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Chapter 6

  Page 26: The Corvun Sectorial States

  The writers of this history novel would like to apologize for the delay, as we have recently realized that we overlooked a crucial element: the Corvun Sectorial States and how they function within the Republic.

  The Sectorial States operate similarly to the land states in the ancient United States (the predecessor to the United Systems). Each Sectorial State has its own government and rights, with the Corvun Constitution stipulating that any powers not reserved for the federal government or prohibited by law are generally delegated to these states. Currently, there are 12 Sectorial States, plus the Corvus System, which is the capital and heart of Corvun governance. We will now present the 12 Sectorial States in a random order, along with their descriptions.

  New Terra Sector: Comprising former Imperial worlds annexed after the Second Corvun-Imperium War, the New Terra Sector includes notable planets such as New Primus, the Praxedes Cluster, and Naissus. It is the second-most industrialized Sectorial State, only surpassed by the Ironclad Sector. Admitted as the 13th sector, New Terra is considered one of the most valuable due to its rich cultural traditions. The Sanguinala, a religious holiday honoring the death of Sanguinius, has evolved into a major secular event, featuring lavish decorations, feasts, and gifts. The Ecclesiarchy disapproves, seeing it as disrespectful, and moral critics claim it’s a marketing ploy, yet the tradition remains widespread.

  The Goldfeather Sector: One of the wealthiest Sectorial States, the Goldfeather Sector houses elite families and orbiting space nests. It is a hub for morally dubious Rogue Traders, catering to the elite and rich. The sector is notorious for maintaining Chattel Slavery, unlike other states that employ slavery as punishment. The Whitefeather Party, primarily composed of native Corvuns, leads segregation efforts and is a significant political force in the sector, often clashing with Civil Rights Leaders.

  The Ironclad Sector: Known as the "Copper Daughter" of the Republic, the Ironclad Sector is a mining powerhouse, responsible for exporting vast amounts of minerals and ores. It is also home to the headquarters of the Corvun Foreign Legion. Recently admitted as the 14th Sectorial State, Ironclad is still developing its economy despite sporadic Ork incursions. It offers significant job opportunities for lower-tier Corvuns, including Bronzes and Silvers.

  New Talon Sector: The most urbanized sector, New Talon is home to the Republic’s critical bureaucracy. It has a large population of educated citizens, vital for maintaining Republic operations and ensuring citizens receive their benefits. It also houses the Corvun Intelligence Service’s headquarters and is a prime location for Silvers seeking corporate jobs. The sector is working on a project to streamline bureaucracy, developing the J.E.S.S.I.C.A Universal Civilian AI Core, which, despite its playful interactions with the H.A.N.K Universal Combat AI Core, raises concerns among scientists about the potential for an AI Independence, sense they really don't know why the 2 AI cores are actively flirting even if not instructed to. Thus another software is being developed to propagandize the 2 ai cores to stay loyal to the Corvus Republic.

  Horizon Sector: Focused on energy collection through Dyson Spheres, the Horizon Sector is the primary source of the Republic’s energy. The sector is expanding its voidship building industry, with notable corporations like Dyson-Wings Inc. contributing to advancements in Gellar Field technology, making warp travel safer and cheaper for both civilians and the military.

  Crimson Veil Sector: A luxury-producing sector, Crimson Veil has fewer planets but specializes in extracting rare gases from nebulas. It is a vital player in the Republic’s electronics and luxury goods markets, catering to the wealthy elite and corporate buyers.

  Stormhaven Sector: A colonist’s dream, Stormhaven is vast and sparsely populated, with many unclaimed and untamed planets. Its remote location makes it a key transit route for voidships. Stormhaven’s colonies, including New Koron, are often situated on death worlds, and the sector is militarized to protect against smugglers and potential invasion fleets.

  Featherpoint Sector: Known for its extensive military training facilities, Featherpoint is the primary location for Corvun Army and Taskforce Ravenclaw recruits. It houses the notorious "Fort Freedom," where the hardest training courses in the Republic are held. The sector is also a joint training ground for the T’au Empire’s Firecaste. Taskforce Ravenclaw is renowned for its brutal efficiency and has earned a reputation as a fearsome foe.

  Skyforge Sector: The forefront of technological innovation, Skyforge is home to several prominent tech companies, including Seraph Medical Inc., famous for its anti-Nurgle vaccines, and Volkov Arms, which produces advanced weaponry. Skyforge plays a crucial role in both military and civilian advancements, pushing the boundaries of what is possible in Corvun technology.

  Soloria Sector: A relatively unimportant sector in the grand scheme of the Republic, Soloria is best known for its high military recruitment rates, contributing a significant number of soldiers to the Corvun Army. Though the sector has a large population, it lacks the political or economic significance of other sectors, earning it the reputation of being as forgettable as the ancient state of Utah.

  Onyx Vale Sector: Popular among Rogue Traders and adventurers, Onyx Vale is known for its combination of luxurious pleasure worlds and hazardous death worlds. The sector is rumored to contain the remains of a Necron Tomb World, though this remains unconfirmed. Adventurers flock to Onyx Vale, driven by legends and the thrill of the unknown.

  Now that we’ve covered the Sectorial States, we turn our attention to the next page in our history: the Necron Crisis.

  Page 27: The Necron Crisis

  The Necron Crisis was a tumultuous period, marked by widespread panic, overwhelming patriotism, and bloody battles fought by the Aegis Coalition against the Necron Dynasty of Ctesiaukh. Initially sparked by skirmishes, the conflict quickly escalated into a full-scale war. Below are the famous and well-known battles, as well as the consequences for the Ctesiaukh after their defeat.

  The crisis started with unknown ships attacking Republic Patrols. Initially believed to be pirate raids, the Republic Military mobilized two fleets, commanded by Admiral Styx and Admiral Velkran. The conflict began with the Battle of Aurus Prime, which involved brutal space combat and a Necron invasion that massacred both the Planetary Militia and Planetary Guard. This marked the first major engagement between the Corvus Republic and the Necron Dynasty.

  Battle of Aurus Prime: The conflict began with an unprovoked attack by the Necron Dynasty on Aurus Prime, a resource-rich T’au colony. The Necrons emerged from ancient tomb complexes, slaughtering mining crews and overwhelming local defenders. The Republic’s Corvun Foreign Legion responded with scouts, marking the first contact with the Necrons. Although the defenders were overwhelmed, the skirmish at Aurus Prime served as a warning to the Republic of the looming threat.

  The Siege of Denebris Station: Denebris Station, a joint mining operation between the T’au and the Corvus Republic, became a critical target for the Necron Dynasty. The battle saw Necron constructs storming the station, while the defenders, armed with plasma cannons and ion weapons, held their ground. The Corvun Starfighter Corps used experimental warp-guided missiles to strike at Necron tomb ships. Despite heavy losses, the defenders repelled the Necrons, marking the first major victory for the Aegis Coalition.

  The Battle of Kalsharak Nebula: This pivotal naval battle saw a Necron fleet attempting to disrupt Coalition supply lines. The Corvun Navy ambushed the Necron fleet using cloaking technology, while the T’au deployed Manta strike craft. Tactics such as gravitational mines and orbital bombardments caused disruption in the Necron formations. The victory secured a vital route for reinforcements to the Aegis Coalition.

  The Liberation of Osmereth III: Osmereth III, a T’au world, faced annihilation after prolonged Necron bombardment. A joint Aegis Coalition battalion launched a counterattack using stealth suits, Corvun Hunter-Class mechs, and T’au Crisis Suits. The coordinated assault destroyed the Necron Overlord and liberated the planet, proving the effectiveness of the joint operations and shifting momentum in the Coalition's favor.

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  Operation Total Clanker Death: This covert operation aimed to infiltrate a Necron tomb world and disable its planetary awakening protocol. Corvun operatives, with assistance from T’au stealth teams, planted a hydrogen bomb in the tomb complex, detonating it and crippling the Necrons' ability to teleport and heal in the frontlines. The code word "Necrophilliacs MUST DIE" marked the success of the operation, buying time for the Aegis Coalition to inflict further damage on the Ctesiaukh Dynasty.

  The Siege of Xetrakht’s Gate: The penultimate battle saw the Corvun Army and Taskforce Ravenclaw join forces with the T’au Firecaste to launch a heavy assault on the Necron star gate that supplied the invasion fleet. The Corvun Army's mechanized divisions began their heavy assaults, while Taskforce Ravenclaw launched a three-pronged counterattack using EMP launchers to cripple Necron Overlords. The T’au Firecaste aided the assault, and a suicidal sacrifice saw a damaged ship crash into a tomb complex, weakening the Necron’s ability to resurrect. The victory was decisive.

  The Fall of Ctesian Eclipse: Following the successful assault on Xetrakht’s Gate, the final blow was struck when the Suncracker beam, guided by H.A.N.K. and ordered by President Don Griffin, obliterated the Ctesian system, destroying the Necron’s home star. The Pharoh, Varontoekh the Great, survived but was captured when his fleet retreated into Republic territory.

  The captured Pharoh, Varontoekh, was brought to the negotiation table alongside a T'au representative, Shas’El Viorla. The tense meeting was broadcasted throughout the Republic.

  President Don Griffin (Corvus Republic): slapping the table "Listen, folks, we won, okay? We crushed them, the Necrons, like you wouldn’t believe. Just fantastic work by our military, tremendous, really. But now, let’s talk about making Corvunia great again, alright? The Corvus Republic is back on top, and let me tell you, we’re not taking any weak deals. I’ve said it before—strong negotiations, that’s what we need. And the Necrons? Well, they're gonna pay. Big time."

  points a finger at Varontoekh "We’ll be taking your soldiers, the ones who’ve survived, and, guess what? They're not just going to be handed a free pass to some cushy life, no. They’re going to the Goldenfeather District. They’re going to serve our citizens. They’ll be sold as servants, as toys for children—yes, toys—and, of course, we’ll use the rest to rebuild what was destroyed."

  leans forward "Look, I know you don’t like it. You’re a Pharoh, you're used to ruling, right? But this is what happens when you go up against the best in the galaxy. And nobody makes a deal like Corvunia does."

  Shas’El Viorla (T'au Representative): calmly but firmly "President Griffin, while I understand your desire to impose strong terms, I must caution you. Our peoples, the T'au and the Corvus Republic, have long maintained a relationship of cooperation, not conquest. There must be balance in this negotiation. We cannot allow emotions to cloud the path forward."

  President Don Griffin: snorting "Middle ground? Look, I get it, I do. You're all about peace and harmony and whatever, but this isn’t about making friends with these... things. This is about rebuilding Corvunia, and I'm not going to sit here and let the Necrons walk away from this unscathed."

  Pharoh Varontoekh (Necron): a low, hollow voice" Your terms... are unworthy of the Pharaoh. My dynasty does not bow to such demands."

  President Don Griffin: snickering "Oh, trust me, you’ll bow. We’re not here to be friends. We're here to win, and you’re going to work for every last bit of what you’ve lost."

  At the end of the negotiations, the Republic imposed harsh penalties on the Ctesiaukh Dynasty. The surviving Necrons were enslaved and sold in the Goldenfeather District, while 12 billion were kept to work on reconstruction for the planets affected by the crisis. The Necron Pharaoh was also disarmed and held under dormancy.

  This defeat served as a warning to other Necron dynasties: attempting to invade and subjugate the Republic and its allies would come at a great cost. The victory boosted Corvun patriotism and

  solidified the Republic's dominance. Despite the cold war with the Imperium continuing, the Corvus Republic stood victorious, and cultural shifts, notably a more wholesome one, began to take hold.

  Page 28: The Psyker Suffrage

  During the cold war era, the Corvus Republic found itself at the center of a growing debate about the rights and treatment of Psykers—those individuals, both Corvun and human, with heightened sensitivity to the Warp. These individuals, often displaying powerful psychic abilities, also suffered from extreme mental conditions, such as Daemonic Possession Disorder and frequent, debilitating mental breakdowns. The strain of living with such an affliction was severe, and these individuals were often marginalized or exploited, which led to the rise of powerful activist groups, most notably "Corvuns for Psykers' Rights."

  The increasing pressure from these activist groups, coupled with boycotts from corporations that had been exploiting Psykers for labor, forced the Corvun Senate and President Don Griffin to take action. After years of debate and mounting public pressure, the Corvus Republic passed the Psyker Comforts Act, a groundbreaking piece of legislation that would change the lives of Psykers across the Republic.

  The Psyker Comforts Act classified all Psykers—whether Corvun, human, or other xenos species—as part of the protected "Disabilities" class. This designation acknowledged the unique mental challenges faced by Psykers, providing them with access to mental health services and welfare resources. For children showing signs of Psychic Hypersensitivity Disorder (a spectrum ranging from mild hypersensitivity to the most extreme form, Daemonic Possession Disorder), this act was especially important. It provided immediate access to the necessary care, helping families navigate the complexities of raising children with psychic abilities.

  Psykers who fell under this classification would be eligible for admission to Psyker Comfort Facilities, specially designed institutions across the Republic. These facilities were equipped to handle the unique needs of Psykers, offering 24/7 care for those suffering from severe conditions like Daemonic Possession Disorder, which was essentially viewed as a psychic parasite disease. However, there was a catch: only Corvun citizens, whether from the upper echelons of society or the middle class, had guaranteed access to these facilities. Silver and Bronze citizens, those of lesser social standing, were limited to basic mental hospitals that lacked the specialized care necessary for the unique needs of Psykers.

  Despite these limitations, the Psyker Comforts Act marked a significant shift in how Psykers were perceived and treated. The facilities quickly became places of sanctuary, where Psykers could find relief from the mental pressures they faced. Testimonials from patients were overwhelmingly positive, with many praising the staff for their understanding, compassion, and expertise in managing mental breakdowns. When a Psyker had a mental crisis, they would be safely restrained and supported to minimize harm, both to themselves and others, before being comforted during their recovery. This was a far cry from the brutality that Psykers might endure in the Imperium, where they were captured by the dreaded Black Ships and often forced into servitude or execution.

  The establishment of these facilities had far-reaching consequences. For the first time, Psykers in the Republic could freely pursue careers, knowing they would not have to hide their abilities out of fear of being captured. The Republic's job market flourished as Psykers, now empowered by the legal protections afforded to them, could work in specialized sectors, command higher salaries, and contribute significantly to the economy. In many ways, the Psyker Comforts Act was a silent victory for the Corvus Republic over the Imperium, which viewed Psykers as little more than tools to be exploited or eradicated.

  For the Psykers themselves, this new freedom meant they no longer had to fear a life of suppression or brutality. Instead, they could lead lives of dignity, contributing to society without the stigma that had once attached to their powers. The passage of the Psyker Comforts Act was more than just a legal change; it was a cultural shift within the Corvus Republic, a reaffirmation that all citizens—regardless of their abilities—deserved respect and care. Unlike the Imperium's doctrine, which they would kidnap Psykers and force them into blackships.

  The success of this legislation also marked a significant turning point in the cold war with the Imperium. As the Republic demonstrated its willingness to provide for the welfare of Psykers, it further distinguished itself from the oppressive, inhumane policies of the Imperium, gaining favor with citizens of various worlds and systems who saw the Corvus Republic as a beacon of compassion and progress. This legislative victory not only improved the lives of Psykers but also served as a moral counterpoint to the growing authoritarianism of the Imperium, emboldening the Corvus Republic as it continued to assert its independence on the galactic stage.

  Though the Republic’s economy thrived with Psykers in the workforce, there remained a deep divide between the classes, with the silver and bronze citizens still excluded from the best care. However, the passage of the Psyker Comforts Act was undeniably a monumental step forward for Psyker rights in the Corvus Republic, further cementing the Republic’s commitment to equality and personal freedom in a galaxy where such ideals were increasingly rare.

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