User Tools

Site Tools


Sidebar

The World of Eideon
Current Year
839th Imperial Year

2789 A.D.

fic:world_of_eideon

This is an old revision of the document!


The World of Eideon

Battle of the Marias River

Rabbits on the Run


Hostile column in this order
BMP-1 - BMP-1 - T-55 - BTR-60 - BTR-60 - T-55 - BTR-60 - BTR-60
BMP-1 Command Vehicle - Truck Cargo - Truck Cargo - Fuel Truck

If there was one thing she loved about this place it was how close it was to her own home, rolling fields, some planted some simply wild. The roads were paved and maintained here so her ride was oh so much smoother, how such a people managed to keep so many miles under bitumen she'd never know… at least until she asked one of them.

She shifted slightly, her gaze moving toward the back of her spot atop the tank turret. Despite the overcast and the steady drizzle of rain she knew it was a full moon. Enough ambient light filtering down to give her purpose atop the annoyingly loud Gali vehicle a bit of an edge, of course here there were two bright spots rather than the singular one of her world. She could see in the dark mostly, while the countless semi-awake Gali soldiers could not, a blessing and somewhat of a curse from her creators. A gloved hand reached up and shifted the headset, pulling one free from her long lapine ears and grimacing as the sounds of the fossil engine roared behind her. She let it fall back in before three hard knocks came from below her, prompting her to shift over, her lithe form, decently hard to see from a black and dark green leather suit vanishing into a collection of supplies tied down to the top.

A moment later the source of the noise pushed open the hatch and emerged into the wet night, his soft cover soon followed by the dark mustard colored uniform the Gali armored troops favored. She could see him squint before his dark face finally fell on hers, annoyance clear.

“Do you just laze up here woman!” He yelled, mostly she figured to get the sound of his voice over that of the throaty roar behind them.

She merely grinned in response, it wouldn't take much to kill him, of course… then she'd endanger her sisters. Part of her however thought it'd almost be worth it to send the captain to his grave even if the troops in the convoy managed to get her.

“I watch, certainly can't listen, but I watch.” She said, bringing two fingers to her eyes before pointing off beyond them into the darkness. “There are structures up ahead, perhaps we should stop and check?”

She heard him curse in Gali before speaking something into the microphone on his chest. She knew he wanted the rabbits, the people who'd managed to slip his army's cordon and run in all directions. His people always wanted more Koles for their works, their farms, and their factories, and every able-body he brought back would surely line his pockets. Of course that was none of her business but the response she expected soon came.

“We don't have the time to check every little structure.” He said, though she could tell it hadn't been his decision, whether another chance to take everything within or wise tactics she didn't know. “We proceed.” He finally finished, dropping back down into the tank but leaving the hatch open.

She could only shake her head, she knew greed probably killed more in the last three days than simple foolish tactics. The Gali's where raiders if anything and the lands before them, gifted by the portal they'd found where just another place to run rampant. Sighing, she sat up, shifting slightly with the slightly as she pulled an oiled cloak from behind over her to keep the rain off. Her gaze had shifted off to the right, beyond at the far end of an open field something moved and glinted even in the low light. Squinting she was looking right at it when the outline of a vehicle…. one of THEIR vehicles finally distinguished itself. She opened her mouth to scream in alarm when something bright and white flashed from the opposite direction, she didn't hesitate, flinging herself off the dome shaped turret.

The near-human was still in the air when the first ATGM, anti-tank guided missile, dove down after travelling on its short arc from the upper most floor of the nearby farm house. Its souless eye nearly bringing itself directly down through the open hatch before detonating. The tank commander simply obliterated, his body shattering as the hypervelocity jet of liquid metal filled the space with plasma and metal fragmentation. Of the three remaining crew, only the driver still lived if only for a moment, a thunderous secondary explosion that followed less than a second later as the internal ammunition cooked off. A pillar of flame marked the site of the crew's immolation as the tank's domed turret went flying into the night sky, the entire column halting or swerving to avoid those that had. A moment later the lead armored vehicle met the same fate and men began screaming in the black night.

A solitary being lay in the grass some twenty meters from the remains of her 'steed', blinking as she sucked in air. The overpressure having smashed her far further than she'd been aiming to jump and sending the wind from her lungs.

“Fools.” She spat, she knew this would happen, watching as muzzle flashes started along with another salvo meesiles. Suddenly a realization hit her, her head frantic as she looked everywhere but came up short of her pack.. and her rifle. Letting out a long if hissed curse as the bite of several small shrapnel wounds bit into her she clutched her knife and darted off into the darkness toward the flank of the angry spitting building five hundred yards distant.

Forces Involved


Cascadium Surface Defense Force

Vehicles
  • Light Vehicles
  • 3x Bushmaster 6×6 ATGM Vehicles
  • 10x Sidewinder 4×4 Armored Trucks
  • 2x Rhino Trucks, one configured for fuel one for cargo.
  • 1x Gale 6×6 Mortar Truck

  • Armored Vehicles
  • 2x Puma 8×8 Armored Personnel Carriers
  • 1x Tiger 8×8 Infantry Fighting Vehicles
  • 1x Powell Tracked Infantry Fighting Vehicle
  • 2x Jackson Light Support Tanks
Organization
  • Light Armored Combat Team
  • 2x MADFV-011 'Jackson' Light Support Tank
    • 3x Crew Each
  • 1x Powell Tracked Infantry Fighting Vehicle
    • 3x Crew
    • 6x Infantry Fireteam Element

  • Mechanized Infantry Group
  • 1x Tiger 8×8 Infantry Fighting Vehicle
    • 3x Crew
    • 9x Infantry Squad
  • 2x Puma 8×8 Armored Personnel Carriers
    • 2x Crew
    • 9x Infantry Squad

  • Motorized Anti-tank Group
  • 3x Bushmaster 6×6 ATGM Vehicles
    • 2x Crew
  • 3x Sidewinder 4×4 Armored Trucks
    • 2x Crew
    • 2x ATGM Team
  • 3x Sidewinder 4×4 Armored Trucks
    • 2x Crew

  • Motorized Mortar Section
  • 1x Gale 6×6 Mortar Truck
    • 2x Crew
  • 1x Sidewinder 4×4 Armored Truck
    • 2x Crew

  • Command and Supply Section
  • 3x Sidewinder 4×4 Armored Trucks
    • 4x Crew
  • 2x Rhino Trucks, one configured for fuel one for cargo.
    • 2x Crew

Initial Force Deployment


Outline


  • The story begins with a semi-bored Dumauri riding atop a tank, sunset was an hour ago and now darkness is setting in with a light wind and a drizzle she knows will soon turn into a downpour. She is part of a company's worth of her kind pressed into service to act as scouts and night fighters. Her ilk's low light vision being one of the few things that evens out the hours of darkness versus those the Gali seek to enslave and conquer. For her part, she has little loyalty to them, the only thing keeping her ilk from fading into the forests is being trapped on this side… and the hostages they have back home. Suddenly she hears something, something shes heard many a time in the last few days as they've fought… what did they call themselves? Colonists? Suddenly the tank in the lead bursts into flames, its turret launching into the sky. Already her eyes traced the path to a collection of buildings (a farmhouse?) four hundred paces away over planted fields.

    Theres another flash of light and shes moving almost before she realizes it, propelling herself to the far side of the doomed vehicle. By the time she rises from a culvert on the far side the tank and the commander of the element are burning. She can see some of the wheeled carriers diving off into the field, some stopped, their infantry piling out as more rockets, they had to be rockets, lance out and pluck more armored vehicles. She manages a sigh before checking the chamber on her bolt action rifle and slipping off toward right side flank, rounds zip off to her side…. she remembers they can see in the dark too as she dives into another ditch.

  • Inside the prefab two story farm block an ATGM team and a pair of rifleman continue to lay on the fire, they've all been awake for nearly two days. Floating on stims and the simple fact that they're the only element left to slow whats laid out before them.

    Five hundred yards opposite their position an armored 4×4 unmasks itself from a copse of trees, its extended rear structure shifts and a quadruple missile launcher deploys itself. For the two occupants inside this will be an act of vengeance after watching the column in their sites capture or machinegun a group of evacuees the previous night. Methodically the gunner selects two wheeled fighting vehicles at least a platoon's worth of troops are using for cover. With the pull of a trigger he volleys two heavy ATGMs at both. Each pair has one missile set to direct attack with the other set to airburst just over the concentration of troops, the munitions employ fragmentation sleeves. A few seconds later four detonations trigger a pair of monstrous secondaries as rifle ammunition and explosives within the pair of AFVs go off. A stream of tracers from the armored truck's 8mm RWS only adds to the charnal house around the two burning vehicles.

  • One of the 8×8 IFOR transports halts, a light on its turret swinging with its motion as the crew within lay it's heavy machine gun on the offending structure. One of the riflemen is illuminated and then promptly blown apart by a single long burst. The two ATGM gunners and the surviving rifleman drop as the hostile vehicle begins to lay into their position with long bursts. All three scramble toward the back of the building and the stairs that will lead to their parked Sidewinder 4×4. A stray round obliterates one of the ATGM carrier's legs, forcing the other two to stop and carry their wounded friend.

    Outside a pair of tracked armored vehicles have left the road, their own guns, smooth bore cannon, begin to systematically destroy all structures before them. Their own spotlights are on as well, illuminating the area for the two squads of troops that are now filtering up around them. Three find landmines, bounding types that fling themselves into the air and orient on the largest number of thermal blobs within their sights before detonating.

    Opposite this costly assault most of the vehicles within the column have started laying into the stand of trees that had hidden the ATGM vehicle, even as it's operators make good their escape, the gunner still firing over the vehicles back. A single lucky cannon round strikes the rear of the vehicle, the resulting double explosion killing both driver and gunner in a spectacular secondary detonation.

Cascadium Armed Forces (CAF)


More information! ~~stoggle_buttons~~

Organization


Cascadium Surface Force (CSF)

  • The main planetary army.
  • Primary group regimental in size.
  • Organic artillery.
  • Multiple organic light and MBT tank battalions.
  • Rotary wing assets?

Cascadium Territorial Reserve Defense Force (CTRDF)

  • National Guard/Reserve
  • Some heavier companies but mostly made up of light mechanized and motorized infantry units.
  • Some organic attachments include air defense, artillery, and medical intended to support CSF operations when needed.

Cascadium Aerospace Combat Group (CACG)

  • Air and orbital defense group.
  • In control of multiple SOM (Surface to Orbit Missile) batteries, Multi-role Exo-Atmospheric Interceptors, and planetary defense facilities for intercepting hostile bombardment systems. They also include a base security element separate from the CSF command.

Cascadium Intra-System Security Forces (CISSF)

  • Responsible for security and defense operations beyond the planet's atmosphere.
  • In control of four security cutters (sub-corvette sized starships) and one heavy corvette.
  • One company of space combat troops intended for low-grav or zero grav combat operations or orbit to surface assaults.
  • Controls up to two squadrons of space only fighters.

Cascadium Surface Force 1st Division


More information!

1st Regiment (Mechanized Infantry)


Command Element

1st Regimental Headquarters Unit

General Info

Tabbed Content

Order of Equipment
Personnel
Infantry Elements

1101st
Mechanized
Infantry Battalion

General Info

Tabbed Content

Order of Equipment
Personnel

1102nd
Mechanized
Infantry Battalion

General Info

Tabbed Content

Order of Equipment
Personnel

1103rd
Mechanized
Infantry Battalion

General Info

Tabbed Content

Order of Equipment
Personnel

1104th
Mechanized
Infantry Battalion

General Info

Tabbed Content

Order of Equipment
Personnel
Scout Elements

1105th
Light Tank
Battalion

General Info

Tabbed Content

Order of Equipment
Personnel

1106th
Mechanized Scout
Battalion

General Info

Tabbed Content

Order of Equipment
Personnel
Support Elements

1107th
Pioneer's
Battalion

General Info

Tabbed Content

Order of Equipment
Personnel

1108th
Light Artillery
Battalion

General Info

Tabbed Content

Order of Equipment
Personnel

1109th
Logistical Support
Battalion

General Info

Tabbed Content

Order of Equipment
Personnel

1110th
Supply
Battalion

General Info

Tabbed Content

Order of Equipment
Personnel

1111th
Light
Anti-Aircraft
Battalion

General Info

Tabbed Content

Order of Equipment
Personnel

2nd Regiment (Mechanized Infantry)


Command Element

2nd Regimental Headquarters Unit

General Info

Tabbed Content

Order of Equipment
Personnel
Infantry Elements

1201st
Mechanized
Infantry Battalion

General Info

Tabbed Content

Order of Equipment
Personnel

1202nd
Mechanized
Infantry Battalion

General Info

Tabbed Content

Order of Equipment
Personnel

1203rd
Mechanized
Infantry Battalion

General Info

Tabbed Content

Order of Equipment
Personnel

1204th
Mechanized
Infantry Battalion

General Info

Tabbed Content

Order of Equipment
Personnel
Scout Elements

1205th
Light Tank
Battalion

General Info

Tabbed Content

Order of Equipment
Personnel

1206th
Mechanized Scout
Battalion

General Info

Tabbed Content

Order of Equipment
Personnel
Support Elements

1207th
Pioneer's
Battalion

General Info

Tabbed Content

Order of Equipment
Personnel

1208th
Light Artillery
Battalion

General Info

Tabbed Content

Order of Equipment
Personnel

1209th
Logistical Support
Battalion

General Info

Tabbed Content

Order of Equipment
Personnel

1210th
Supply
Battalion

General Info

Tabbed Content

Order of Equipment
Personnel

1211th
Light
Anti-Aircraft
Battalion

General Info

Tabbed Content

Order of Equipment
Personnel

3rd Regiment (Tank)


4th Regiment (Aviation Support)


5th Regiment (Artillery)


6th Regiment (Motorized Infantry)


Falmart Fic Characters

More information!

Anglo-American Union Characters


Cascadium Guard/Army

  • Lieutenant Robert Yulles (33) Cascadium Colonial Army Attache
Guard Squad 62 - First Team 'Sierra-Fox 62'
  • Corporal First Grade Eli Higgs (24) Combat Team Leader/Grenadier
  • Private First Grade Lucas Simpson (20) Light-AT
  • Private Second Grade Martha Reyes (19) Tech-Med
  • Private First Grade Martin Higgins (18) Rifleman
Guard Squad 62 - Second Team 'Sierra-Sierra 62'
  • Corporal Second Grade Sean Holloway (22) Combat Team Leader/Grenadier
  • Private Second Grade Henry Moss (18) Machine Gunner
  • Private First Grade Ronald Masse (18) Rifleman/Assistant Gunner
  • Corporal First Grade Holly Saito (19) Designated Marksman

Marines

550th Marine Assault Team 'Mike 550'
  • Major Dean Koch (42) Team Leader/Grenadier
  • Gunnery Sergeant Mariah Hitoshi (35) Machine Gunner
  • Chief Sergeant Grade Three Jose Rojas (37) AT/Demolitions
  • Sergeant Lance Anika Archera (31) Tech Medic
  • Chief Sergeant Grade One Lara Greene (34) Scout/Sharpshooter

The Expedition of Levias Lannis


Nobles of the Expeditionary Army
  • Levias Lannis (28)
    Son of a powerful senator and a wealthy member of the merchant party, the primary driver of the invasion of Cascadium.
  • Count Neevun (27)
    Childhood friend of Levias but from a poor estate, he is more skilled in military manners but is rarely listened too.
  • Countess Hoole (22)
    A soon to be married noble betrothed to Levias Lannis in a political marriage by her father, she is a abrasive and direct woman and is a member the expedition/invasion in an involuntary fashion.
Mercenaries
  • Captain Lucius Irule (34)
    A middle aged mercenary and former imperial soldier, he is the leader of a small troupe of rifleman who sell their services to the highest bidder and was hired on as part of the forces for the invasion of cascadium.
  • Soone (19)
    A camp follower of Lucius's mercenary company and formerly a slave purchased by him, she is effectively his squire and cook and the two have a quasi father daughter relationship.

Characters of Worlds in Conflict


Core Important Characters

  • Corporal First Grade Eli Higgs
    • Role: Main Character
    • Position: 2nd Combat Team Leader of 2nd Squad, B Company, of the 1101st Mech
  • Corporal First Grade Marcus Leo
    • Role: Secondary Main Character
    • Position: Charlie Tank Commander, Alpha Platoon, of the 'Red Dogs' 2nd Tank Company, 3rd Cascadium Armored

Characters from Cascadium and Beyond


Characters from Eideon

Fic Spitball Character Wall

United American Starzone Characters


Leadership

  • Cascadium President?
  • Head of Staff for Cascadium President?

Cascadium Defense Forces Ground Main Focus Group

  • Dingo 1-2 'Gecko' Light Tank
    • Vincent Walker, Corporal First Grade, Tank Commander (20)
    • Laa'ri Greene, Private First Grade, Gunner (19)
    • Jack Walker, Private First Grade, Driver (18)

  • Coyote 3-2, 2nd Platoon, 3rd Company
    • James Ross, Sergeant, Squad Leader (34)
    • Eli Higgs, Corporal First Grade, Second Fire Team Leader (20)
    • Henry Mosely, Private First Grade, Automatic Rifleman (18)
    • Martha Reyes, Private First Grade, Rifleman/Assistant Gunner (18)
    • Jennifer Kenly, Private First Grade, Designated Marksman (18)

Cascadium Defense Forces Air Group

  • Devil 1-3 Gunship Driver
    • TBD, Captain, 3rd Light Air Attack Squadron Leader (33)
  • Sandman 4 Utility Light VTOL
    • Anika Archera, Lieutenant, Fourth VTOL Craft driver of the 1st Utility Squadron (31)
    • TBC, Sergeant, Crew Chief (25)

United American Colonial Marine Corps

  • 550th Marine STRIKE Team, 7th Marine Division
    • Dean Koch, Major, STRIKE Team Leader, Grenadier (35)
    • Mariah Hitoshi, Gunnery Sergeant, Machine Gunner (31)
    • Jose Rojas, Chief Sergeant Grade Three, Anti-Tank/Demolitions (32)
    • Vesper Feck, Chief Sergeant Grade One, Scout/Sharpshooter (30)

Civilian

  • Child colonist swept up in the conflict.
  • Daughter of Kaar General Resources CEO on a fact finding tour in an effort to better the treatment of workers such as those at the mining colony.
  • Father of Jack and Vincent Walker, former Marine Recon, now a farmer, swept up in the invasion and allows himself to be taken to the other side.

Rothian Realm Characters


Prince Daithi's Circle

  • Prince Daithi Sarsella, Colonel Equivalent, Commander of a light infantry raiding battalion. (43)
    Homo Sapius Eideon
  • Sarie Hinar, Captain Equivalent, Second in Command and Wife of Daithi (37)
    Homo Crea Duiaurem
  • Araz Hinar, Sergeant Equivalent, Daughter of Sarie and Daithi (19)
    Homo Crea Duiaurem
  • Elind Hinar, N/A, Second Daughter of Sarie and Daithi (8)
    Homo Crea Duiaurem

Dora's Crew / Thorn Troop

  • Dora Zanalli-Sarsella, Secretly Holds Major Equivalent, Scout/Sharpshooter (22)
    Homo Sapius Aeternus
  • Xarin Karmend-Grann, Secretly Holds Lieutenant Equivalent, Close in Fighter (20)
    Homo Crea Duiaurem
  • Thalia Zappoti, N/A, Mechanical Specialist, Decent with a rifle or shotgun (19)
    Homo Crea Callidus
  • Cormac Cranna, Secretly Holds Colonel Equivalent, Spy and Rothian Operative (57)
    Homo Sapius Eideon

Gallipor Characters


17th Gali Army Command Staff

  • Ertun Monham, Four Star General Equivalent, Commander 17th Gali Army (53)
    Homo Sapius Eideon
  • Yoruk Ozbey, Three Star General Equivalent, Sub-Commander 17th Gali Army (49)
    Homo Sapius Eideon
  • Cahit Koksal, Two Star General Equivalent, Divisional Commander 17th Gali Army (45)
    Homo Sapius Eideon
  • Emre Mardin, Two Star General Equivalent, Divisional Commander 17th Gali Army (46)
    Homo Sapius Eideon

Useful NPCs

Lebian Characters


Planet Eideon


General Information


Orbital Data

Radius 0.399
Astronomical Units
Inclination 2.02 Degrees
Planetary Rotation 28.7 Standard Hours
Axial Tilt 0.792 Degrees

Planetary Properties

Equatorial Radius 7,277 Km
Density 0.88 (Earths)
Mass (Earths) 1.306
Surface Gravity 1.004 G
Escape Velocity 11.96 km/s
Mean Surface Temperature 17.85 C
Atmospheric Pressure 1.09 sa
Atmospheric Gas Composition
N2 72.1%, O2 26.25%, Ar 0.63%, CO2 0.19%

Surface Maps


Geological

Natural Map

Elevation Map

Political

Nations

Spheres of Influence

Fic Equipment Image Ref Page

Gallipor

Esune Star System


More information!
(Images do not scale properly on mobile.) ~~stoggle_buttons~~

General Information


Stellar Data

System Data

Inner System


Esune I - First Planet

Equatorial Radius 1,371 Km
Orbital Radius 12,397,848 Km
Density 0.9 (Earths)
Mass (Earths) 0.008
Surface Gravity 0.19 G
Escape Velocity 2.28 km/s
Mean Surface Temperature 348.8 C
Atmospheric Pressure 0 sa
Atmospheric Gas Composition
Mostly airless, trace gasses.
Natural Satellites N/A

Esune II - Second Planet


Equatorial Radius 34,669 Km
Orbital Radius 24,051,826 Km
Density 0.32 (Earths)
Mass (Earths) 51.39
Surface Gravity 1.73 G
Escape Velocity 34.38 km/s
Mean Surface Temperature 48.83 C
Atmospheric Gas Composition
Warm Jovian
Natural Satellites Ring System, Three Moons

Esune III - Third Planet

Equatorial Radius 6,728 Km
Orbital Radius 46,020,814 Km
Density 0.92 (Earths)
Mass (Earths) 1.07
Surface Gravity 0.97 G
Escape Velocity 11.31 km/s
Mean Surface Temperature 66.8 C
Atmospheric Pressure 0.94 sa
Atmospheric Gas Composition
0.94 atm (N2 70.5%, O2 26.93%, Ar 0.52%, CO2 1.33%)
Natural Satellites N/A

Eideon - Fourth Planet


Equatorial Radius 7,277 Km
Orbital Radius 59,807,222 Km
Density 0.88 (Earths)
Mass (Earths) 1.306
Surface Gravity 1.004 G
Escape Velocity 11.96 km/s
Mean Surface Temperature 17.85 C
Atmospheric Pressure 1.09 sa
Atmospheric Gas Composition
N2 72.1%, O2 26.25%, Ar 0.63%, CO2 0.19%
Natural Satellites One

Esune V - Fifth Planet


Equatorial Radius 40,747 Km
Orbital Radius 116,242,230 Km
Density 0.16 (Earths)
Mass (Earths) 41.71
Surface Gravity 1.002 G
Escape Velocity 28.57 km/s
Mean Surface Temperature -108.5 C
Atmospheric Pressure N/A sa
Atmospheric Gas Composition
Cool Jovian
Natural Satellites Three moons.

Fic Farside Factions

More information!

Western Iositria


The western reaches of the northern continent.

Rothian Empire

Rothian Imperial Army Equipment

Rothian Dominion

The core state and power of the empire that rules the Madora Valley of central western Iositria.

Settlements
  • Roth X
  • Eabru X
  • Auguvia X
  • Wretia X
  • Tuoz X
  • Zasaa X
  • Wereof
  • Uposh
  • Letia
  • Voseo
Ruins
  • Seyait Ruins
  • Akro Twin Ruins
  • Achicoba 'Keltro' Ruins - A major metropolis of the ancient world now merely a burned, scarred, and melted mass at the edge of the sea. It is a valuable source of both ancient technological goods buried deep underneath the partially melted streets and of raw materials cut and torn from the ruins themselves.
  • Krabe Citadel Ruins - An ancient human military complex in the south of the kingdoms and a source of a great many pieces of war-tech buried underneath its wreckage, it has long been a source of strife between the Rothians and Brabians until a recent treaty.
Kingdom of Brabia

Also known as the peninsular realm, they control southwestern 'foot' of Western Iositria and was once a rival of the Rothians. Several small conflicts eventually led to a treaty over the control of a ruined ancient complex in the south that was the point of contention. Brabia's notable settlements include its walled capital and major port of Hewunan, two moderately sized farming towns along its northern border with Eathia, and a pair of small farmer/scavenging settlements outside of the ruins of Sethuk.

Settlements
  • Braab
  • Greborg
  • Brethen
  • Shobron
Ruins
  • Sethuk 'Keltro' Ruins Ruins - a
  • Krabe Citadel Ruins - An ancient human military complex in the south of the kingdoms and a source of a great many pieces of war-tech buried underneath its wreckage, it has long been a source of strife between the Rothians and Brabians until a recent treaty.
Eathian Reach

To the north of Brabia,

Meiyan Domain
Lebian Barony

United Dumaurian Tribes

Wabbit people.

Eastern Iositria


The eastern reaches of the northern continent that lay beyond the burned wastes.

Ebreria


The southern continent.

Amaren League

  • Mirtheen elf led and controlled.

Klessian Kingdom

Varuvian Freehold

City-State of Bellnahgo

City-State of Rondel

Gatefic Technologies

More information!

Weaponry

  • Testa
    • A 'frozen spell' in the form of a small crystalline object who's shape and size varies from use to use, the color of the crystal's glow will generally indicate what kind of magic is trapped within however some markings are typically attached. A specialized initiator akin to a striker can be used to release the spell, the resulting reaction 'casting' it and usually destroying the container in the process. This magical device can be created by mages directly or indirectly via enchanted machinery and is the cornerstone for most ranged magical weapons. NOTE- It can also be composed of a crystalline powder who's output depends on the amount employed in any given reaction or chamber.
  • Virga
    • A device created by a Rondel born Imperial weapon designer who worked closely with various enchanters and metallurgists, it revolutionized warfare on the continent by providing some of the ability and power of a sorcerer's destructive tendencies and allowing any man to use and direct it. Composed of a 'chamber' which takes and contains a Testa typically sealed via a sliding mechanism or bolt lock. A 'striker' mechanism enchanted to break the Testa's seal is typically located under the chamber. The weapon is 'fired' by either a trigger like latch or a simple lever, the spell is then unleashed, contained and directed by a chamber that serves to both keep the spell away from the user as well as serve as a means of aiming. Skilled mages can use their abilities to change the resulting spell's direction once it exits the chamber.

Communications

Propulsion

Basic Tech

Gods of Eideon

Created by Pipthememelord/Arawn92.

Human Gods


Emer

The Goddess of life, fertility, nature and healing.

After the human abduction from Earth, she was the first goddess to be worshiped by the still enslaved humans who wished to lessen the pain inflicted on their tired bodies. In the current day, she is worshiped by a lot of people. Mainly farmers who wish for better crops, but also pregnant women, young couples and sick people.

The clergy of Emer is exclusively female. Temples of Emer are generally structured with the novices at the bottom, the nuns to do all the menial tasks, the prioress acting as the head of a temple and the abbess being at the top. Typically, the future abbess is chosen by the current abbess who will receive a vision from Emer. The current abbess will then travel to meet the woman from her visions and take her under her tutelage. Typically, only the Abbess of a temple has the ability to weave aether.

Temples of Emer, rather than purely a place of worship, are more like places of services done in the name of Emer. A temple of Emer will typically include a hospital, an orphanage and a garden. The temples earn money by charging a small amount for every of their services. Emer’s symbol is a blooming tree.

Ildir

God of truth, loyalty, order and justice.

Ildir is worshipped by lawmen, bounty hunters, knights but also scholars (while he’s not the god of learning, discerning the truth from lies in old texts sometimes requires divine inspiration). Soldiers are also often required to worship Ildir to ensure loyalty.

In addition to the militant Order of the Hammer who hunt criminals, countless bounty hunters, more spurred by gold than divine blessing, seek those criminals as well for the reward. The Order of Iron is the more administrative part of the cult, with a large part of human judges openly worshipping Ildir.

It is very important to note that a “law of Ildir” doesn’t exist. Judges, lawmen, government officials, anyone worshipping Ildir will still follow the laws set by the country they’re in. However, Ildir will inspire them to see the right from wrong and to take the right decision. Should a new law break the “order” that the cult members seek, it is up to the members of the order to inspire change, sometimes spurred by divine vision.

Ildir not only inspires lawmen, but any kind of contract made. Breaking a contract made under the name of Ildir will very quickly bring the attention of the Order of the Hammer. The symbol of Ildir is the raised hand.

Raadiya

God of luck, fortune and fate.

Raadiya, along with Emer, is one of the oldest gods. Almost every human on Eidon-Esune worships Him to some degree, and it’s not unheard of for other races to worship him as well.

The temples of Raadiya welcomes all without distinction, for Raadiya is blind, so are his priests and priestesses (not literally, but it is strongly believed that being blind improves the ability to read fates. As such, most priests and priestesses usually wear a headband to cover their eyes).

From the peasant wishing to know if weather will be clement to his crops next year to kings seeking to know if their reign will be successful, everyone is a subject of Raadiya’s whims. As such, Raadiya’s temples are usually extremely wealthy due to all the donations. Raadiya is a fickle god, granting his boons and removing them seemingly at random.

Raadiya’s symbol is the wheel of fate, with a half-sun and a half-moon inside.

Aoni

Goddess of artists, craftsmen, industry and inspiration.

Supposedly, Aoni is the goddess who crafted each god’s attributes. Ildir’s iron hand, Raadiya’s balance, Camalus’ sword are relics of the highest order, only ever witnessed in religious fever dreams yet having the same description through the ages.

She is the goddess that guides the painter’s hand, who supports the smith’s arm, who whispers to the writer’s mind, who appears in the engineer’s dreams, who soothes the worker’s overworked mind and who straightens the architect’s ruler on the blank page.

That is not to say she is a kind goddess. Sometimes, one of her devotees will become feverishly active, seeking to complete a masterpiece shown to them in a vision. Those are said to have the “XXX fever”, and will seek to complete that piece at all costs. Should they not find the correct materials or tools, or should they not be satisfied with the result, they will never be able to move on. Some even will go mad and may do unspeakable acts just to try to complete the piece and make the whispering voices stop.

Her symbol is a hammer in the middle of a isosceles triangle.

Conaal

God death, dreams and illusions.

Conaal holds sway over all things that are not what they seem.

During their sleep, it is said mortals get close to the border between the mortal plane and the realm of souls, with dreams and nightmares being memories of long dead souls in the afterlife. Conaal is a good god, as he protects the living during their sleep from the maddening visions other spirits could show them.

When a mortal dies, his soul is presented to Conaal who will decide to allow it to join the Great Flow or not. The Great Flow is said to be a river of souls circling Eidon-Esune, a place of eternal peaceful rest. Those that aren’t allowed to join the Great Flow are instead cast into nothingness, doomed to wanderfor eternity into the realm of souls or to become a greater spirit’s sustenance.

Soldiers worship him a lot, very often wearing an amulet in the shape of a black crow, Conaal’s symbol.

The temples of Conaal are very quiet places, the monks there preferring to meditate over life and death rather than meddle with politics and whatnot.

Secondary Gods


IFOR Composition


More information! ~~stoggle_buttons~~

Organization


Legion of Caadad

General Information

The forces assembled and in some cases commanded by a group of wealthy individuals from across the continent who have pooled their resources and personal assets to invade the world on the otherside of the gate facility. Most wish to establish their own lands and empires, others wish to leverage whatever holdings they gain on the farside for more power on Eideon. Of course only a handful are directly in command of this force with most being investors of coin, men, and material.

Personnel

  • Roughly 27,000 Combat Personnel
  • 8,500 Auxiliary Troops
  • 9,250 Non-Combat Personnel (Camp Followers/Families of Soldiers)

Equipment
(Armor)

6x Lost Technology Artifact Tanks
(Organized into two independent Miiles.)

27x EXEM-12 Heavy Tank(s)
(Organized into three independent Triums.)

56x EXEM-8 Cruiser Tank(s)
(Organized into two Centors.)

18x RT-3 Self-Propelled Anti-Tank Gun(s)
(Organized into two independent Centors.)

18x LR-7 Heavy Scout Car(s)
(Organized into two independent Centors.)

18x LR-8 Scout Car(s)
(Organized into two independent Centors.)

96x LR-9 Troop Car
(Organized for use in four mechanized infantry Centors.)

120x Towed Guns of Various Types

Equipment (Transportation/Ground)
125x Rothian Ironworks Co. Y832 4x4 Steam Truck(s)

40x Rothian Ironworks Co. Y840 8x8 Heavy Steam Truck(s)

45x Kennson Industrial Lt. Y821 Half Track(s)

105x Kennson Industrial Lt. Y825 4x4 Truck(s)

- Organic Transport -

Roughly 7,500x Horses

Roughly 850x Oxen

Equipment (Air)

  • Airships (Light)?
  • Biplanes rough field capable?
  • Artifact hovercraft?
  • Autogyros?
Organization and TOE

a

Aligned House Cadres

General Info

A collection of lesser houses, tribes, and kingdoms offered the chance of glory, land, and coin in exchange for military support. Their experience, capabilities, and equipment vary wildly as most are simple militias or house guard under the command of a lower noble or wealthy land owner. While most have glory in their eyes they know they are intended to be bulk troops.

Equipment
  • 2 Artifact Tanks
  • 150 Light Tanks
  • 430 Vehicles
  • 25 Aircraft
  • 2 Airships
  • 27,800 Horses
  • 320 Towed Guns
Composition

Combat Troops
35,500
Auxiliary Troops
25,500
Non-Combat Personnel (Camp Followers)
15,000

Mercenary Companies

Catfolk 'The Swifts' Flying Company
General Info

Tabbed Content

Equipment
Composition
Organization
Dumauri 'Red Dragons' Company
General Information

A modestly sized mercenary company that specializes in scouting, hit and run attacks, and serving as specialized light fighters. It is composed of unaligned Dumaurians banished from their homeland, their offspring, and those that they've taken into their organization for either support or logistical purposes.

Personnel
Roughly 1,350x Combat Personnel

150x Auxiliary Troops

450x Non-Combat Personnel
(Camp Followers/Families of Soldiers)

Equipment
(Armor)

6x Lost Technology Artifact Tanks
(Organized into two independent Miiles.)

Equipment (Transportation/Ground)
8x Rothian Ironworks Co. Y832 4x4 Steam Truck(s)

5x Rothian Ironworks Co. Y840 8x8 Heavy Steam Truck(s)

20x Kennson Industrial Lt. Y825 4x4 Truck(s)

- Organic Transport -

Roughly 150x Horses

Roughly 80x Oxen

Equipment (Air)

  • Airships (Light)?
Organization and TOE

Line Units
3x Light Infantry Complats
(280x Dumaur Troops and 35x Human Auxiliary Support Troops)
2x RI-Y832 4×4 Trucks
3x KI-Y825 4×4 Trucks
Each Complat

Auxillery/Support Units

Race Composition


Equipment TOE


Flying Ships

Aircraft

Armored Ground Vehicles

Ground Vehicles

Livestock

Heavy Arms

Small Arms

Invasion Forces/IFOR Composition

17th Gali Army


78th Motorized Infantry Division

78th Division
Motorized Infantry

Personnel

  • 16,500 Men

Equipment

  • 50x Field Guns (Towed)
  • 75x Anti-Tank Guns (Towed)
  • 100x Armored Cars

Logistics

  • 850x Trucks
  • 500x Horses

362nd Tank Division

362nd Division
Tank

Personnel

  • 8,500 Men

Equipment

  • 45x Heavy Tanks
  • 340x Standard Tanks
  • 200x Medium Tanks
  • 50x Armored Cars

Logistics

  • 250x Trucks
  • 1,620x Horses
  • 280x Oxen

122nd Infantry Division

122nd Division
'Leg' Infantry

Personnel

  • 20,500 Men

Equipment

  • 25x Field Guns (Towed)
  • 50x Anti-Tank Guns (Towed)
  • 10x Armored Cars

Logistics

  • 200x Trucks
  • 4,500x Horses
  • 1,950x Oxen

502nd Infantry Division

502nd Division
'Leg' Infantry

Personnel

  • 20,500 Men

Equipment

  • 25x Field Guns (Towed)
  • 50x Anti-Tank Guns (Towed)
  • 10x Armored Cars

Logistics

  • 200x Trucks
  • 4,500x Horses
  • 1,950x Oxen

54th Infantry Division

54th Division
'Leg' Infantry

Personnel

  • 20,500 Men

Equipment

  • 25x Field Guns (Towed)
  • 50x Anti-Tank Guns (Towed)
  • 10x Armored Cars

Logistics

  • 200x Trucks
  • 4,500x Horses
  • 1,950x Oxen

602nd Artillery Regiment

602nd Regiment
Artillery

Personnel

  • 5,200 Men

Equipment

  • 50x Field Guns (Towed)
  • 48x Field Guns (Self Propelled)
  • 25x Rocket Artillery (Towed)

Logistics

  • 120x Trucks

241st Gali Air Group


34th Air Bombardment Regiment

34th Air Regiment
Bombardment

Personnel

  • 1,250 Men

Equipment

Logistics

  • 85x Trucks

57th Air Control Regiment

57th Air Regiment
Control/Fighter

Personnel

  • 1,250 Men

Equipment

Logistics

  • 115x Trucks

89th Air Control Regiment

89th Air Regiment
Control/Fighter

Personnel

  • 1,250 Men

Equipment

Logistics

  • 115x Trucks

Rothian Provincial Contingents


Molian House Oblign

Molian House Guard
Regimental House Guard

Personnel

  • 7,250 Men
  • 4,500
    Non-Combat Personnel
    (Camp Followers/Families of Soldiers)

Equipment

  • 4x Artifact Tanks
    (Separate Platoon)
  • 30x Standard Tanks
  • 15x Medium Tanks
  • 10x Light Tanks
  • 10x Armored Cars

Logistics

  • 450x Trucks
  • 750x Horses
  • 120x Oxen

Mercenary Auxiliary


Rothian Imperial Small Arms

First Grade


Typically reserved for core formations and veterans of the imperial army as well as special detachments such as the guard for the imperial family.

Sidearms and Machine Pistols

Rifles and Carbines

Crew Serve Weapons

Second Grade


Sidearms and Machine Pistols

Rifles and Carbines

Crew Serve Weapons

Third Grade


Sidearms

Rifles and Carbines

Crew Serve Weapons

Lost Technologies


a

Eideon Miscellaneous Facts/Spitball Wall

Magic


Artisan: A being that can make use of Sanguis for their own uses aka magic user.

Known as Sanguis Telluris or 'Blood of the Earth', it is a shapeshifting and energy rich substance which seems to be present in all materials, lifeforms, and substances found on the world of Eideon. Its various forms are the basis for the energy infrastructure of the planet's civilizations and its manipulation and alteration through living beings into more exotic forms and forces acts as the world's catalyst for extra-natural/supernatural abilities.

Sanguia

Sanguia
Blood of the Air
The most common state of Sanguis, a gaseous substance that is present in the planet's atmosphere and the easiest to draw from for the various sentient beings and creatures that make use of artisan abilities.

Creator Note: Gas form magic! And also the general term for this universe's 'mana'. Merely breathing it in with gradually regenerate an individuals internal reserve of Sanguis and it can also be drawn from the air (albeit in small amounts) for industrial or magic using needs. If the artisan user is skilled enough and the concentration in the air is high enough more dramatic magical effects can be obtained (fuel air bomb?).

Sangolas

Sangolas
Blood of the Water
A liquid form that can be found underground in deposits and is theorized to be the condensed form of Sanguis before the substance eventually begins to solidify and grow the crystalline structure it's solid form. This is the preferred form for industrial and artesian use.

Creator Note: Liquid form! Or condensed magic! Most likely from the gaseous form drifting downward under the pull of gravity and meeting conditions that encourage the substance to condense into a liquid form. It flows like molasses, is oily to the touch, and glows a deep blue in low light conditions.

Sangulith

  • Sanguis - The most common term used to refer to the ambient energies known as 'Sanguis Telluris' and the term used to refer to the ambient or gaseous form of ST.
    • Sangulith - A solidified form most often found in crystalline structures in vast underground deposits, using special processes it can be burned as is for a source of energy, processed into a powder for other uses, or refined into the next form of Sanguis.
    • Sangolas -
Organic Reservoir/Source

Effectively one's source of magical energy that they draw from within their body, it is gradually replenished by either rest, not using their abilities, or by consuming food or drink imbued with finely processed Naphtha.

Ancient Technologies


Master Teaser Plot Outline

  • OPSAD (Organization for Planetary Security and Defense)
  • Effectively a local militia/national guard for 'point defense' of colonies and typically derived from the local population, it usually consists of retired veterans who've settled in the area as officers and SNCOs with conscripts in the 17 to 23 year old range serving a planetary defense service term.

  • IFOR (Invasion Forces)
  • The shorthand designation for the forces invading Cascadium through a stable arcanotechnological synthetically generated Einstein-Rosenbridge Wormhole. Consisting of a population similar to the Ottaman Turks, they are currently ruled by a Saddam like strongman and this current campaign is merely another in a string of efforts to acquire wealth through conquest. They have a mixture of technology but akin to a 1950s era Arab army but with a smattering of older equipment and extremely advanced and deadly artifacts from a time before their world's near end a thousand years ago. As said above their goals on Cascadium are simple conquest, enslavement, and wealth through spoils.

Cascadium Timeline


  • Pre I-Day
  • Primary invasion leadership arrives through the portal/wormhole, one General Monham who notes that there are still some needed preperations before the invasion can truly step off from this base. He orders the scout forces to spread out as he pulls more rifle company sized units through the portal along with as many of his engineering units as he could manage to cram into the prepared area. They'll spend the next week clearing trees, laying gravel, and building up the storage infrastructure to support the numerous divisions on the otherside of the gate.

  • I-Day / Day of First Contact 06.08.2789 A.D.
  • Roughly a month into these efforts a forward motorized recon element happens upon one of the many small homesteads and unlike other encounters in which the residents were captured and sent back… the troops choose to indulge. A girl manages to get away on a small motorcycle and flees to the town of Dorvan Farms, the closest settlement of any sort. The unit is unaware of this.

  • A response consisting of law enforcement special response units and regular LEOs arrives within the day with light armored vehicles and a VTOL in support. While superior in technology they lack the heavy weapons of the military scout unit and are driven off with some losses but manage to kill nearly half of the recon unit whom pulls back and communicates their situation back to General Monham. The officers are executed upon their return and Monham is forced to up his time table, sending two regiments of motorized infantry and a armored battalion to take the settlement.

  • Within Dorvan Farms a bit of fear has taken hold, some confusion as to whether or not it was merely a small band of brigands that somehow managed to arrive on the surface without being noticed to some form of invasion. The settlement's governor has activited all law enforcement entities under his control as well as the OPSAD garrison battalion technically under his management. Though it is only sixty percent operational when the first air attacks begin during the dawn.

I-Day +1
  • I-Day +1 / Beginning of the First Battle of Dorvan Farms
  • The IFOR use a strange mixture of propulsion less craft of odd make and propeller craft of odd configurations. While both perform well early in the attack, air defense units belonging to the garrison unit soon begin plucking them from the skies. They soon cease their operations and are replaced with direct tube fired towed artillery. This causes the stream of evacuees to become a torrent, pouring out along the east and west highway routes. The remaining LEOs and the OPSAD battalion have arranged themselves in a line of defense, watching as their allotment of UCAVs display the oncoming force.

  • Monham's goals however isn't the simply taking of a city, he also wants the population and thus as these forces roll in the center elements merely engage and lock the defenders in place as the follow on units move out and to the flanks. Civilians are caught on the raised roadways in the open as indirect and direct fire begins to fall around them. The deployment had left lesser manpower on these flanks assuming the heaviest weight would fall on the settlement itself. Rather than breaking, most of the young men and women being from Dorvan Farms, they hold and fall back as needed. Their weapons, heavier than that of the LEOs, extract heavy losses from the oncoming IFOR. Though sheer numbers force them to fall back.. until both road routes are cut. Those left soon begin moving overland to the north, mostly using farming vehicles built for such as the OPSAD battalion bleeds to hold the gap open as the town is steadily enveloped by a force that outnumbers them 50 to 1.

  • By the end of the first day the envelopment is complete, two-thirds of the settlement's OPSAD battalion has been spent in a frantic and desperate defense with most of it's survivors having pulled out through the gap covering the rear of what civilians managed to get out. Some remain within the surrounded town however, nightfall and an enemy that seems to lack night fighting equipment allows more to slip out while others fight on.

I-Day +2
  • I-Day +2
  • Dawn brings the final assault, a heavy force of infantry and tanks directly attack the town. Most armed colonists are killed in their positions, most remembering what happened to those that surrendered to another enemy from a war decades ago. By mid day only a handful of positions are still held, mostly small pockets with the largest being in the central colony administration complex due to it's hardened nature. While those still in contact question 'where is the air support?' they have yet to realize that a device on the hills to the south from the invader's past has been setup. Laser based, it effectively sweeps the skies within line of sight and orbit even with the operators only just understanding how to run the device thats over a thousand years old.

  • By the end of the day some leakers had slipped out through battered hostile encircling formations either by luck or just simple weight of accurate and terrifying fire. But the central admin complex falls and eventually every bit of resistance is collapsed under weight of numbers though at great cost to the IFOR. Nearly six thousand fall into the hands of this force from another world as the looting and celebrating begins. Foreign soldiers and dedicated teams proceed to strip anything of technological (or otherwise) value from the settlement and separate any of those with special knowledge. All are to be shipped back through the portal into a life of servitude.

  • Outside the now fallen town the scattered remains of the OPSAD battalion have reconstituted into what could best be described as a reinforced pair of companies under a retired UASCM (United American Starzone Colonial Marines) Major. However despite being spent, a handful of pre-positioned supply points enable at least a partial munitions restock and this unit carries on fighting a delaying action to allow the train of civilians traveling overland to get away.

    General Monham, with his first if very costly victory under his belt soon details a motorized regiment reinforced with a tank battalion and another reserve infantry battalion for an attack on another settlement further down the highway, Del's City. However unlike Dorvan Farms it has had both an alert and the streams of evacuees from Dorvan Farms to confirm that there was indeed a hostile army on the surface of their world. As a result most of its population has spent this day either further evacuating or assisting the settlement's own OPSAD battalion in fortifying the approaches to their town.

I-Day +3
  • I-Day +3 Battle of Del's City
  • The morning of the third day begins with a spoiling attack by light vehicles with ATGMs against the leading elements of the force advancing on Del's City. The attempt by light aircraft to counter is costly due to the presence of man portable air defense systems and truck mounted SAMs present on the ground. Overall this campaign has not been kind to the IFOR's air forces, their only saving grace being the presence of the weapon at their invasion site.

    These attacks really only buy a few hours however, weight of fire driving off these light skirmish colonist vehicles and soon enough the general attack begins in earnest. The first wave comes directly down the road from Dorvan Farms, Cascadium Highway 103. Another comes down from the north following Cascadium Route 1 after traveling on a secondary road and taking a cross roads town to the north. In all, three companies of tanks and a full regiment of infantry attack from two sides. Again the technological edge of the OPSAD defenders and remaining law enforcement pays out and unlike Dorvan Farms they've had two full days to stand up to full strength. On top of fighting from prepared positions they've forced the hostiles to advance over a land prepared for them. Mines, tank traps, and various means to funnel infantry and their supporting vehicles into prepared killing areas. Light artillery, UCAVs, suicide drones, and smart mortars exact their costs before the IFOR formations even get within line of sight of direct fire weapons.

    Additionally, coming in at near tree top level to avoid the losses of the first day, the aerospace forces of Cascadium make their presence known with stand off weapons and VTOL gunships begin to stalk the IFOR's flanks, the latter of which is operating from a FOB on the otherside of the river.

    Gradually by sundown however the sheer weight of the repeated attacks, and a shift in the use of artillery from only light use to reduce damage to dedicated use to dig out defenders has reduced the OPSAD battalion's situation. This alongside the dedication of a reserve regiment trucked down the road from their invasion site finally pushes things in the favor of Monham's troops. By nightfall IFOR units have penetrated into city limits and the defending battalion is beginning to evacuate with units still in contact on the southern limits of Del's City.
I-Day +4
  • I-Day +4 Battle of Del's City, Second Day
  • More and more IFOR units pour in from the north and the west, their time tables turning as their full force commitments continue to step off from their staging areas. Soon the OPSAD battalion's remnants are driven from the settlement itself and into the countryside to the south.
    Both sides seem to accept a sort of unofficial pause, reorganizing and in the case of IFOR troops in Del's City, mass looting. However with such a concentration of forces in an urban area the decision is made to trade some infrastructure for enemy kills.

    Within the hour twenty-five ballistic missiles with a mix of unitary high explosive warheads, cluster payloads with smart munitions, and kinetic rods blanket the city limits. It is estimated that half of the IFOR's equipment and manpower were eliminated in this strike thus forcing them to dig in and hold to wait for more forces to reinforce their situation. All the while the OPSAD unit drives on south toward a more defendable position.
I-Day +5

FEBA - Forward Edge of the Battle Area

  • I-Day +5 The General Offensive Begins
  • With the costly engagement to his east General Monham decides that now is the time to finally exploit what he realizes is his one major advantage over the forces that resist his efforts, numbers. His previous engagements had been employed assuming some parity between his army and the defenders, Dorvan Farms and the technological treasures within ending this illusion. Some of his advisors claim it could simply be a wealthy hamlet like some of those in the Empire to the north with access to old technologies they could no longer make. The siege of the second settlement silenced them as well.

    One preplanned operation, the concept of it formed after a mixture of reconnaissance flights (before air defense assets began to pluck them from the sky) and from information gathered from the recently captured Koles. It was a simple equation, if he moved fast enough and with overwhelming numbers he may have a chance at establishing a foothold on this world in such a manner that its residents and the power beyond the skies couldn't respond quick enough. All of it in the hope he could negotiate something of a ceasefire and a ceding of land and population to his nation. As a result a Corps sized element was dispatched to the north, two reinforced divisions to the east and to the west. He held roughly a division and a half in reserve, having them establish themselves in the hills surrounding the 17th Army's basecamp and their only way home.
Northern FEBA
  • The direction to push with most of his forces was figured by a mixture of both aerial reconnaissance and intelligence gathered by scrying the minds of those captured as they where cycled through his base on their way to Eideon. A major settlement sat at the confluence of both rivers that hemmed his forces in the east and west, hundreds of thousands and the infrastructure to support them as well as major road, air, and rail all converging in one spot. Of course the scrying also gave hint to a much larger armed presence in the city of Varde as well as further forces nearby.

  • Opting for the one strategy he knew would work, he assembled the majority of his forces into a corps sized formation. Placing it under the command of one of his trusted underlings and sending it north as the underling saw fit. As a result most of the mechanized and armored forces opted for a road march, moving east down the now safe roadway and then turning northward with tank formations at the head. His various motorized infantry divisions opted to move overland, directly northward, their trucks and various craft moving in waves over the fields of Cascadium.
Eastern FEBA
  • The eastern FEBA had remained static and quiet since the ballistic missile strike, the OPSAD battalion of Del's City having driven farther south and dug in around a small town that served as little more than a weigh station for those going further south. It covered the crossroads for two major colonial highways as well as a bridge that leads further to the east. An additional battalion's worth of OPSAD troops have also moved north to reinforce them from settlements further in the south.

  • To their north and to the horror of those troops as they came within view of drones was another enemy formation. An entire division sent to the east by General Monham to force a crossing of the (insert name for eastern river) and push toward the mountains and any settlements within reach.
Western FEBA
Invasion Site

I-Day +6

I-Day +7

I-Day +8

I-Day +9

I-Day +10

I-Day +11

I-Day +12

I-Day +13
Northern FEBA
Eastern FEBA
Western FEBA
Invasion Site
  • Two battalions of the 4th Marine Division drop directly onto the invasion site after a successful raid destroys the laser system defending it. Taken by surprise and unable to stop a platoon of exo equipped troops from crossing through the portal and securing the site on the other world before the gateway could be shut. For those trapped on the Cascadium side it means the source of their supplies has been cut and that in order to return home they must take their invasion site back…. all while keeping the steady advance of the Colonist's fully formed defense force at bay long enough.

I-Day +14

I-Day +15

I-Day +16
  • General Monham and his surviving formations surrender.

OPLAN 047 Timeline


D-Day 08.04.2789 A.D. to D-Day +8

Before the 'push' and to the amazement of most forces that where on the far side of the portal only a handful of minor (company or so) sized efforts had been made to retake the complex from the UAS marines. Their on going ELINT efforts over the few weeks of holding that position however had revealed why, the entire hold of the IFOR forces in the area had been tenuous even before all those divisions had poured through to another world and been smashed. The sudden reduction in occupation troops for what they guessed had been a country that had fallen to a similar operation and one of their main MSRs further in falling to the Marines seemed to have simply pushed their situation over the edge. A night hadn't gone by without flashes on the horizon and streams of troops and civilians moving around the complex, giving it a wide berth even as the Marines watched from UAVs and long range optics. However as the weeks ran into the first month they were withdrawn and replaced by Union Federal Army units, the first wave of engineers and garrison troops, the Marines themselves folded back into their regular units staging to push through the portal themselves.

The month long wait had been spent reorganizing what was left of Cascadium's OPSAD units, receiving Federal Army units, and figuring out were to fit the newly arrived Marine division into the mess. Civilians alive, dead, and missing had also been catalogued and thus the primary motivation for the invasion was discovered in the form of thousands of missing colonists. Their possible fates pulled from countless POWs, some willing and having been pressed into the misadventure… and others who'd been caught committing acts that soon found most on their way to the gallows if not beaten to death by angry OPSAD reservists who's family had died or worse under their care.

Much like the IFOR invasion it was a staged operation, that first relief unit having paved the way in a manner conducive to the mass continuous movement of troops and material from one realm to another. The first few days were simply a select group of units moving through and then out to expand their assigned section of the perimeter. Most of these initial units are recently landed Federal troops with assigned engineers and all waste no time in expanding the compact perimeter around the low mountain side.

D-Day +9 Step Off
Southern FEBA

With the conclusion of hostilities aside from mop up operations most original OPSAD units are liquidated and pooled into battalion sized units from various former commands. The crew of Dingo 1-2 and the team of Coyote 3-2 are no exceptions, folded into a dedicated armored cavalry team with Dingo 1-2 upgrading to a heavier tank after crash training to update years old familiarization.

Their new unit, a reinforced heavy battalion known as 103rd Heavy Combat Battalion, is assigned to take and hold a large shallow hill designated Hill 502, twenty kilometers south of Site Threshold. This begins a three day mechanized 'march' to the south as other battalions assigned similar positions off the points of the compass begin their own movements all toward establishing a new ring of bases around their entry point to Eideon.

Site Threshold

Eideon/CONFED Conflict Story Short and Sweet

Sundala/CONFED Side


Cascadium/Cascadium Security Forces

Cascadium and its Security Forces

Language: English

Leadership/Significant Organizations

  • Civilian Leadership
    • Planetary Executive: President Willa Vescoe
      Popularly elected executive leader serving a four year term, more of an economically minded leader looking to capitalize on corporate interests in various surface mineral deposits to expand her world's infrastructure base and gradually move away from agriculture. She is less popular outside of population centers.
    • Planetary Congress
      Effectively the US congress with a senate and a house of representatives.

Military

  • Cascadium Surface Force (CSF)
    The main planetary surface force (hence its name), it is primarily made up of self contained combined force formations that employ armored and mechanized forces with attached organic air and VTOL assets. There are various 'leg' and light mechanized formations for both specialized organic attachments and as installation security for the organization's various surface complexes. They are a professional full time volunteer army made up of both local residents who use it as a career and offworld individuals with a military or security past seeking the various incentives to join once they've settled on the colony world. The CSF is intended to be the primary surface combat force but in certain situations it can interface with the CTRDF to both replace losses or bring a larger force to bare on a hostile invading group.
  • Cascadium Aerospace Combat Group (CACG)
    An aerospace and orbital defense branch of the armed forces, they operate from a handful of complexes spread across the surface. They control most of the significant surface to orbit defensive systems including lasers, surface to orbit missiles, and railgun systems. Additionally they operate several squadrons of surface to orbit interceptors that can also be employed in air dominance or air to surface actions.
  • Cascadium Territorial Reserve Defense Force (CTRDF)
    The 'citizen soldier' reserve of Cascadium mostly composed of young (17 to 22 year old) conscripts and semi-paid older reservists. It is intended to provide both additional manpower to the main surface defense force as well as a readily available local combat force to rapidly address threats which may land on far flung portions of the planet. It is made up of various leg and motorized infantry, mechanized, and aviation formations.
  • Cascadium Intra-System Security Forces (CISSF)
    The 'on orbit' service of Cascadium that serves as the colony's space security forces. They operate a handful of security cutters, several squadrons of light attack craft, and a company's worth of specialist troops intended for low-grav or zero grav combat operations or orbit to surface assaults.

Notes

  • The capital is the coastal settlement of Arns City with a population of 652,000, it hosts an orbital tether tied to the main orbital port of the planet. It also features road and rail links with most of the other terrestrial settlements.
  • Cascadium is a frontier colony world with a population of around ten million mostly settled around the starport/orbital lift cities with development and infrastructure expanding around these sites.
  • As stated above the planet is a frontier world who's primary output is agricultural goods, however recent years and mineral discoveries have led to a growing and healthy industry in various processed metallic ores.
  • There were three waves of settlement,
    • The first wave mostly composed of those oriented on self sufficient agricultural pursuits and whom settled haphazardly before the initial main cities were sited and built as a result they tend to be the most rural. (Conservatives?)
    • The second wave, mostly consisting of those looking to establish manufacturing and or the support infrastructure of gradual colony growth (and or get in the ground floor of) arrived roughly fifty years after and more than doubled the population in a decade. These are mostly responsible for the rapid growth of the planet's three main population centers. (City/Suburb folks)
    • The third and or on going wave, this consists of corporate or corporate hired individuals seeking to exploit the resource wealth of the planet, especially a particular mineral required for the manufacture of gates and FTL drives. Unlike the first two waves these are primarily not seeking to do long term settlement and often clash with those of the first wave over land use.

Shorthand Gist and or the So Far

United American Starzone Colonial Marine Corps (UASCMC)

Eideon/Semi-Fantasy Side


Kingdom of Gallipor

Kingdom of Gallipor


Language: Turkish Status Toward BLUFOR: Belligerent

Leadership/Significant Organizations

  • Strongman/Ghaddafi Type in overall leadership position, effectively dictator for life… or until he is replaced.
  • A junta of leading generals, some simply lucky enough not to be purged post revolution and those that participated are its primary makeup.
  • Some clans/leading families still maintain their power bases and holdings, mostly those with connections to the current ruling group or simply those that are neutral in the various politics that fly back and forth in Gallipor.

Military

  • Air Forces
    • Gali Air Corps
      The Gali air forces are all under one general command and operate a variety of craft from fixed wing monoplanes of recent manufacture (from just before to after WWII in technology) to various refurbished ancient craft or merely shells built around ancient tech. Most of their heavier than air large scale airships are of the latter sort.
    • Gali Jump Corps
      An offshoot of the above that serves as a sort of one part 'air' marine corps and one part airborne shock troops mostly for use in conjunction with their airships. Well trained but lightly equipped, they are mostly employed for rapid assaults important strategic points.
  • Land Forces
    • Gali Ground Corps
      They feature a rather large but stretched (operating in various theaters across half the continent) ground force, a third of which is mechanized in some aspect. Additionally most of the remaining two-thirds of their force is made up of conscripts. Like most they have both recently manufactured weapons and vehicles as well as a small percentage of artifact weapons and platforms.
  • Naval Forces
    • Gali Navy

Notes

  • Effectively intended to be an 80s to 90s Iraq (societal/army setup wise), a large army, a blundering leadership, and generally a puppet of someone.
  • They are initially the primary antagonist both by weight of numbers and being among the first military forces through the gate as well as making up the bulk of those that eventually venture to the otherside.

Shorthand Gist and or the So Far

  • In the last twenty or so years the old hegemony has been overthrown by a junta of generals under a single strongman, while this group didn't outright destroy the old system of various industrial 'kingdoms' they effectively have them under their thumb.
  • While starting with grand plans to raise the Gali nation to a position of supremacy in the continent's south it has seen nothing but loss or worse.. stalemate in various conflicts with its neighbors mostly toward the goal of taking control of a bluewater port.
  • The most 'successful' campaign involved the conquest of their neighboring nation to the northwest, the Lebian Barony and while it fell short of reaching the coast and their goal they managed to obtain a vast swath of territory… filled by an angry and uncooperative population.
  • The gate and its discovery is seen as a salvation and a grant by the gods to give the Gali's a final chance at greatness, this mentality is fanned by a third party fanning the flames in the strong man's mind.
  • Eventually the above campaign is a failure and overall their armed forces suffer losses from both pouring resources into the unknown (and losing most of them) as well as seeing a general mass uprising in the occupied Lebian territories surrounding the gate artifact. With its loss to the forces from beyond the gate and the havoc they're causing on the Eideon side the Gali military is in a general state of retreat or is cut off and surrounded. Additionally in the east the Dumauri, seeing weakness, have begun incursions seeking to take population and territory straining the Gali forces between the three foes as the Lebian rump throws it's hat in with the newly arrived otherworlders.

Lebian Barony


Language: Hungarian Status Toward BLUFOR: Aligned Interests

Notes

  • Intended to be a sort of Poland, reeling and weakened from a previous conflict with the setting's main bogeymen (the elves) and then invaded and partially occupied for 'repriations' by the Gali.
  • Ruled by a singular royal family with a collection of territories controlled by lords.

Shorthand Gist and or the So Far

Rothian Imperial Realm


Language: Gaelic Status Toward BLUFOR: Semi-Belligerent, Multiple Involved Parties

Secondary Eideon Entities and Factions


Dumauri Dominion


Language: Mongolian Status Toward BLUFOR: Neutral

Origins

  • Created by the Elves/Eternals as part of a second program to create more hardy and tougher soldiers for the on going war with humanity. While their previous brethren, the Koffek, have proven effective they are no regular foot soldier.
  • The lagomorph features may have been a choice for capability, aesthetics, or both, but the knowledge is more or less lost to time…. at least on the human side.
  • What would become the Dumauri was a grand army that was deployed by the elves in their last offensive of the ancient war. An assault and landing on the southern shore of the continent with a massed offensive moving up through the central southern valley of Eideon. It was here were the Dominions ancestors witnessed the end of the previous world and would be forced to go to ground after their elven masters abandoned them to their fate.

Societal Structure

Eathian Reach

General Meta-Plot Direction


War on Cascadium
  • (May 20th 2789 A.D.) Gallipor Invades the world on the otherside of the Gates, later discovered to be known as Cascadium.
  • Initial efforts lead to the capture of some nine to fifteen thousand of the other world's population whom are taken to the otherside and sent to various interested parties, most destined for upper level indentured servitude due to knowledge of reading, writing, and more modern ways of doing things.
  • The technological loot from these initial opening moves is sent back to the homeland (after being picked over by the officers involved).
  • Most initial attempts by the security forces of Cascadium are at best stop gaps and delaying actions leading some adhoc units or even small units being traded to buy settlements time to evacuate as formerly dormant units stand up and deploy.
  • Day Seven - Gali forces suffer their first major setback in the campaign after leading elements of their main force encounter a Cascadium Defense Force (CSF) tank battalion with company sized infantry support and air power. Roughly two battalions of their armor are destroyed along with a regiment of infantry. As a result their high command orders a hold and calls up reinforcements from the otherside of the gate.
  • Day Eight - CSF forces begin a general counter attack at midnight with various light mechanized units deployed from the air on the Gali force's flanks and a main armored and mechanized force driving head on into the invader's established positions. Despite numbers and prepared positions the Gali invasion force and its various auxiliary are badly mauled by a now prepared and technologically superior enemy. By dawn the Gali army has begun to fall back from whatever remains of its forward positions, some rear units even beginning to rout back toward the gate.
  • Day Nine - CSF forces are in full pursuit of retreating Gali invasion forces with stragglers surrendering on mass, slowing the advance. Some unit commanders, witnesses of the conduct of this force toward Cascadium civilians simply gun them down in place and move on. Others process, disarm, and leave behind small guard forces in order to continue the advance. Additionally CSF forces are bolstered by the arrival of United American Starzone Marines whom are dropped into predesignated DZs already secured by CSF forces, however units are kept on orbit for use as spot reinforcements and for a planned shock and awe operation against the source of the invasion.
  • Day Ten - CSF forces continue a general offensive with one main force and two 'wing' forces pressing in the Gali perimeter from three sides, ever shrinking their previously easily acquired new territory. However this has the side effect of focusing their remaining forces into a smaller area and as a result resistance ramps up. The Gali general, bolstered by reinforcements from his world and still believing the effort can be won commits to a major armored thrust in the gaps between the wings and the main CSF force, attempting to flank and engulf. A mass employment of air and space assets by both the CSF and UASM and vicious spoiling attacks from the forward CSF units halt, cut off, and destroy this final offensive. To prevent the hostile army from slipping away with any more of the captured civilian population two heavy battalions of marines are dropped directly onto their primary strongpoints around the 'Gate'. With mechanized assets and power armor the forces around them rapidly find a powerful and technologically advanced threat in their rear.
  • Dawn, Day Eleven - While scattered resistance continues the surviving highest ranking Gali officer makes contact via radio and offers terms, he is rebuffed with a unconditional surrender demand and accepts it several hours later. Three days beyond this point the area is completely pacified and all hostile troops are disarmed and moved into mass holding areas under guard. One heavy marine battalion however has pushed through the object and into the world beyond, preventing its deactivation and establishing a foothold in the world of Eideon.
Counter Attack
  • (Pre-June 15th 2789 A.D.) CSF and UASM forces have established a kilometer wide perimeter and held the gate structure on the otherside for the better part of half a month. After one major attempt to retake the structure and the surrounding ruins (noted by the first troops through) it has been quiet aside from the occasional incursion by small hostile units. Unbeknownst to them they've set off a mass uprising in the occupied territory the structure currently sits on. However high and low level observation via VTOL Drones has begun and the plan to push through into this other world has more or less been completed with the Cascadium side becoming a mass staging area.
  • (June 15th - Operation Dusk Chariot) Along with organic attachments and pre-scheduled support assets to further strengthen the existing base perimeter eight mechanized battalions are deployed through the gate and staged. Their task is taking eight predesignated areas of interest that are between ten and twelve kilometers from what was now designated as 'Site Threshold' by CSF command. These sites include high points, supply route critical areas such as crossroads and settlement sites that control the first, and a high traffic river bridge. These units began to roll at roughly one AM local time on June 16th.
  • (Storming Dunafoldvar - The Bridge Over the River Doovn) Roughly twenty kilometers to the south of the Threshold Site, the settlement of Dunafoldvar or on the maps of the CSF and UASM units, Objective Dusk 4. Estimated to be a small city with a population of thirty to forty thousand, it controlled a crossroads that brought five major overland routes together to cross the sole bridge capable of handling heavy traffic for nearly a hundred kilometers including a smaller rail bridge immediately adjacent. As a result, despite its somewhat greater distance versus other Dusk objectives it was selected as one of the first sites to be taken. Mostly on the want of CSF command to interrupt east to west supply movements for Gali forces to the west.
  • Unlike the other battalions, due to both the increased distance as well as the more complex nature of their target, the 2nd of the 1st CSF Mech Brigade was reinforced with a few additional motorized companies from the 9th Infantry Regiment and a company of tanks from the 2nd Composite Armored Brigade. This gaggle of armored vehicles and trucks followed across the landscape by a detached element of logistical vehicles to stage them. 'The Gaggle' as the commanding Colonel had taken to calling it would arrive by dusk on the outskirts of Objective Dusk 4 to the strange site of its garrison, or rather what was left of it, trying to fight its way back in. Most cut and ran toward the north and south upon sighting what they could only guess where the armored vehicles of the other worlders, the rumors of them having reached their ears by retreating and routed units coming from the mystical complex to the north.
  • Roughly two companies worth of infantry and some scattered armored vehicles stand and fight from prepared positions between the on rushing CSF forces and the outskirts of the small city. While the skirmish is short both units, seeing either surrender to an unknown or what is at their back fight to the last man.

The World of Eideon
Current Year
839th Imperial Year

2789 A.D.

Technologies and Artifacts


Current Technologies


  • Steam powered vehicles.
  • Magi-Gas powered vehicles.
  • Magical amulet/necklace communication devices (Moderate to short range)
  • Firearms (Black and Smokeless Powder)
  • Magi-Guns/Caster Weapons (Black powder style using reagents)
  • Radio?

Lost Technologies


  • Magic 'breathing' engines that use water as reaction mass for direct propulsion and generate a moderate a-grav field.
  • A-Grav Tech in general.
    • Personal kit?
  • Laser based weapons.
  • Direct energy weapons
    • Plas Rifles?
  • Shield technology, magical?
  • Long range wireless communications?
  • Ion Bow?
  • Power cutting weapons.
  • Meta-Material/Ceramic Material and Armor?

Worlds in Conflict Overview

The 'Worlds'


Cascadium

Eideon

What sparks things?


Main Characters


Overall Plot Idea


I-Day +4 05.24.2789 SUN

Meta Plot Events
  • A single tactical nuclear device in the 10 kiloton range is detonated over the mechanized core of the IFOR in the very early hours of the morning. Estimated destruction of 1/8th of the IFOR's forces and nearly a third of their mechanized assets.
Eideonite Invasion Force Activites
Cascadium Surface Force Activites
Recurring Characters
fic/world_of_eideon.1589143862.txt.gz · Last modified: 2020/05/10 20:51 by arieg203