the agency to pursue its mission. Because ILE officers are carrying out an order from the Empire’s chief military commander, they may ignore a suspect’s military rank during their investigations.
Judiciary
Thuldan courts are well known for their efficiency and strictness. Since all adult citizens hold military rank, there is no division between civil and military law in the courts. Thus, all courts in the Empire are effectively military courts.
Courts
In most trials, a single magistrate acts as both judge and jury. Lawyers present evidence, witness, and testimony to the magistrate over the course of a few days, almost never longer than a week. The magistrate then passes judgment upon the accused depending on the strength of evidence against them, and the letter of the law. Appeals are presented by the magistrate to his direct superior the day after they are filed, and typically struck down mercilessly. On rare occasions when appeals are accepted, a panel of two magistrates presides over a new trial. If the panel is dead-locked over a decision, or the verdict remains guilty, then the accused may make one final appeal to the Senators of their province. Those senators may elect to bring the case to the attention of the Emperor via his advisors, or order the most recent verdict to stand. Most Senators realize when a case is truly in need of a retrial, however, and are loath to bother the Emperor with an unworthy matter. For this reason, most trials never receive more than one appeal.
Punishments
As for punishments, the Empire believes in second chances, but does not condone tragically circular prison systems. Spies, murderers, serial offenders, and dissidents receive the death penalty, period. There are no special appeals, pleas, or options, only execution in a matter of days. This practice, along with the natural Thuldan social acceptance of obeying authority, helps ensure the Empire suffers one of the lowest recorded major violent crime rates of the Stellar Ring.
Inmates convicted of manslaughter or assault charges join those found guilty of burglary, theft, and various other property related crimes in the prisons of the Empire. As stated elsewhere, all Thuldan prisons use inmates to perform basic industrial production. The prisoners earn no money for their efforts, just the satisfaction of hard work and a job well done. If that’s not enough for them, they can always ask to be put to death.
In times of war, inmates have the option to join the Thuldan Penal Legion, known as the 13th Legion. The men and women of the Penal Legion are given the opportunity to prove their worth to the Thuldan Empire, and mankind in general, by serving in the military once more. All commissioned officers of the 13th are actual Legionnaires, but the non-commissioned officers are

chosen from among the prisoners, by the prisoners. In situations where the Thuldan Legion expects to amass significant casualties, members of the Penal Legion are called to take the brunt of the attack. In time, members of the 13th may earn the right to rejoin Thuldan society, and some decide to remain in the Penal Legion as commissioned officers.

Thuldan Military
Without a doubt, the Thuldan Empire possesses the single most powerful military in the Stellar Ring. No nation, not even the Galactic Concord could honestly expect to hold their own against the Thuldans head-to-head. Mankind must be strong and unrelenting if they are to reach their manifest destiny. As with most nations, the Thuldans divide their military into the two major divisions of army and navy. The Imperial Espionage Service does not answer to the Military Board, but is included in this section as an important Imperial asset.
The Imperial Thuldan Navy
From the opening days of the 2nd Galactic War, to the final hours before the Treaty of Concord ended the conflict, the Imperial Thuldan Navy fought fiercely. Although the latest edition of Fighting Ships awarded the Thuldan Empire only a “B” grade naval rating, the Imperial Thuldan Navy (ITN) more than makes up for its less-than-perfect score with sheer numbers. With 15 Fleets defending 24 provinces, the ITN is so large that it would take the navies of two average nations to match to its size. It even nets one more fortress ship than the Galactic Concord, and has nowhere near than same defense problems as the Concord, having only four borders to patrol, instead of twelve. ITN shipyards continue to construct more medium and capitol size vessels at a steady rate. If a new galactic war were to break out soon, the Thuldan Empire would be better prepared than most.

Lazy or ungifted ITN officers sometimes rely on sheer numbers to achieve victory, accumulating unnecessary ship damage and casualties as a result. Such officers are seldom rewarded with promotion. More cunning or organized officers do not rely on that crutch, achieving victory with their numbers, not because of them. Still, the Imperial Thuldan Navy is vast, and all its officers are skilled at using their numbers against smaller opponents. Superiorly sized Thuldan naval forces often threaten smaller enemies from multiple fronts and angles, forcing their foes to stretch thin, retreat, or risk being outflanked. This tactic was used most effectively in the opening years of GW2 against Sothvec Industries and the Taurean Star Republic.
Against opponents of equal size, the ITN uses aggressively bold strategies. Daring strikes to the heart of the enemy line set up with feints and rolling offensives are the order of the day versus enemies like the Orion League. Even when forced into a defensive posture, the best Imperial Navy officers find ways to force the enemy’s hand, drawing out an attack at a time more of their own choosing than their opponent’s.
Further, Thuldan adherence to authority provides a solid foundation for success. Chain-of-command is unbreakable in the Imperial Thuldan Navy. There has never been a confirmed instance of mutiny on an ITN vessel. Orders are carried out, not questioned. Naval battle formations are maintained until rescinded by order, even under superior firepower.
The navy’s alteration of traditional top ranks is of special note. The ITN follows standard naval ranks through Commodore, but replaces the titles of Rear, Vice, and Fleet Admiral with those of Marshall and Field Marshall.
The ITN is largely divided into three different sections: The Northern, Interior, and Southern Navies. The Northern patrols the border closest to the Hatire Community, the Southern patrols the border closest to Concord Taurus, and the Interior patrols the core of the Empire. Each is commanded by a highly respected Field Marshall.
The Naval Reserves
Not all Thuldan citizens take their two requisite years of military service in the Army Auxiliary. Some find the call of space more thrilling, and join the Imperial Thuldan Navy instead. Still, while there is a healthy list of naval reservists, the ITN is primarily made up of career soldiers.

The Imperial Army
After the 1st Galactic War, all stellar nations respected the Thuldan Army as a force to be reckoned with. As the 2nd Galactic War began, that reputation changed from respected to monstrous. Unstoppable legions descended on planet after planet. Almost limitless auxiliary troops secured home territory and garrisoned conquered worlds.
One of three “A” grade armies in the Stellar Ring, the Thuldan Army earned its reputation through both sheer numbers and strong, disciplined soldiers. Indeed, many in the bottom 10% of Thuldan soldiers would find themselves among the top 10% of soldiers in several lesser armies. Over 30 billion citizens are currently active in the Thuldan Army, doubling or even tripling those of other nations
Though the Imperial Army is separated into the Legion and the Auxiliary, they fight together. The Thuldan Legion makes up the bulk of army operations, but each Legion is always supported by a full Corps of reserve soldiers. The Army is arranged in the following manner, with both Auxiliary and Legion adhering to the organizational pattern up through Division. At each progression, manpower increases by a factor of 10.

At this point Auxiliary and Legion structures diverge. Auxiliary soldiers are organized at their largest point into Corps. Each Corps contains 10 divisions, or 100 million soldiers. Each Legion has 20 divisions, or 200 million legionnaires. Thus there are currently 100 standard legions in service to the Empire.
Like the ITN, the Imperial Army’s overall command is divided into Northern, Southern, and Interior sections. Each is commanded by a Consul.
The Army Auxiliary
Most Thuldan citizens serve at least two years in the Army Auxiliary. After that, they become inactive members. During the height of GW2, more than 23 billion Auxiliary members held active duty. Most have long since returned to reserve status in peacetime. As of 2501, only 12.7 billion active members remain. As these soldiers typically support the Thuldan Legion in a 1 to 2 manpower ratio, no more than 10 billion are generally required for field duty.
In war, Auxiliary Corps are used in a supplementary role. In GW2 attacks they often followed legionnaires into combat as the second line of troops, providing the extra manpower to break an enemy line or occupy vital terrain. If legionnaires were not available, Auxiliary troops were used as frontline soldiers against generally weak foes like the Borealis Republic. As the war went on, Auxiliary soldiers were used more and more a garrison troops, securing conquered worlds so the Thuldan Legions could continue on to new targets. They are well versed in planetary defense and counter-insurgency methodology.
The Thuldan Legion
While the Auxiliary adds overwhelming numbers to the Imperial Army, the Thuldan Legion is the core, the backbone, and the teeth of that army. With 20 billion legionnaires on active duty, the Empire has the greatest supply of elite ground troops in the Stellar Ring. Legions are numbered from the 1st Legion to the 101st Legion. The 13th Legion, known as the Penal Legion, is an irregular unit only called up in wartime.
One should not get the impression, however, that because of its size the Legion favors human-wave tactics. The Thuldan Legion is among the most highly trained, precision troops found in civilization. Only the Austrin and Concord Marines could hope to match them.
During planetary invasions, orbital bombardment of anti-air weapon sites is followed up by Legion drop ships to secure

vital locations. The legionnaires must fly in under fire and take the offensive the moment they land. The same drop ships often carry gravity tanks with the legionnaires for heavy ground support or shock and awe tactics. The Legions can also be highly mobile. Once a target is secure, the legionnaires may be called on to attack another site, piling most of the force back into transports and relocating to assault the new site.
The long decades of GW2 dismissed the notion that the Legion is only shock and awe frontal assaults. Enemy nations learned to their dismay that the Legion also employs stealth infiltration tactics and commando teams.
The Legions’ mobility, discipline and topnotch weaponry are further enhanced by the inclusion of genetically altered specialist troops. The most famous of these are Vacuum mutants for ship-to-ship boarding actions, Hi-G troops, and the fearsome warlions. Dozens of other genotypes exist, tailoring legionnaires to excel in specific environments or roles.
Marking themselves apart from the Auxiliary and the ITN, every member of the Legion receives a tattoo. Rather than modern removable bioart, legionnaires get the old ink treatment. The symbol is that of the pyramid shown on the Thuldan flag, with a sword and rifle crossed before it. The tradition was started by the original legionnaires of the 1st Galactic War.
Since the Treaty of Concord, the Legion has suffered from low morale, compounded by military inactivity stemming from the newfound peace of the Stellar Ring. In response, Emperor Regist instituted the use of ancient Roman ranks among the Legion’s officers:

Additionally, every unit of legionnaires has been assigned a standard bearer. It is too soon to tell if the changes have had the desired long term effect, but combat duty would certainly raise their spirits.
Entrance into the Legion has become remarkably more difficult in the past twenty years, as the Praetors in command seek to prevent the entrance of lesser skilled soldiers weighing down the Legion.

The Mongol class heavy transport is used for ferrying half a platoon, and thus often operates in pairs, and is fully capable of descending into atmosphere from space. It contains no stardrive, and is stored upon carriers, and other capitol ships. The Mongol is sparsely armed, depending upon its thick armor, defensive systems, and maneuverability to stay in one piece until landing. Support escorts would normally guard the transport during its descent. The Mongol class also contains a rear-loading hangar used to store an all-terrain ground transport or air tank.

The Cossack class light transport is the atmospheric transport of choice for the Legion. Half the size of the Mongol class, the Cossack carries about two squads. It is only moderately armored, and just as lightly-armed as most transports. The Cossack is not equipped for space travel, and thus only used to ferry troops to and from surface engagements. It remains a highly versatile and maneuverable craft.

Imperial Espionage Service
As with most nations, the Thuldan Empire maintains an intelligence branch. Rather than act out of a centralized position, the IES has a minority of its members in bureaucratic positions, and approx 75% acting as moles inside and outside of the Empire. Their primary purpose is to gather intelligence useful in dealing with foreign nations. Often pronounced as “Eyes,” one never knows where the IES will be found, and this looming uncertainty helps discourage disloyalty. Even the head of the IES is not above this fear, as mindwalking members of the Emperor’s Guard and select IES agents periodically inspect the agency’s leadership to ensure loyalty to the Emperor.
The most select area of the IES is its defensive branch, Imperial Counter Intelligence (ICI). Good espionage is a fine thing, but what about the other guys’ spies and agents? Thuldans need look no further than the ICI. Founded during the 2nd Galactic War, the ICI was the brainchild of Gregory Herte, a veteran of the Legion and decorated IES agent. He boldly proposed the idea to Emperor Decret in 2380 as a necessary precaution against wartime espionage. His agency proved a great success, as the Empire’s enemies had many spies, particularly in newly conquered regions along the StarMech and Borealin fronts. Today, Gregory Herte still runs the ICI, but is very old, and said to be actively searching for a replacement to recommend the Emperor appoint.
Power Players of the Thuldan Empire
Imperial Concerns
The Thuldan Empire is one of the largest and most powerful nations of the Stellar Ring, and as been one since its inception. As such, it stands to reason they hold a number of powerful, charismatic, and fiercely political men and women to facilitate their august position. Discussed below are several of these people.
Emperor Regist Kent
Appointed heir on Emperor Decret’s deathbed some forty years into the 2nd Galactic War, Regist Kent (Hm/Thuldan-/DCS-22) has been the leader of the Thuldan Empire ever since. He is currently 170 years old, and still considered quite healthy and fit. He is, however, not as popular with the people as his father and grandfather, due exclusively to his cessation of hostilities during GW2 and signing of the Treaty of Concord.
For his part, Regist believes making peace was the best thing he ever did for his people. The Thuldan Empire needed time to rebuild and regroup. There were only 34 years of peace between the two Galactic Wars. There have now been 29 years since GW2. Regist believes a 3rd Galactic War is inevitable. By allowing his nation time to restore its economic and manufacturing capabilities to peak levels, The Emperor has given the Thuldans a long term advantage in the next century, whether his people realize it or not. He chose the wiser, less glorious path. History will judge him.
Perhaps the most important concern regarding Regist is the fact that he has yet to name an heir. The previous two Emperors both named a son as their heir. Regist has four sons, one daughter, and number of cousins who are all likely candidates for the position. It is widely believed that he has not yet named an heir for fear of they would be assassinated prior to his death. It is therefore hoped that the Emperor has made preparations to posthumously name his hear via a Last Will and Testament, or perhaps step down after appointing a successor.
Emperor Regist’s current plans include the strengthening of Imperial presence throughout The Verge, further bolstering of the industrial economy, and the passing of the Concord’s Universal Mutant Rights Bill though the Galactic Consulate.

Field Marshall Ligarius Kent
Eighteen years younger than Regist,
Ligarius (Hm/Thuldan/CS-16) is the
youngest of the late Emperor Decret’s
children. Ligarius always admired Regist,
and as the youngest of four, never seriously
considered that he might become Emperor.
When Regist was named the heir, Ligarius
was the first to kneel before his brother and
swear an oath of fealty.
Freed from the prospect of the Throne,
Ligarius married a wife of his own
choosing, Anceilla Surma within the year.
Concerned over the growing numbers of
the imperial family in the next generation,
Ligarius and Anceilla chose to have no
children. They would have each other, and
their duty. Today he watches Regist’s sons
maneuver for their father’s throne, and is
comforted by his decision.
He currently serves as commander of
the Interior Navy, and sits on the Military
Board. Ligarius will fervently defend
whoever is named heir.
Field Marshall Jonathon Candrella
The Head of the Northern Navy, Jonathon
Candrella (Hm/Thuldan/TO-17) has only
ever known Regist as the Thuldan Emperor.
He first caught the Emperor’s eye during a
joint Hatire-Thuldan push into Solar
territory as a Captain during the war, and
eventually rose to the rank of Field
Marshall. Following the Donovan Coup of
2471, Regist filled the vacant command of
the Northern Navy with his favorite young
Field Marshall.
Some among the Imperil Court whisper
that Regist is considering naming one of his
military leaders as heir rather than one of
his children. If so, Jonathon Candrella
would be among the top candidates. While
no direct blood connection to Gregor Kent
exists, the Candrella family does share a
marital connection to the Kents. For his
part, Field Marshall Candrella would be
willing to accept the position of heir, but will
not seek it on his own.
Also of note, Jonathon is among the third
of imperial citizens who practice the Hatire
faith. Although he does not embrace the
technological taboo of the Hatire, Field
Marshall Candrella considers himself a
very spiritual person.
Field Marshall Scipio Surma
The Head of the Southern Navy, Field
Marshall Scipio Surma (Hm/Thuldan/DCS-
20) fought the StarMech Collective, Orlamu
Theocracy and Orion League for many
years. As such, having been forced to see
so much of his gains given up to the
Concord Taurus Neutrality did not sit well
with him. In fact, his contempt for the
Galactic Concord is well known, as is his
disagreement with his cousin the Emperor
for signing the Treaty of Concord.
The disagreement does not end there.
Scipio desires the throne, and nothing else.
As a child of Xander Surma and Kristen
Kent, Scipio has a direct line of decent from
Gregor Kent. He is immensely popular with
those imperial citizens unhappy with peace,
and maneuvers himself to discredit anyone
else named heir. In fact, Scipio believes he
is close to sealing an alliance with Prince
Allende to support his endeavor upon the
Emperor’s death.

Prince Brian Kent
Brian Kent (Hm/Thuldan/DCS-14) is the eldest child of Emperor Regist. He is 105 years old, and holds the rank of Prefect within the 7th Thuldan Legion. He considers his siblings unworthy of their father, and the Imperial throne his birthright. To this end, Brian schemes against his rivals for the throne, especially his younger brother Victor, whom he has tried to assassinate on two separate occasions. Fortunately, Brian has been clever enough to keep his involvement secret.
He must also remain vigilant to the scheming of his mother-in-law, the Empress Catherine Rossi-Kent. Brian has hated the woman since she first married his father, and is certain she wants the Throne for her own son, Jivan.
Prince Victor Kent
Born of the late Rubina Arp-Kent, Victor (Hm/Thuldan/FA-16) is Regist’s second child. Regist was the second son of Decret. Emperor Decret was the second son of Gregor. If the tradition should follow, Victor would become the next Thuldan Emperor. This has not escaped the notice of others, for good or ill, since his birth. Prince Victor holds the rank of Prefect in the 11th Legion, and has acquired many allies within the army due both to his natural abilities as well as his position as the second son. Indeed, should Victor not be named heir, his cooperation may be needed to calm the hearts of the Legion.
Politically, Victor believes the Galactic Concord’s creation altered interstellar dynamics as much as the dissolution of the old Terran Empire. Given the Concord’s location, the Thuldan Empire cannot enter the coming 3rd Galactic War as it did the 2nd. The Thuldans should find a way to draw the Union of Sol, their oldest enemy, into conflict without sparking war with the Concord. His views are often portrayed as peaceful by rivals, but Victor prefers to call them diplomatically strategic.
Prince Victor knows his primary rival for the throne is his older brother, but is not certain whether various attempts on his life originated with Brian or his mother-in-law.

Prince Jivan Kent
The fifth and youngest child of the Emperor, Jivan (Hm/Thuldan/DTO-7) holds no high military rank like Brian and Victor. He is not an advisor like Allende or a diplomat like Juliana. Jivan is a student. Only 31 years old, he still has much to learn about the universe, and little experience of his own. For these reasons, he considers his chances of being named heir quite scarce, and is content to remain out of politics whenever possible. He is very fearful of his half-brother Brian, and prefers the company of Allende or Juliana.
Prince Jivan passes his time almost entirely in the Thuldan Prime system. The first half is spent at Court, learning from his mother and competing for his father’s respect. The other half is spent training in the 1st Legion at the Staff HQ on Avalon, where Jivan holds the rank of Centurion.
Empress Catherine Rossi-Kent
Born to the Rossi noble family, Catherine’s (Hf/Thuldan/DFA-19) marriage to Regist in 2451 was the second direct marriage between the Kent and Rossi families; the first being with Nicole Kent, the daughter of Gregor.
Catherine has provided Regist with companionship, two children, and political support for half a century. She is a realistic political woman, and has turned a blind eye to Regist’s adulterous indulgences over the years; the privileges of rank. But she will not see anyone other than Jivan sit on the throne after Regist is gone. Her son will be Emperor of the Thuldan people. She believes that her primary opponent in Court is none other than Brian Kent, her eldest stepson, and plans his assassination with care.
Consul Severus Roth
Commander of the Interior Army, Severus (Xm/Thuldan/CS-21) is a veteran of the 2nd Galactic War, all 126 years of it. He has seen too much blood and war to bother himself with politics. Severus is fiercely loyal to Emperor Regist, and will support unto his death whomever is named heir. He understands and respects the reasons Regist made peace in GW2, but longs for the rigors of combat once more.
In recent years, he has taken Prince Victor under his wing, intent on teaching the young man everything important about leading other men. Consul Roth believes Victor will be the next Emperor, and wants to ensure that he will be a good one. Severus holds a deep-seated respect for the chain-of-command, and will restrain the prince should Victor not be chosen.
Consul Unus Conrad
This hot-tempered commander of the Northern Army longs to fight the vaunted young Concord Marines, so that his legions can show them what true soldiers are. Unus (Hm/Thuldan/CS-16) was furious at the Treaty of Concord, and wishes for little more than a return to war. To this end, he supports Prince Brian Kent’s ascension to the throne in all ways.
Consul Isabella Rossi
Isabella Rossi (Hf/Thuldan/DCS-17) is cousin to the empress, and consul of the Southern Army. She quietly supports her nephew Prince Jivan for imperial heir in the furtherance of family interests. She secretly believes that outcome is unlikely, but would never tell this to Empress Catherine.
Consul Rossi has a growing concern that the loyalties of many praetors and generals under her command are being co-opted by Field Marshall Scipio Surma.
Senator Adara Sekhalah
The senior-most senator of the Kabrutha Sting Province, Adara (Hf/Fomalhaut/DFA-14) is among the most active and popular representatives in the Imperial Senate. She is a descendant of the conquered Sultanate of Fomalhaut’s culture, and is the first such person appointed to the Imperial Senate.
Senator Sekhalah is a vocal proponent of financial reform within the Empire. Thuldan bureaucracy is so vast that various senators, nobles and field marshals are able to spend massive amounts of money in relative secret with little oversight. System Governors, because their decisions need not be approved by the Emperor, sometimes rule their star system as a fiefdom. Senator Sekhalah pushes for the formation of a financial regulatory system of

some sort. Such an institution would lessen reliance on VoidCorp’s economic advisors.
She also lobbies to broaden the imperial interpretations of what is Thuldan in the arts. Her argument is that unrestricted practices of Old Earth led to the glorious current imperial arts, and looser regulation may produce unforeseen advances in Thuldan society. Meanwhile, overzealous governors could be robbing future imperial citizens of potential artistic masterpieces.
Ambassador Konrad Tor
Legate Konrad Tor (Hm/Thuldan/DCS-12) is the prime imperial diplomat to the Hatire Community. He carries out the personal will of Emperor Regist and ensures the cooperation of the Hatire people to the best interests of the Empire. Konrad keeps a close eye Hatire politics and movements to prevent the nation from ever straying too far from Thuldan interests.
Field Marshall Andrew Stott
A newly appointed Field Marshall of the Southern Navy, Andrew Stott (Xm/Thuldan-/CS-8) has recently been sent to the Verge to smooth over relations with the Regency of Bluefall. He hopes to use this assignment to strengthen his position within the Empire, and maintains a healthy legion of friends, informants, and couriers to keep well informed.

Hatire Community
The long years of GW2 have inexorably tied this nation to the Empire. If the Thuldans were to suddenly cut their ties with the Hatire, the Community’s entire economy would fall into depression. Growing imperial belief in the Hatire faith brings their citizens even closer. In truth, the Community is the only true ally the Empire has ever known. VoidCorp and the Nariac Domain are simply too far away.

Rigunmor Star Consortium
Although they had only the most peripheral of wartime conflict, the Empire keeps the Rigunmors at arm’s length. This is not due to philosophical differences or military history, but simple economics. The Thuldan economy will do much better without allowing the Star Consortium unrestricted financial access. Under this stance, the Empire carries on heavily supervised trade with the Rigunmors.

VoidCorp
While the Thuldan Empire controlled its side of the Stellar Ring in GW2, VoidCorp controlled the other with its Dreth and Nariac puppets. The two great nations do not have much in common other than that they are both very powerful and not generally liked by the rest of the Stellar Ring. If history had placed them as neighbors, the war may have been very different indeed.
That said, diplomatic relations with VoidCorp are as strong as ever, with open trade a commonly accepted practice. The Thuldans generally rely on the corporate goliath’s financial expertise and interstellar communications products to strengthen their infrastructure. The Empire is also perhaps the only nation to openly support VoidCorp’s oppression of the sesheyans.

StarMech Collective
StarMech reliance on robotics over humanity nearly cost them their entire country during GW2. Only the help of Orlamu, Orion, and Solar forces saved this nation from the Thuldan Empire. If the 3rd Galactic War were to come, only the battered Concord Taurus Neutrality stands in between the Empire and Collective. There is almost no trade between these two nations, and diplomatic tensions run high.

Galactic Concord
To a degree, the Thuldan Empire resents the very existence of the Galactic Concord. The Thuldans were forced to tithe much conquered territory and many valuable military assets to the fledgling nation. While the Treaty of Concord ended a progressively costly war, giving the Empire time to rebuild, it also created the Concord, who now struts about, casting decrees and warning with impudence. Their time will come.
In the meantime, the Empire does its best to foster a sense of friendship and cooperation with the Galactic Concord, difficult at times. After all, it would not do to be seen as acting similar to the antagonistic Union of Sol.



Noble Houses

The Thuldan Empire, although founded by Gregor Kent, also depended upon the resources and leadership of others. Many of these families gained some measure of distinction within the Empire, and several have married into the Kent line over the years. Below are the most prominent:

  • Arp: Hailing from Germanic Europe of Old Earth, the Arp family spearheaded the genetic research of the early Thuldan Empire. Although they no longer hold any measure of monopoly, the Arps continue to own many leading medical facilities, and several family members carry on genetics work. Dr. Taylor Arp (Xm/Thuldan/TO12) is the current patriarch. Emperor Regist’s first wife was the late Rubina Arp, who died of natural illness during GW2. Thuldan heroes of the Arp family gain the genetics specialty skill for free when purchasing the Medical Science broad skill.
  • Candrella: The Candrella family’s most prestigious marriage was to Emperor Decret, although they are very well connected to all the major families of the Empire. Though the Candrellas maintain extensive investments, they are historically connected to the Imperial Navy due to numerous famous officers. In fact, Jonathon Candrella is currently the Field Marshall of the Northern Empire. Aside from Jonathon, the family is largely out of favor with Emperor Regist for a member’s involvement in the Donovan Coup of 2471. Thuldan heroes of the Candrella family suffer a-1 penalty to their starting Social Status Authority. Additionally, they may purchase the Reputation perk at half cost if it concerns the Imperial Navy.
  • Dama: The Dama family are renown for their patronage of the arts. Indeed, at least one child of each generation has become a great artist of some sort. The original patriarch, Michael Dama, designed the architecture of the Emperor’s Keep in the Imperial Palace on Thuldan Prime. If desired, Thuldan heroes of the Dama family gain the Creativity broad skill for free.
  • Halley: Following the Donovan Coup of 2471, Emperor Regist had his sister-in-law Mariska Halley-Kent executed, as well as her children and grandchildren, to ensure the absence of reprisals for her husband’s execution. The rest of the Halley family denounced Mariska and her immediate family as traitors, staving off Regist’s wrath. A failed assassination in 2480 by a member of the Halley family was the last straw, however. Their titles and lands were taken from them. The Legion hunted them down and wiped out their line wherever it could be found. Few survived. Thuldan heroes of the Halley line must hide their very existence carefully. They suffer a 6 point Infamy flaw for which they receive no skill points. However, they gain the Observant perk at no cost, as Halley survivors must be ever attentive to survive.
  • Surma: The Surma family were close friends of Gregor Kent from childhood, and followed his leadership away from Earth. Today, they are closely tied to the weapons development research field within the Empire. The current patriarch, Scipio Surma, is the Field Marshall of the South, and 1st Cousin once removed from Emperor Regist. Thuldan heroes of the Surma family always treat the availability of weapons as one category closer to common.
  • Rossi: The Rossi family began as mega-wealthy autocrats following Gregor Kent into space. Today, they are perhaps the most influential noble house of the Empire. The current Empress is Catherine Rossi-Kent, who gave birth to Juliana and Jivan Kent. Should Jivan be named Regist’s heir, the Rossi family would enjoy favored status for decades to come. Much of their income springs from widespread mercantile interests. Thuldan heroes of the Rossi family gain a +1 bonus to their Social Status Authority, and a –1 bonus when using the Interaction-interview skill.

Lesser Noble Families

While the aforementioned noble families of Arp, Candrella, Dama, Halley, Rossi and Surma are the most famous, widespread, or powerful, dozens of less influential families also exist. These nobles are still quite wealthy, and often centered around a single system. A few are discussed below, but GMs should feel encouraged to invent their own lesser nobility to fit the needs of their games.

  • Tor: First among the lesser nobility is the Tor family. Although quite powerful in the earliest days of the Empire, the Tor family experienced several untimely failures that dropped them out of favor and depleted their coffers. Since late in the 2nd Galactic War, however, they seem to have rebuilt a strong base of economic investments. The most visible sign of their rising star status was the appointment of Legate Konrad Tor as the primary Ambassador to the Hatire Community. It may soon be inevitable for the Tors to become a major noble family.
  • Delaney: Largely tied into mass reactor and stardrive manufacturing, the Delaney family is a steady influence of the Kotra Fah system.
  • Miller: Spread through the Empire with no centralized power base, the Miller family’s investments center around computer and Grid engineering technology. They have only just been recognized by Emperor Regist as nobility.
  • Talbert: The growing Talbert family has acquired a reputation as scholars and soldiers. They hold a distinguished record among the Legion, as well as Imperially honored professors of history and philosophy.
  • Watkins: Most of the Watkins family lives in the Cias system, near the Concord border. Their holdings are largely diverse, although the matriarch has recently begun to focus on agricultural products.

Predominant Species: Overwhelming Dwarven majority; widespread use of genetic manipulation including Half-Elf and Half-Orc minorities

The Thuldan Empire was the creation of mogul Gregor Kent, to realize his vision of a manifest destiny for Golarians in the stars. However what they consider patriotic zeal is regarded by most other nations as brazen imperialism. The Thuldans make no effort to conceal or moderate their desire to unite space under one rule, and most historians blame them for instigating the Tau Ceti riots which initiated the Second Galactic War.

Despite their belligerent tendencies, the Thuldan Empire is by far the most tolerant nation with regards to human mutants and half-human hybrids. Half-elves and half-orcs face no discrimination in the empire, and there are no taboos about biotech. Imperial geneticists are the undisputed masters of biological manipulation, and this is reflected in the strong, healthy Thuldan populace.

Thuldan society is direct and unsophisticated. Their education is militarized, and their culture favors contests of physical prowess over more enlightening forms of entertainment. Many Thuldans are irreligious, although roughly a quarter follow the Hatire faith and their numbers continue to grow. Hatire missionaries have carefully preached an interpretation of their faith that emphasizes the virtues of effort and rejecting decadence, while minimizing any criticisms of genetic manipulation.

Ability Adjustments: Thuldan humans gain +1 Constitution and +1 Strength.

Racial Trait: Thuldan humans gain one free biotech of level 3 or less.


Predominant Species: Elf and Halfling with Human minority; cybernetic species virtually absent

The Hatire Community began as a colony of halflings and elves desiring to escape the march of science that had overtaken Golarion. Seeking a simpler way of life more in touch with their heritage and free from the taint of technology, they dove deep into the depths and found a new world to call home. Haven, as they would name it, became the prime destination for elves and halflings expatriating from Gol, and is now the largest concentration of them to be found in space.

Eventually the Hatire became aware that they were not the first beings to have called Haven home. Investigating ancient ruins, they learned of the previous inhabitants and their worship of Cosmir. The teachings they deciphered spread through the community like fire, confirming their convictions that purity of spirit and rejection of the taint of technology was right and just.

However, hard circumstances required compromises. The outbreak of the Second Galactic War necessitated the creation of a modern elite fighting force. And worse, no defense could be expected to hold back the might of the Thuldan Empire. With no alternative, the Hatire were quick to become a client state of the Thuldans.

Ability Adjustments: Hatire humans gain +1 Constitution and +1 Wisdom.

Racial Trait: Hatire humans may cast Divine Aspect once per day as a supernatural ability, using their character level as their caster level.


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