Motto: Nach vorne! In die Hölle! (Translation: Forward! In hell!)
Location: Northwest Beta Quadrant
Population: 128 billion (est.)
Capital: Arcadia City
Largest City: Arcadia City
Official Language: High Fenva
- Lord Chancellor: John Frederick
- Vice-Chancellor: Andrew Norrisburg
- Speaker of the House: Abigail Newrow
- Chief Justice: Andrew Haggis
- Upper House: House of the Lords
-Lower House: House of the People
Establishment: 19th Age, 70th year, after the Unification Wars
Currency: Golden Royal
Drives on the: Right
The Imperial Republic of Thalduhm
The High Imperial Republic of Thalduhm, or commonly known as the Thalduhm Republic is located in the Milky Way Galaxy and covers a number of systems. The Republic is regarded as a military republic, as it has elections with politicians having military service or public service records, with a Lord Chancellor leading the nation. This nation claims roughly 125 systems with 40 of those systems colonized and has an estimated population of 128 billion. The capital of the Republic is Arcadia City on the planet of Arcadia. Arcadia is the homeworld of the fenvaria which is the founding species of the Republic.
The first part of the formal names is considered to be traditional and a sign of power, mostly referencing back to the time where Arcadia was not unified under the Republic. However, it also refers to the type of government that the Republic has, which while democractic, the Lord Chancellor has almost monarch-like powers. But it also refers to the dozens of families that still have noble titles, if very limited political powers.
Meaning “Land of Iron Mountains'' in High Fenva, Thalduhm, refers to the original territory of the Republic; which is highly abundant in iron and coal. This abundance of raw resources caused the region to be well known for its ironworking and manufacturing during the rise and collapse of the Northern Empire during the 18th Age. This industrial spirit and knowledge would survive past the collapse of the Empire and into the 19th Age, where the nation dominated the region in industrial capacity but also quality craftsmanship. It is said without the ironworking and knowledge of this region, the fenavrians would never make it to space.
The Republic can trace its roots back to the midpoint of the 18th Age, with the collapse of the Northern Empire that had been ruling the area for the last 200 some years. Prior to its collapse the Northern Empire had lost a series of border conflicts with one of its neighbors draining much of the Imperial Army from the fighting. This led to a lack of patrols in vulnerable regions which led to an increase in bandit raids and increase in wild predator attacks, local forces were unable to effectively counter these threats and so unrest started to formulate. A few years later the Empire would see the sudden death of the Emperor, leaving a huge power vacuum as the Emperor left no heir causing rival noble families to fight each other for the crown while trying to keep order in their own territories. However, before the Imperial Senate could decide on an Elector Prince the nation is thrown into a massive civil war that lasts six years and will split the Empire into five different nations; Thalduhm Republic, Fudrua Imperium, Echistan, Rosnesh Kingdom, and Aclye Confederation. Each one of these nations had their own cultures, militaries, and societies but, they all had the same goal of restoring their region to the power it once had.
With the turn of the century and the collapse of the Northern Empire, the five nations soon found themselves in minor conflicts with one another as they tried to figure out their own allies or enemies. However, at the same time, the wild predator attacks started to increase once more causing the five nations to build up their militaries and adopt more militaristic cultures as they fought the predators and themselves. However, eventually another large and destructive war would roll through the region in the last quarter of the 19th Age, unifying most of the old Empire under the banner of the Republic. This conflict would be called the Unification War and would lay some of the major groundwork for the Republic as a whole, everything from their military doctrine to economic policy. At the time it would be one of the deadliest wars on the continent as both sides dug themselves in with expansive trench works, machine guns, artillery and the use of gas weapons. Once the Unification War was over, the Republic would be the sole power in the region and the other nations would have no point but to bend the knee. Even defeated the Imperium still put up a fight as insurgents fought the Republic in times of so called peace, in hopes of expelling these occupiers. However, years would pass and eventually the Republic absorbed the other nations.
As for the nations; the Fudrua Imperium for the first half of the century would be the dominant military leader in the region, sporting a well trained and funded military that proved itself to be a capable fighting force again and again against the numerous small border conflicts with its neighbors. This was largely due to the number of prestigious military academies and well maintained roads that the Imperium gained from taking the heartland of the old Empire. However, at the same time the Imperium gained the influence and corruption of the Imperial political parties and alliances. Eventually these political parties and alliances would degrade the nation into a squabbling collection of states with a weak central government and central military.
The Republic would become a major economic, military and political power in the later half of the 19th Age, just as the Imperium was declining. While its soldiers were not as well trained as the Imperium at the start, they were just as determined. However, as time went on the Republic’s military would take over as one of the best. Unlike the Imperium, the Republic did not start off with the prestigious heart, instead it controlled the vast coal and iron supplies of the old Empire. The nation would quickly industrialize to the best of its ability in hopes of becoming an economic and industrial powerhouse of the region. With the money that the nation earned from its industrialization, the nation reinvested in itself, using that money to grow the military or its infrastructure. In the end, and by the start of the Unification War the Republic had become quite the soft powerhouse and was in a superior industrial position then the Imperium.
With the end of the Unification War, the land was in ruins and there was a lot for the Republic to do, but using the massive industrial backbone that they built before the war, the Republic did its best to rebuild. But, roadblocks to recovery appeared mostly immediately in the form of insurgents or resentful Furdans causing the Republic Army to be deployed once again to quell these rebellions. For the next several years, the region would know only martial law and the presence of the military police. The Republic also learned several lessons from the Unification War and started to adopt these new ideas into its military in the form of equipment, tactics, training, and so on. New schools of thought would spring up as the military started to broaden their tactical horizons, however, still keeping some of their traditional tactics and fighting dear to their heart. After some time, the revolts and insurgents of the Furdan Imperium would end, finally bringing peace to the region.
Before the war and the reconstruction efforts, officials in the Republic started to look towards the stars with widened eyes as they saw infinite possibilities to expand. However, other nations were doing the same, and eventually, a space race would start, engulfing the whole world. By the end of the first decade, the Republic established its space military branch that would fly in orbit to deploy specialized paratrooper units. In the latter half of the century, the Republic built its first base on its moon. The outpost is mostly used as a refueling depot for exploration ships but also serves the purpose of a small mining colony and a military outpost. This happens to create tension between the Republic and several of its neighboring nations as they soon create bases on the moon as well as a few military outposts. This eventually led to the ‘Colonization Rush’; an event that caused the aggressive colonization of the Roon Husila system by fenvarian nations. It was not uncommon for there to be small skirmishes or conflicts over planetary claims and resource deposits as pretty much everyone was scrambling to get as much territory as they could. These series of small wars are often clumped together and called the “Colonization Skirmishes”.
However, these small conflicts would slowly start to build upon one another as the nation was slowly divided into several power blocks of various ideologies. With the start of the 64th Year, the system found itself on the brink of war, as tensions started to rise over colonization rights and resource rights over ice-rich asteroids near the edge of the system. Tensions would finally spill over and lead to the First Inner System War which saw significant fighting between several power blocs, including the Thalduhm Republic and the Southern Confederation. This war would last 6 years and eventually lead to the destruction of the Southern Confederation’s territories. However, the cost of the conflict was high, with some historians estimating hundreds of millions killed on both sides with most of the casualties being civilians. Disease and famine spread across the planet and system, killing hundreds of thousands to millions more in the process. Unrest soon spread across the system as several nations and independent colonies were unable to contain the outbreaks. Terrorist organizations and separatist factions also took advantage of the situation and began to launch their own campaigns of violence or independence, breaking away from their mother nations. Some nations collapsed under the unrest, while others took advantage of the situation to expand their own empires by absorbing other nations. However, this eventually led to the Second Inner System War and by the 73rd Year, the Republic was the sole nation on Arcadia, making it the de-facto unifying force.
Taking some time to rebuild their homeworld and most of the inner system, the Republic was set on unifying the system under their leadership as though all of the pain and tragedy they had come out on top. They were hardened by war and loss, thus they were the rightful owners of the system. During the chaos, the outer system organized itself into a confederation of planets known as the Outer Planetary Coalition, with the goal of mutual defense against any force. Relations with the Republic were tense at best, with most of the time the OPC insulting the Republic for having weak citizenry and blaming them for the current state of affairs. By the 11th Year, the Republic set out to reclaim the system and demanded that the Outer Planetary Coalition join the Republic peacefully or be conquered through war. Confident in their ability to fend off the Fenavria Republic and still thinking that the inner system was still fractured, the OPC refused the demand and chose war. Instead of finding an easy nation to fend off, the Republic ruthlessly broke through the OPC fleets and quickly reconquered the Outer System after 3 years of warfare.
With peace finally achieved, the Republic looked at the wartorn system and decided to roll up its sleeve to repair its cradle. With a heavy hand, the government went to work suppressing rebellious factions and improving infrastructure that was destroyed in the numerous wars that plagued the system. Farms, hospitals, research labs, schools, factories, and military bases quickly sprung up across the system to suppress any rebellion and provide a stable life within the system. For the most part, there would be some minor rebellions here and there, but these were quickly squashed by heavy-handed Republic military forces. By the 30th Year, a geological team discovered a resource known as Fenvarium, which later in the 40th year would become the main fuel source of the Republic and the system.
With the system fully under the control of the Republic by the 62nd year, an era of peace and prosperity finally spreads across the system. By the end of the 21st Age, the Republic was truly on the road to establishing and protecting extrasolar colonies. During its reign, the Republic would create its first extrasolar FTL drive allowing the nation to spread from its cradle and into other systems. With hope and greed in their eyes, the Republic soon started to expand from their home system and into the awaiting galaxy.
One could describe the first part of the 22nd Age as tranquil as the Republic peacefully expanded into the galaxy, with little in its way as it claimed system after system. As the nation expanded into the void, technology and population once again swelled to almost unforeseen heights. However, not all were happy with the advances that the Republic had made, and the highly centralized control that is exerted upon some of the colonies. At first, it was talks of rebellion, and then soon the voices became louder and louder before opening up into conflict. This conflict would be known as the Frontier Insurgency War, which started in the 62nd year and lasted several years into the 17 Years War. Where it eventually ended when the rebel’s last stronghold finally fell to Commonwealth forces, before being retaken by Republic Forces.
During the 60th year, the Republic encountered an alien nation known as the Imperial Commonwealth of Draco which resulted in a two-year-long conflict known as the First Contact War. This war was triggered after a Republic warship hailed a Commonwealth warship, however then opened fired upon it after not receiving anything back. The war officially ended with the destruction of the 9th Imperial Fleet in the frontier, not wanting to risk another fleet the Commonwealth ceded for a ceasefire. Which resulted in no territorial change and no reparations, however, it planted the seeds for a future conflict that would become known as the 17 Year War.
After four years of unstable peace and ramping tensions, several local Imperial governors were assassinated by either fenavrian terrorists looking to start another war or imperial agents disguised as fenavrian terrorists. This led to the Commonwealth demanding that the Republic allow their forces into the frontier to help pacify the region. With no other option aside from humiliation, the Republic refused the demand and began preparing for war. One year later, a declaration of war was sent to the Republic. And in the 67th year, thus began the 17 Year War.
The war would be one of the most devastating conflicts that both sides participated in and one of the major interstellar wars for both nations. For most of the conflict, any sort of major fighting was confined to the sparse and wide frontier of both nations. Entire systems being ravaged by warfare as planets developed into trench warfare with weapons of mass destruction being effortlessly thrown around. Ground battles like the siege of Caled and other fortress planets proved to be difficult and often costly campaigns that took up to several years to conquer. Massive fleet engagements rattled throughout the void and in the planetary skies, as mighty battleships and cruisers danced in the void. Dreadnoughts were also deployed throughout the war, but the fighting drastically dwindled down their numbers and thus making them exceptionally rare in most modern wars.
By the time the war ended, significant parts of the frontier for both nations were severely damaged or rendered uninhabitable with a substantial body count that numbered into the billions. Hundreds of millions were displaced from the war which caused significant population booms on other planets. It further cemented the xenophobic and suspicious nature of the fens, with many of them viewing most alien nations as potential enemies. The Republic at the time looked back upon the war and started to organize everything about its military and logistical networks, favoring ease of production rather than overspecialization. There was a slight border change with the several resource-rich systems and the system of Sror was handed over to the Republic as a part of war reparations.
However, what officials thought was to be a time for peace and rebuilding soon turned to internal conflict as for the next eight years the system of Sror started to resist Republic rule and occupation. Protests and riots broke out across the system, demanding independence and the removal of the Republic garrison forces. Tensions would continue to rise as the Republic exercised its heavy-handed authority before finally spilling over into open conflict as the system rebelled. For the next four years, the Republic once again sent ships into the Sror system and began a lengthy campaign to subdue the resisting population, however, while it managed to emerge victoriously it gave a wider array of freedoms to the system. But, in the end, the system would become a Republic protectorate, a buffer against the Commonwealth.
With the end of the Sror Counter-Insurgency Campaign eight years before the start of the 23rd Age, the Republic was in a state of peace but constantly preparing for the next war. It had used the lessons learned from the 17 Year War and the Counter Insurgency Campaign to develop new weapons, ships, and other military material. Border skirmishes with the Commonwealth were a common occurrence since the end of the 17 Year War, these proved to be effective live-fire testbeds for the experimental weapons. However, in the 21st Year, the Republic found itself back at war with the Commonwealth, who invaded the Republic as they were fueled by the loss of the 17 Year War and wanted to regain back its territory. Which was resource-rich in fenvarium and other needed materials for the massive industrialized economies of both nations. This invasion thus triggered the Border Crisis, which again was largely focused around the frontier but confined around several of Republic fortress systems like Caled. This border conflict lasted for roughly nine years and would result in the Commonwealth achieving none of its objectives but, instead losing several more systems.
By the 71st Year, tensions are running high between the two nations as both nations expand once more. Pushing into the Scar and the Independent region, reclaiming lost systems and resources. Under the new Commonwealth administration, reorganization of the military and the desire to reclaim their empire has fueled a rapid expansion. Which has led to a rapid increase in the already frequent border skirmishes between the two nations. Commonwealth sponsored terrorism has broken out in Sror, Caled, and other border nations in order to spread discontent.
Under the current administration, the Republic has increased security forces across the nation and started to clamp down on terrorism. In relation to this, the Republic Navy and Army have also seen a massive increase as the nation once more prepares for another border war. The Republic has sent troops to deal with several small campaigns in the Independent Region, reclaiming lost systems mostly rich in metals and fenvarium. These systems are solely populated by fenvarian colonists with some planets and systems being sympathetic towards rejoining the Republic. Unfortunately, were arrested for ‘treason’ and ‘threatening’ the security of the Independent Region.
Fenvaria Republic Historical Codex, War section
The Unification War was a major conflict that saw the unification of the several independent nation-states on the northern portion of the main continent of Arcadia. This part of the realm was known to be mineral-rich, industrial, and considerably populated. At the end of this war, several countries would be devastated; however, these nations soon were incorporated into the Republic.
Before the war, the Republic's influence in the region had been growing slightly as, after the rebellion, it held several influential pieces. First, was the substantial iron and coal reserves that littered the land. Second, was several well-protected city forts and some well-established trade routes. However, what it lacked were expansive industry plants, sizable arable land, and the vital trade routes that laid at the heart of the old Empire. This heart of the Empire included nations like the Fudrua Imperium, Rosnesh Kingdom, and the Aclye Confederation.
While it had some heavy industry, mostly centered around arms production and making steel, it was barely anything when compared to the other nations. So, significant portions of money and time had been set aside to expand the nation's industry. This focus on heavy industry would form the basis for the Republic's economy and ideology for the years to come. Research into better farming techniques and technologies had been funded to increase the nation's food yield in its fjord-like terrain.
Lacking these prized resources, the Republic set out to obtain them. However, this would mean another war in the region. So the initial objective was the Fudrua Imperium which was immediately east of the Republic. For years, the Fudrua Imperium had been the influential political power in the region, as they held the old capital of the Empire and the majority of the imperial heartland. However, by the time that the Republic was growing, the Imperium was on the decline. This decline in influence was due to the cutthroat political culture that came with the heart of the old capital territory. As lords and representatives would fight an underground war of politics, blocking proposals that would not benefit them, squandering more and more power to the local level. Eventually, this cutthroat political fighting reduced the Imperium to more of a confederation of smaller kingdoms, with the central government having little to no power.
Taking this opportunity to expand the Thalduhmian influence in the region and take out a prime rival, the Republic began preparations to invade the Imperium. So in the 19th Age; 70th Year, the Republic launched an invasion into the Imperium. Using complex formations of mechanized and motorized formations, the Republic Army rapidly pushed through the border fortifications of the Imperium. The Republic Army was able to knock aside the lightly equipped border troops and push quickly to nearby industrial towns before meeting stiff resistance by local noble forces. But, by the time the Republic forces were stopped by the local nobles, it was too late. The Republic had created a front that stretched up and down the border. They also captured several industrial cities and more mines for further production. In an odd sense of irony, the cities and towns the Republic had captured welcomed them as liberators, not conquerors as for years; these cities had economically chafed under the local noble's rule.
In response to the invasion, the Imperium quickly started to throw fortifications down to slow the advance of the Republic and eventually stopped 30 miles outside of the Imperium's capital by the end of the 75th Year. However, as the winter of the 75th Year started to approach, both sides began to dig in. They created vast networks of trenches, pillboxes, and other fortifications. These trenches would run from north to south, creating a several hundred-mile long front that would see thousands die as they attacked the other line.
When the start of the 76th rolled around, the two sides started to engage in full out trench style warfare. Hundreds of thousands of soldiers would be thrown into the meat grinder for the next nine years. Both sides used armored vehicles, aircraft, chemical weapons to break the other side's forces and end the stalemate or at least take some territory. But, to the surprise of the Imperium, the Republic held onto their captured territory with vigor and determination not seen since the Collapse. Eventually, the Republic breaks the stalemate by capturing a strategic railway town and hill that overlooks the position. With this capture, Republic forces pushed through the crumbling Imperium lines and pushed deeper into the nation. This was a huge morale boost for the Republic forces whose morale was at an all-time low, and it crumbled the Imperium Army even more as they were forcibly pushed back to the capital in the 88th Year. By the end of the 88th Year, the Republic forces marched through the capital of the Imperium claiming it for themselves. The war would end two years later, however, sporadic fighting would take place in parts of the nation as Imperium forces held out against Republic formations. In the end, these last stands would be fruitless and rare as many of the Imperium forces would surrender as most of the nation bent the knee to the Republic.
The result of the war would have profound impacts for the region, the Imperium would cease to exist and the Thalduhm Republic would establish themselves as the dominant power in the region. Several of the smaller nations would pledge their allegiance to the Republic and offer to become vassals to the once fledgling nation. Republic officials were surprised by this, they had been expecting more resistance to the shakeup. But, the Republic quickly went to work rebuilding the war-torn lands of the former Imperium and rooting out the rivalries of the nobles. Eventually, the region recovered and soon the vassal states of the Republic were integrated into the nation as a whole.
First Inner System War
Second Inner System War
Outer System War
Frontier Insurgency War
First Contact War
17 Year War
Sror Counter Insurgency Campaign
The Republic is a space-faring nation that controls a small portion of the Orion arm, thus they are in control of a number of different planets and different climates. However, the Republic can be divided into three distinct regions; Core, Colonies and the Frontier.
The Core region is the region of space that holds the capital system of the Republic and the first systems that were colonized by the Republic, during their infancy into space exploration. Thus, these systems are a mix of quite industrialized and rural systems with a bit more of a ‘wild’ flare to them as well. This is due to the fenavrians living in heavily fortified and communal settlements, cutting down on urban sprawl and allowing for more open spaces on their planets. Major shipyards and military bases are also located in this region to help protect the symbolical and resource importance of this region. Major systems of the Core include; Roon Husila, Koln, Ayim, Tempestus, and Caspian’s Star.
Next is the Colonies, this region tends to be the ‘new money’ region where there is plenty of space to set up and live. While not as populous as the core region, Colonies still hold a significant chunk of people and industrial zones. The industry here seems to be moderate to light with a noticeable number of farming and mining colonies to support the industries of the core. There are also some major shipyards and military bases in this region of space, however, most of the shipyards here are minor or are borderline major shipyards. Military patrols are also numerous in this region with several of the major military bases here being both resupply points and staging points for patrols into the Frontier. During the 40 Years War, this region saw some moderate fighting as several CSD raids made it into the Colonies in order to disrupt supply lines. These raids had a minor effect on Republic supply lines, but the threat of a CSD raid made HiCo divert naval and army reinforcements from the front into protecting these trade/supply lines. Major systems within the Colonies region are; Thoide, Vlialt, Kotilainen, Drims, Osleot, Jyri, and Ashton’s Refuge.
Finally there is the Frontier, an expansive region of space that is littered with numerous backwater systems with a handful of important redouts of influence. Population centers here tend to be sparse and few, with tiny outposts on ‘settled’ planets. There also tends to be very little in the way of industry with an overwhelming portion of colonies here focused around mining and farming. However, there are exceptions, for example there is the system of Caled which is a major fortress system that sits on the border of the Republic and the CSD. This system has a significant amount of industry and a significant population. Then there is also the system of Sror, which is a Republic protectorate, this planet too has significant industry and population centers. But, for the most part, the colonies in this region are small and have a more ‘wild west’ feel to them.
The frontier also features a place called “The Scar” as mentioned before, this place is full of colonies (both frontier colonies and built up colonies) that had been heavily fought over and eventually turned into tomb worlds. These worlds are full of pre 17 Year War relics and technology, some of which has been lost to the Republic and the CSD. This region has been known to attract treasure hunters, scientists, archaeologists, and other curious individuals who either want to study them or loot them. But, these worlds are known to be treacherous as they are wracked by unexpected storms, radiation, nuclear winter, tectonic activity, unexploded ordnance, chemical/biological agents sitting in shell and bomb craters, and others.
(Avg. Male)- 5’5”
(Avg. Female)- 5’5”
(Avg. Male)- 120-140 lbs
(Avg. Female)- 145-160 lbs
Fur Color: Varies
Eye Color: (Most Common)- brown, blue, black, gray
Hair Color: (Most Common)- brown, black, blonde
Lifespan: 170 years
Appearance: The fenvaria are an odd race that can be divided into two distinct sub groups. These sub groups can be described as hybridized humanoids. With the canid-like subgroup featuring several human-like features like a human face and human-like torso with several wolf-like features. This subgroup has fur that covers their legs, arms and neck. They also have pointed canine-like ears, stands on digitigrade legs, canine-like eyes, and finally has a tail. Their fur is quite similar to that of a fox or a wolf in texture and pattern. It is also rather thick and warm due to the colder temperatures of Arcadia, as well as waterproof. Their fur tends to be in shades of browns, tans, blacks, whites, greys, and other natural-looking colors. They also have canine ears, which rotate and help the fenvaria locate prey or noises. As for canine facial features, sharpened canine teeth, and excellent eyesight. The canine teeth are razor sharp and used to tear into flesh.
The feline-like subgroup features several human-like features like a human face and human-like torso with several cat-like features. This subgroup has fur that covers their legs, arms and neck. They also have pointed feline-like ears, stands on digitigrade legs, feline-like eyes, and finally has a tail. Their fur is quite similar to that of a lynx, mountain lion, or bobcat in texture and pattern. It is also rather thick and warm due to the colder temperatures of Arcadia, as well as waterproof. Their fur tends to be in shades of browns, tans, blacks, whites, greys, and other natural-looking colors.
This radical split in the subgroups is a result of which area they came from. With most of the canid like fenvarians hailing from the largest continent of Arcadia and the feline like fenvarians to hail from the second largest continent of the planet.
Overall the species experiences sexual dimorphism between males and females. They are quite similar to humans internally but they are different externally. They also have paws for feet and a tail which makes them better at running than humans as the tail can be used to keep the Fenvarian balanced. The Fenvaria also have claws on their fingers and their toes that can be retracted when walking and daily use then extended during combat or when they are walking on rough terrain. Their ears rotate and help the fenvarian locate prey or noises. This means they have an overall tall, proud, and definite appearance.
Behavior: The Fenvaria are characterized to be a proud and determined race that doesn't back down when challenged, they are loyal to those they respect and trust. They are also very protective of their young, family members, friends, lovers, and their territory. Due to environmental pressures, this forced Fenavaria to become more communal. As such they often live in tall, densely populated city centers and cohabit with extended family members. It is not uncommon for a Fenvarian to live in very crowded areas with a rather large family (about three to four children by human standards). Also given the interpersonal tendencies they form clan-like social structures within cities or colonies that will be one clan. However, it is not uncommon that clans have feuds amongst themselves. Often these feuds over things like boundaries, political status, and other conflicts of interest. During an invasion, the fenvaria will quite literally fight to the death to protect the ones they care about as well as their territory.
(Avg. Male)- 5’5”
(Avg. Female)- 5’4”
(Avg. Male)- 110-130 lbs
(Avg. Female)- 140-150 lbs
Fur Color: varies
Eye Color: (Most Common)- brown, blue, black, gray
Hair Color: (Most Common)- brown, black, blonde
Lifespan: 170 years
Appearance: The evandari can be described as an anthropomorphic version of felines, with sexual dimorphism between males and females. They are quite similar to humans internally but they are different externally. An evandari has fur, feline facial features, feline-like ears, stand on digitigrade legs, feline-like eyes, and finally, have a tail. Evandari fur is quite similar to that of a lynx, mountain lion, or bobcat in texture and pattern. It is also rather thick and warm due to the colder temperatures of their homeworld, as well as waterproof. Their fur tends to be in shades of browns, tans, blacks, whites, greys, and other natural-looking colors. However, unlike their canine brethren, evandari can have no natural colors apart from their color scheme. Scientists are unsure of how and why this happens.
As for feline facial features, they have a shortened muzzle, two large razor-sharp canine teeth, and excellent eyesight. The canine teeth are razor sharp and used to tear into flesh. They also have paws for feet and a tail which makes them much better at running than humans as the tail can be used to keep the evandari balanced. Their tails tend to be shorter and not as fluffy as the fenvaria. Evandari also have claws on their fingers and their toes that can be retracted when walking and daily use then extended during combat or when they are walking on rough terrain. What is also noticeable is that a large majority of the population having fangs that poke out of their mouths, similar to that of the sabertooth. This means they have an overall short, and definite feline appearance.
Behavior: The evandari are curious creatures. As given their likeness to that of felines they are often looking around, seeing where things go, asking questions, etc. Most of the time they ask questions about people. Like where they come from, who they are, what they are like, and so on. They are also quite playful, making friends, messing around with friends and those they are close to, they also tend to verbally tease those they like or are close to. Overall the evandari are communal like the fenvaria but they don’t form clans like the fenvaria. Instead, they have had a loose connection of families that they consider close forming a sort of pride. With each family consisting of three or more adults and their children, this leads to rather larger families when compared to that of the fenvaria.
The Republic as a nation can be summarized as a ‘federal republic with a highly martial culture and in some cases outright stratocracy’. Public and military service extends throughout the Republic with almost all politicians and government officials partaking in it. For most of the government, they are elected into their office with some officials appointed into their office, but then approved or rejected by Parliament or any other elected council. The term "Republic" is used because the nation has a strong central government with a collection of several other "states" or systems, the national government hold most of the power (controlling the military, passing national laws and enforcing them, etc) whereas the "states" have some power in terms of passing state laws, enforcing those state laws, collecting state taxes, etc.
The Republic is an odd beast, at first glance it would seem like a typical democratic nation, however, if one was to look further past the surface they would see a very complicated and powerful federal government. Which comes to the question of ‘how does the Republic enforce its power?’. It is relatively simple, first the state enforces its rule by a mix of traditional and rational legitimacy, where the state has been in power for so long that there are traditions and customs that have become heavily institutionalized. These customs and norms are also built upon rules and procedures whose job is to enforce/create rules.
It also keeps its power by excessive and unilateral force that can be used to keep citizens and states in order. Meaning that any sort of heavy/violent dissent, from system down to citizen, is to be squashed quickly and excessively. But it also serves a second function, it allows the federal government to ensure a set standard of freedom and civil liberties within its territory. These freedoms being fair and free elections, the right to vote, and the right to bear arms. This is also enforced by the ‘equal service social contract’ that is highly relevant within the Republic, which states “The Republic will protect you, give you citizenship, and other privileges. It is your duty to protect the Republic with unrelenting fury and help provide to the upkeep of the nation”.
In short, the Republic is considered to be a martial police state, with a very strong central government that has a heavy focus on security and efficiency. Treason or heavy dissent is to be dealt with in an overarching fashion as they have broken their social contract with society. Thus they have forgone all of the protections of a law abiding citizen. Also that Federal law supersedes that of planetary or system law and the national government will ruthlessly enforce it upon any Republic held system that refuses it.
The government of the Thalduhm Republic is broken into three different branches Executive, Legislative, and Judicial. Each branch has certain powers and is kept in check by the idea of checks and balances. A majority of all politicians have had military records, as our society demands that you steadily spend six years in the military (not including training). As mentioned before the nation is divided up into 25 ‘states’, the major point is that the federal law comes before state law. These laws are defined in a way that uses common language so that both politicians and the citizenry can understand, for every law there is a second version with some complex wording being recorded for legal use. All the branches are located on Arcadia, in Arcadia City, in the Capital complex; which is a huge, several acres, multi-story building
The Executive branch is made up of the Chancellor, Vice-Chancellor and his Cabinet. They are responsible for the execution and enforcement of the laws passed by Parliament, however, that is if they are signed off by the Chancellor.
The Lord Chancellor serves as both head of state and General-in-Chief of the Armed Forces, they are also responsible for the implementation and enforcement of all laws passed by Parliament. As well as the appointment of heads of federal agencies. Lord Chancellors are elected for two ten year terms, then he/she cannot run in the next election. They are expected to be centrist, where they do both right and left policies in terms of politics, and it is not unusual for them to have a background in the military.
As for their attire, most of the modern chancellors can be seen wearing their white and black military dress uniforms with what appears to be a ceremonial sword and pistol. This ceremonial set has been around since the formation of the Republic, back in the 19th Age and is viewed as the physical symbol of authority and power. This set is given to every Lord Chancellor and they are expected to wear it at public gatherings, events, and whenever in office. After the Chancellor’s reign is over, the ceremonial set will be handed off to the incoming Lord Chancellor in a huge and publicly broadcasted across all of the habited planets within the Republic.
The Vice-Chancellor is the Lord Chancellor's right-hand man, they do everything from advising to informing the Chancellor about events. Their job is slightly more difficult than the Chancellor's because they are required to read all of the incoming bills (the Chancellor does this also) and explain parts that don't make sense. The Vice-Chancellor also takes over when the Chancellor in office dies unexpectedly or resigns unexpectedly, they will finish out there term and of course run for office after that term.
The Cabinet and other individual federal agencies are responsible for the day to day admission and enforcement of federal laws. The cabinet is made up of seven departments that are headed by Lord Ministers, and it also includes the Vice Chancellor and Lord Attorney. This cabinet is usually used to help assist the Lord Chancellor in decision making by providing advice and updates on projects in their respective fields. These seven departments include,
-Ministry of Xeno Affairs (Handles foreign affairs with other nations)
-Ministry of Defense (Handles the defense of the nation, primarily the military)
-Republic Security Ministry (Handles internal security, intelligence, espionage, and assists in crises)
-Republic Revenue Ministry (Handles the finances and taxation of the Republic)
-Industrial Development and Commerce Ministry (Handles internal development of industry, commerce, cities, and management of resources)
-Public Health Ministry (Handles public health services and assists in crises)
-Education Ministry (Handles education standards and education material)
Legislative Branch: Overview
The Legislative branch which is called Parliament is made up of one body which has two separate "houses" the upper house is called the "House of Lords" and the lower house is called the "House of the People".
In the House of Lords, representatives are given titles to represent their status and seat within the House of Lords. For example, a representative from the House of Lords would be called “House Lord” followed by their name as for the leader of the HoL they are given the title of “Grand House Lord”. The House of Lords, tend to be made up of old noble families that still reside in the Republic and have a limited sense of power in the nation. The House of Lords is made up of 75 representatives, 3 representatives from each state. These three representatives from the three most powerful noble families in the state. The House of Lords is used to act as a check to the House of the People as they can review bills and proposals made by the HoP.
This system of titles also translates to the House of the People, but instead of being called lord, the representatives of the House of People are called “House Noble” while the leader of the House of People is called “Grand House Noble”. The House of the People is made up of 300 representatives which are fixed by law; this house is largely based on the population of the states. The representatives in this house are all elected and serve two five year terms. Like the HoL this house has its own library and also serves as a check against the HoL, as like the upper house they can review bills and proposals.
The system is tiered, between planet, system state and finally parliament. The planet sends their best representatives to the system council, from the system council the best representatives are sent to the state council, then from the state council, it then goes to Parliament. The Republic as a governmental entity does not care about what clan pulls the political strings on a planet, all they care about is that supplies and materials are flowing. However, it maintains its legitimacy by ensuring, with violence, a set standard of freedom. For example, if a planet started outlawing elections, the Republic would send in troops to remove that clan from power. If a planet started to show signs of rebellion, the Republic would send troops to squash the rebellion.
As with their job they create the laws of the nation (needs a 60% majority vote in each house to be passed), declare war, approve treaties, have rule over the national budget, impeachment (political the removal of any sitting politician), they also have the power to override the veto of the executive branch with a full 4/5ths majority (80% majority in each house).
Judicial Branch: Overview
The courts of the Republic are responsible for interpretation and application of the law in the Republic. Under the view of separation of powers, they are not responsible for the creation of statutory law, that job is left to the legislative branch, nor are they responsible for the enforcement of the law, which is left to the executive branch. But rather, the interpretation and application of the law to each case they review. In the Republic, courts are given a judicial review, the power to annul laws of the state, if it finds them to be in conflict with the higher norm. Such as constitutional, primary legislation, treaties, and international law.
Republic courtrooms are structured to be a fight for the truth, where the two sides engage in a gentleman’s duel of words to achieve ‘justice’. However, there is one noticeable thing that is lacking from a Republic courtroom, and that is the presence of a jury, instead, the judges are the ones who review the evidence and make a decision. In a typical Republic courtroom, there are three judges that review and deliberate on the evidence, then come together and present their judgment.
In the nation, there are several levels of courts, you have your planetary courts. These are courts that are focused on maintaining order on the planetary level, this level is one of the lowest, but one of the largest. At this level, they could include hundreds of courts scattered across the planet in question.
The next level up we have the system courts, these ones are a higher court and their jurisdiction is across the system, they are an appellate court. So they are focused on the review of lower court cases. There are 25 system courts. Then after that, we have the regional courts, which there are 5 of them.
At the top there is the Final Court, this court is responsible for the final say of the law, they are the final court and their word is final. On the Final Court bench, there are 7 justices. These seven are the best judges the republic has to offer and handpicked by the chancellor, then approved by a special Parliament committee. These justices serve for life or until they retire. The process for being selected takes about 2 years to complete, as there is a great deal of evaluation and deliberation. As the Chancellor and the special committee want to make sure they have the best of the best and the ones that want to do their job.
The Republic Armed Forces or the RAF is the military of the nation, which is responsible for the defense of the nation in any environment. Meaning that the RAF is responsible for defending the planets, systems, and the void that the Republic owns or claims as its territory. The Republic Armed Forces are then broken up into three branches;
-Republic Army (Also called Republic Army or Army)
-Republic Navy (Also called Republic Navy or Navy)
The Army is responsible for any sort of ground operations that occur within or outside of the Thalduhm Republic, meaning that they are responsible for planetary invasions, planetary garrisoning, etc. The Army is also by far one of the largest branches of the military as it is a focal point for the Thalduhm Republic in its view of war.
The Navy is responsible for any sort of interplanetary and intersystem operations that occur inside or outside of the Thalduhm Republic meaning that they are responsible for ship to ship combat, orbital bombardment, patrolling of shipping lanes/transport lanes, etc.
The Republic Armed Forces doctrine is mostly built around the idea of total defense, everything from government to the economy has been planned to aid the defense of the nation in times of conflict. Since the Republic has adopted a high-intensity warrior culture and their culture is highly territorial, they tend to fight to the last combatant when they are holding a position, only retreating to take up new positions behind the front line. While they are moving to a new position other friendly forces would move in and stage counter-attacks, set traps, ambushes, and so on. This is done to delay the enemy as much as possible to let other units get into position. The main objectives of the RAF is to keep vital planets and objectives in Republic possession, delay the enemy until reinforcements arrive, and drag out the fight as long as possible to make it as costly as possible.
The role of the Ground Army is to protect ground assets, delay, and repulse ground invasions. It is an adaptive combined arms force that focuses on trench warfare.
The idea is to make the enemy break themselves upon the positions of the Army (these positions would be reinforced with armor, artillery, and aircraft) and make the enemy be in constant engagements. The Army then will launch limited, small scale strikes and offensives upon the enemy lines to determine where weak points are in the line. At the same time; aircraft and specialized formations of airborne troopers or commando forces with long-range artillery support will start to harass rear line operations to cause as much confusion and chaos as possible. Then using this information and the cover of chaos the Army will launch massive assaults across the front to exploit these weakened positions. Upon breakthroughs, the reserve forces and surviving elements of the attack formations will then be dedicated to exploiting this and leaning up with the harassing forces.
Any ground that is gained from the offensive will then be held, troopers will move up and start building a new set of fortifications and firing positions to launch further attacks. This often leads to a rather slow and methodical creep or a rather rapid pace of advance through enemy lines depending on the enemy’s reaction to the breakthrough(s).
The Republic Army specializes in rough terrain, so like heavily forested woods, mountains, and so on; they are also adept in snow warfare, as the planet they evolved on and colonized has colder climates. Thus also use this to their advantage by quickly scaling rough terrain and forcing the enemy to fight in the mountains and other favorable locations.
The Army is quite mechanized, with most of the infantry units having IFVs, trucks, LRVs, and drop ships. As a way to safely and quickly transport troopers from one location to another, and to quickly provide reinforcements/resupply to frontline forces. The Army has a strong core of all-around mobile tanks that are deployed with the infantry to eliminate enemy armor or fortifications and to exploit opportunities for breakthroughs. On the ground, the Army likes to use the sledgehammer, rather than the scalpel.
The Astro Navy is the void branch of the RAF, the navy is responsible for all void based operations. So anything from cargo escort, patrols, to space-based engagements. From this the navy is also an adaptive highly mobile force; as the navy believes in a “hit hard, hit fast, and hit with overwhelming firepower”. Cruisers, light carriers, and destroyers are the backbone of the Republic navy as they can move faster than any other ship in the navy, this doesn't mean that the Navy lacks any heavy guns. As they do have a rather impressive fleet of battleships, dreadnoughts, and super dreadnoughts. The navy also has an extensive fleet of medical ships, repair ships, and transports to help with the logistics of the navy when they are defending Republic space or going on the offensive.
The Republic Navy operates in formations that range from flotillas to something as large as full-blown capital fleets. However, the most common are smaller patrol fleets, made up of several groups of flotillas. These small formations allow FR ships to move quickly and semi undetectable, this then allows them to carry out hit and run tactics upon enemy convoys or fleets. Dragging enemy forces into pre-zoned and calculated jump vectors so larger fleets with heavier class ships can jump on top of the enemy. Or into firing ranges of the system defenses or planetary defenses.
The Republic economy is considered to be a mixed economy with a large and vibrant private sector. There are some government-controlled corporations, but these are there to help keep prices on certain items low and as a competition to the private industries. For the most part, the Republic economy has a huge industrial base, this is focused around several dozen different industries which range from shipbuilding and breaking to general manufacturing of civilian goods. The industrial base of the Republic is a well oiled, well-organized machine that is never-ending; if a shipment was to be late that would cause repercussions onto the late company. In short, the Republic favors efficiency and works on a well-organized schedule. Strangely, the Republic still uses manual manufacturing in their industries, but they do have automated factories as well. Their idea is that manual manufacturing should still be around to keep skilled labor diverse and not focused on a select few skilled labor jobs. Plus it keeps job markets open and allows those with limited education to find some sort of job occupation that they can make a living wage as well as learn important skills. To a Thalduhmian, working in a factory or any sort of manual labor job is quite honorable as it has the symbolic gesture of helping out the nation by providing a good either for the war effort or the nation as a whole.
Most people have a ‘protectionist’ view on the Republic economy, often they will buy from stores or places that make or sell Republic made items. This largely stems from their idea of ‘protecting the nation’ which even means economically, to them buying Republic made items means that they keep workers in work and factories producing items. Which these items can make life easier in the Republic or could be used to defend the nation, for example, if a construction company buys from a Republic metal plant they are keeping those workers in work, and if the nation gets invaded they can produce metal to make weapons or tools. This idea of protectionism has led to little foreign companies inside the nation. Foreign companies are also forbidden to own vital infrastructure as to the Fenvarians, which could lead to a strategic defeat and mishaps. But, if they have to, Thalduhmians will buy from non Republic stores and companies.
While the Thalduhmians are protective of their economy, they are even more protective of Fenvarium production and mining. This is for two reasons, the first one being it is a major fuel source for economic and military applications. So it is considered to be a major strategic resource that no other nation should have a hand in, as if they do they could cause a fluctuation within the production or could tamper it and cause irreversible side effects. The second one is more of a safety concern, as the they are the ones with the most experience with it, so they view that if other nations got their hands on it it could lead to many disasters. Most of which could lead to a large number of people losing their life. So, if a nation wishes to sell Fenvarium to the Republic, the Republic will often send its builders, workers, and managers to the site to build the mining platform and refinery. Upon the deposit being dried up, the Republic will tear down the site and clean up any toxic materials to ensure that the site is safe to use once again. Also, it could be seen as a sign of goodwill.
One of the core pillars of Republic culture is militarism, as for the most part of their history they have been fighting to survive. From their beginnings on their cold and harsh planet to the modern day, every step has been a test of military and national strength. This has led to mostly everyone having some sort of military training as a part of their schooling. It is expected that if you don't enlist into the military you take up some sort of public service job. It is not unusual for a Republic citizen to carry a pistol and a bladed weapon, both for protection and ancient cultural traditions.
This idea of carrying both a sword and a pistol come from the idea that one should cover both types of protection. The pistol provides ranged protection and the sword provides close quarters protection, and only carrying one would limit your protection. So if one was to limit himself only to sword protection they have lost half of their ability to fight. One can be struck down at range before you close the distance to fully engage. But, focusing on ranged protection opens oneself to close quarters attacks, and while a pistol or a ranged weapon could be used on melee range it is not optimized for it. Thus, in order to fully protect yourself you need both halves of the circle.
Then when the Fens talk about protection, they are talking about the ability to protect one's self, and there are two contexts. Offensively and defensively, armor would be defensive protection while weapons are considered both.
On top of their militaristic nature, they have a rather communal sense as they often live in groups or packs. Not to mention, Arcadia and most of the planets the Republic colonize are harsh, so living alone is suicide as one would be easy prey. Thus, those who did survive were ones that formed groups that could work together to survive.
Aside from their militaristic culture, the Thalduhm Republic does also boast a very religious population with the Teachings of the Great Wolf Mother, is one of the most prominent religions in the Republic. The Teachings, as it is commonly referred to, helps serve as a major foundation for the Republic culture as it lays out many of the moral and ethical laws of the nation. But it also harkens into the Republic’s militaristic nature, with every battle or feats of bravado being a show of strength and devotion. Because of this, many Thalduhmians have adopted a sort of renaissance man/woman culture. With the importance of knowledge and fitness being taught and valued, to them everyday is a day of thought/deliberation and a day to get stronger.
As a whole, the nation have very little love for outsiders as they can be either a threat to them or the Republic. And, to the Fenvarians, these outsiders have yet to prove themselves as ally or enemy. This coldness is also coupled with the territorialism and slow trusting nature of the fenvarians and evandari, which is a result of their survival struggle on their cold and harsh home planet. Trust is a huge issue for the Republic as to them it is a substantial commitment and sign of favor, trust is something that is not demanded but rather earned either on the battlefield or in your progress to understand the Republic as a whole.
One of the major pastimes that the Thalduhmians engage in is watching troopers do their ceremonial drills either at their local fields or at festivals. This is a major sport and tradition that troopers and civilians engage in as for the troopers it shows that the civilians are supporting them and curious about what they are up to. As for the civilians it shows that the military is more than just fighting, it is about providing something back to the community, either it be entertainment or skills. This view on drill practice is also common place when it comes to embassies, as the guards there will often be seen patrolling the grounds or engaging in drill practice. The troopers don't mind the onlookers, in fact they like it when there are onlookers as it is a way of showing off their art. As for the outfits, most of the time the troopers are wearing their dress whites with an older M36 Battle Rifle and shortsword.
The public education system in the Thalduhm Republic consists of several layers, basic school, middle school, high school, and finally military academy. Its goal is to educate the populace of the Republic in the areas of math, science, art, engineering, and other fields.
Basic school starts with kindergarten and ends with 5th grade, students are usually accepted into kindergarten at the age of 4. At this stage, they will go over the basics of learning, like basic math, grammar, science, culture, and other topics. It is also at this time they are introduced to the idea of military theory, however, this is only implemented once they reach 4th or 5th grade. During the gym it is expected that children exercise as much as they can, schools have expansive playgrounds and interactive puzzles at playgrounds.
When the students head into middle school, which starts at 6th grade and ends at 8th grade. At this stage, the more advanced studies are placed upon them. So things like chemistry, biology, intro to architectural engineering, more advanced maths, and histories as well as more developed military theory. It is also at this time that more rigorous physical education and fitness are implemented, to prepare the students for high school and military academy.
The third stage of education is high school, which starts in 9th grade and ends in 10th grade. During this stage the students are subjected to a wide array of subjects, ranging from sciences to the arts, however also at this time their physical training is increased. Students are expected to join sports or take up strength training, not in the sense to win but in the sense to keep a healthy body and stay fit. Military instructors are also brought in to teach the students about the military academy, life in the military academy, as well as to dive more into military theory and tactics. This is the state where more advanced training formations are implemented, which can be basic communication, first aid, and so on.
Finally the military academy, it is one of the last sections of the public education system, going from 11th grade to 12th grade this final segment is to fully teach soldiers the understanding of military theory, tactics, more advanced first aid, stripping down and cleaning their equipment. Also at this time, they will be given glimpses as to what it is like in the military, as in training, daily routine, and so on. Also at this time they are given some college education, by the type they graduate the academy students will have an associates degree.
Art in the Republic has taken many forms and different styles over the lifetime of the republic, ranging from the more realistic style artworks of the late 18th Age to the more modern and its use of sleeker, refined lines. Realism art styles are still used throughout the republic and remain heavily popular with upcoming artists, as many see the beauty in the nature and the cities of the republic. Art is highly valued in society, as for many arts remains the base point of the culture of the Fenvaria. Typically, a family will commission a painter or an artist to draw or paint a picture of the family in question, then that painting or drawing would be hung up in the main living room of the house so that everyone can see it.
There is also such as thing as holographic art, which is done by using a hologram to create an art of work, while not as intense or time-consuming as more traditional art it has been gaining popularity with some people. In this style of art, it is possible for people to leave messages for a person in question, think of it as a video that is three dimensional. However, most of the time these messages are more personal often used to represent deceased family members. As it is a collection of their best moments or most memorable.
One of the most interesting areas of Republic culture is its food, a typical lunch is mostly made up of meat, bread, cheese and some sort of drink. The bread is an interesting thing as it is only there to make people drink more, this is due to it being very dry and slightly fluffy. Meat is seen as the most important feature of any lunch, so respectfully the Republic is known for its meat cooking skills, as we eat a huge amount of meat per day. The most popular meats are steak, ham, beef, turkey, and chicken. However, there are other choices for people who don't eat meat, like vegan and vegetarian-based diets. The legal age to consume alcohol is at the age of 18, this is due to the individual entering military service and starting to fully grow up.
Despite being a rather expansive empire, the Republic has been able to standardize on a selective few architectural styles with the most common one being a mix of rationalist and new classical style architecture. Focusing on creating a sense of awe and intimidation, but also being efficient with resources. Many of these buildings do not have rounded corners instead being quite symmetric and quite tall. The buildings also have a moderate amount of decoration carved into the stone of the buildings. These decorations will oftentimes be made of a different type of durable stone. Typically located on the exterior of the building, either around the entrance of the building, on the visible foundation of the building, on the first floor, or located at the ‘tops’ of each floor. While the types and stylization of decorations are up to the owners of the building, there is a strong push for military and religious iconography to be displayed. Due to the massive influence both of these institutions have on Republic society.
Buildings within the Republic are made of either concrete, limestone, or other durable stones to decrease maintenance and keep their impressive stature. These buildings are also reinforced with cerami-metal rebars and other fortifying agents, further increasing their durability. This military focus is attributed to the highly militaristic nature of the Republic, focusing on defense and civilian convenience.
The highly militaristic nature of the Republic also plays into the layout of each city. While each city is different in some fashion (either by size, age, location, type of planet, type of colony, etc) the general layout of each city remains roughly the same. At the center of each city, there is a massive fortress-like complex that houses the city’s main garrison and the massive network of governmental buildings. This is often referred to as the ‘Grand Keep’ and is often built into the side of mountains or hills to increase their protection from artillery or other long range strikes. Then the city is split into sections and each section has their own respective ‘keeps’ that house further garrison forces and governmental buildings. Unlike the Grand Keep, these buildings are often left out in the open or could be buried into a hill.
The main roads of the city are often quite wide and consist of multiple car lanes with a large green median dividing the two sides. Oftentimes inside of this median there are statues or memorials. These items are often dedicated to historical individuals, events, and even those who died in combat. The median is also populated by tall spruce trees and deep ponds, adding some wilderness to the busy nature of the city.
On a planetary scale; the Republic has a vast, well maintained and well-funded transportation network. This is because at any moment this network could be used to help defend the planet or city from attack, by shipping troops and supplies to the frontlines or reinforcing positions. So, the transportation network must be robust, vast, and efficient. Several main public transportation networks are used by the Republic, railroads, roads, shipping lanes, and finally air-based transport.
Not to mention the public transportation network is also used to support cities and help found new settlements on planets. Cities will usually lay tracks or plan transportation lines into resource-rich areas, these areas will slowly over time build up and expand with settlers. In return for doing this, the city will get shipments of resources since they will be centers of manufacturing, which will be turned into manufactured goods which will then be exported for consumption.
Being one of the mass bloodlines of cities and towns, the train network is often targeted by planetary pirate gangs or criminals. This is also further escalated due to the rather rural nature of most fenvarian planets, since most of the population lives in huge fortresses like cities. Leaving vast swaths of the planet rather rural and filled with possible hostile wildlife. So over time these routes have become well patrolled and well defended. This is often carried out by both Home Guard and private security forces to ensure the protection of the cargo and the individuals aboard. Either way, the security forces aboard the trains will repel any threats with extreme force.
Another major lifeblood for cities and towns would be the use of roads. The planet under Republic control would have a massive network of roads that link towns and cities together. This network is used both for civilian traffic, transporting goods and people from place to place. It is also used by the military to transport vehicles and personnel into regions, as well as to patrol regions. This network would also be used by the military to transport forces across the region. In a true Fenvarian fashion, many of the major bridges and major intersections have been turned into strong points, with several fortifications and checkpoints. These strong points can also be rigged to detonate in hopes of denying the enemy a fortification, a safe route, and a possible command center. Most of the strong points are along major routes that lead to major cities, towns, or strategic regions.
When it comes to an interplanetary scale, the Republic does have a public transportation network for this level. There are federally funded and employed shuttles that will transport people from one planet to another, this network usually stays within the system and barely goes outside of the system. These ships will usually move in small convoys, around two to four ships, and would be supported by two Home Guard ships. However, they do also have their internal security forces that are well armed for repelling boarders. Most of the time, these interplanetary cruise ships will not have any sort of large FTL drives and will be converted cargo ships, large and small shuttles, or purpose-built ships. This largely depends on the wealth of the system and what ships are available in the system.
As for intersystem public transportation, the system is considerably robust and regimented with purpose-built ships that are designed to carry people from one place to another. These ships are usually of large scale cruise ships or shuttles that are capable of intersystem travel. These ships will go up and down major FTL lanes transporting people from one side of the Republic to the other or moving packages from side to the other. While these major FTL lanes are well patrolled, these ships still carry a considerable internal security force to fend off pirates and deal with troublemakers aboard the ship. Most of the time this internal security is made up of transportation police forces, but there are times where private security has been used.
With energy being an ever important concern due to a growing population and the need for more resources, cities have started to take a more hybrid approach when it comes to energy sources. By this we mean that while a city usually has nuclear reactors, they also have other sources like wind or solar farms to provide some sort of secondary power source to the cities. Each planet has it’s own power grid that is maintained by the planetary government. When it comes to stations, they also have hybrid power sources, mixing both solar and nuclear power to power the stations and its subsystems. While cities are using a hybrid system for energy, nuclear power still remains the main power source; depending on the city but on average it makes up 50% of a city’s energy production.
With the accessibility of Fenvarium, it is a surprise that it is not used in planetary or even station power grids. The reason for this ruling stems from the highly volatile nature of the fuel source, making it deadly to the highly dense cities if one of those reactors was to go off. Not to mention the rather carcinogenic effects of the refining and mining process. Another reason why fenvarium is not used in cities is logistical reasons, a city can last longer if its main energy supply does not dip into the energy supply for the military vehicles of the city. This allows the military vehicles to be operational for long and the city to have its own dedicated energy stores in the event of a siege or attack.