KazarimCorps, Part 2 (Organizations)

Organizations in the Glow

While numerous free cities, pirate enclaves, corporations, and other entities populate the Glow, a few stand out as the most important: the Soman League, the Fleet, the KazarimCorps, and the Ventures.

Soman League

The Soman League consists of a loose confederation of thirty-three cities on Soman, the largest of the moons. Each city has a republican democracy, headed by a governor. An aristocratic class owns any territory not within one of the cities. The aristocrats mostly consist of kaevolians and noktor, although there are zmey among their number as well, and all are descendants of ship captains or war heroes from the war with the Stone Spider, from before the Awakening. The Soman League Defense Force patrols the moon and the near-orbit part of the Glow around it.

The Fleet

The remains of the original kaevolian fleet. In the centuries since the Awakening, they have rebuilt and redeployed as a protection force against the worst of the monstrosities that the God-World throws into space. They also perform some escort and pirate-hunting duties in the Glow, especially near the two moons. They are the only organization to field multiple carriers, battleships, and dreadnoughts, although they get these from the venture Manisgendru Operations.

The KazarimCorps

The KazarimCorps are based on the space station Vector-4, which orbits the Crescent of the Damned, out about four days’ hard burn. The entire space station appeared from nowhere about seventy years ago, empty and in seemingly mint condition. A collection of officers from the Fleet, the SLDF, and the Ventures decided to sponsor an organization to monitor and research the station, and which could rapidly deploy to crisis situations anywhere in the Glow. This became known as the KazarimCorps: the word “kazarim” coming from a voice recording found in the station’s computer system. In the intervening time, the KazarimCorps have become a loose collection of bounty hunters, soldiers of fortune, and relic seekers; adventurers across the frontier of space.

The Ventures

The ventures are megacorporate entities that are essentially nation-states in their own right. While numerous large corporations attempt to claim the top status in their fields or locations, and a few have achieved Glow-wide recognition, five are powerful and diversified enough to be considered “the Ventures”:

  • Cormasan Technologies: This venture specializes in industrial tech and robotics. They were instrumental (along with the Fleet and the Soman League) in restoring the kosha forgeship. Their HQ is Iridia-E, a wheelworld orbiting in the L2 of Soman-Jerauntam.

  • Manisgendru Operations: “Old MO” is the oldest of the Ventures, established sometime before the war with the Stone Spider and the Awakening of the God-World. Originally part of the Fleet, Old MO has since separated from them, but maintains a good business relationship as their premier spacecraft supplier and weapons manufacturer. They are the only venture currently able to produce carrier, battleship, or dreadnought-class starships, much to the annoyance of the other Ventures. Their HQ is the dreadnought-class starship MOSS Eternal.

  • The Pyran Foundation: Masters of artificial and synthetic intelligence, Pyran produces the greater share of computer hardware, software, and power cells in the Glow. Their HQ is on Soman, in the free city of Archedal.

  • Tefrek Industries: Tefrek is the premier magical goods venture, and also is the largest pharmaceutical manufacturer in the Glow. They often fund explorations to the God-World to recover artifacts and sponsor salvage expeditions to recover derelict spacecraft. Their HQ is on Lakjun Kor, Level B22.

  • Xhocan Integrated Systems: While Xhocan is a legitimate venture (and the third largest at that), it is also the primary supplier and financier of pirates in the Glow. The mundane side of the venture supplies freighters and other spaceships, small arms, and atmospheric craft, as well as a large agrobusiness. The barely kept secret of the nefarious side of the venture sponsors privateers and syndicates. While the intended purpose is to inflict harm on the competition, many of these pirates don’t care who they attack--as long as it isn’t Xhocan, they’ll be able to sell the stolen goods at a profit. Xhocan’s HQ is on Bru-Asar, in the underwater colony of Ixas Gheran.

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KazarimCorps, Part 3 (Life and Culture)

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KazarimCorps, Part 1 (Setting)