Kingdom of Guardia

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The Kingdom of Guardia is one of the four Great Powers of the Web of Worlds. They are a Web-wide leader in the areas of computer technology, robotics and spaceflight. They have an impressive spacefleet, and technology overall in Guardia tends to be quite high; despite this Guardia is a nation noted for its obsession with tradition, especially those of chivalry and Knightly virtue.

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The Guardian Coat of Arms

Land

The Kingdom of Guardia controls virtually all of the lands on the world of Gate III in the Gate Dimension save for the continent of Medina. The four continental landmasses that make up the Kingdom include Guardia Proper, Zenan, Chorras and Geno.

In addition, Guardia holds a series of space colonies throughout the Web of Worlds. At one time, Guardia shared these and other colonies with the Republic of Medina and Atreus, Inc. A falling out between Atreus and Guardia several years ago robbed the Kingdom of access to several of its colonies, however. Now Guardia and Medina run the remaining colony domes on their own.

Guardia holds colonies on the following planets: Esper IV (Testament), Crystal IV (Defiance), Mana IV (Sanctuary), Merge III (Salvation), Merge IV (Conviction), Merge V (Redemption), Alter II (Tantalus), Alter V (Tartarus) and five of the eight unpopulated worlds in the Gate Dimension: Gate I (Doan's World), Gate II (Skull's World), Gate IV (Atreus, later renamed Vengeance by the Archons), Gate V (New Truce) and Gate VI (New Medina). Additionally, Guardia has mining operations in the Gate and Alter asteroid belts, and the Guardian Space Fleet maintains orbital bases on the moons and stations orbiting most of their colony worlds (some of these moons went to Tasnica with Atreus' defection, however). These bases are used by the GSF for refueling and for supply distribution to the Guardian citizens living and working on the colony worlds. Unofficially, the bases are also used to extend the reach of the ZAPS, but since the close of the OmniSent war Guardian intelligence gathering has been lax.

Map of Guardia

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Terrestrial Guardia comprises the territory of the four continents of Gate where the Kingdom holds influence. The Medinan Continent and the El Nido Islands are the only landmasses on Gate III not under Guardian control.

Guardia Proper is the mainland of the Kingdom. It is home to Guardia's tripartite capital: Guardia Castle (the Kingdom's historical political center), Truce Cathedral (the Kingdom's religious center) and the city of Truce (the Kingdom's economic and social center).

Also part of Guardia Proper are the large island landmasses of Taban Island and Keeper's Island. Taban island was home to a major Trann Syndicate munitions factory during the Syndicate Wars; now it is home to the corporate headquarters of the Guardian Computer Corporation. Keeper's Island is the traditional homeland of the Nu race. The Guru Belthasar is also said to make his home inside the Nu city of Keeper's Dome from time to time. Death Peak, the tallest mountain in the Gate Dimension, was the location of the Guardians' first space launch, and to this day houses the terrestrial offices of the GSF.

The Zenan Continent has been in the Kingdom's possession since the Syndicate Wars. Prior to Syndicate domination and Doan's liberation of the continent in 2300, Zenan was sovereign and ruled by a military autocracy based out of the city of Porre. Much of north Zenan bears the scars of the Hivan War, as Gate saw one of the most heavily entrenched Hivan invasions of that conflict.

Considered part of the Zenan Continent are the El Nido Islands. Before the Syndicate Wars, El Nido was a conquered territory of Porre, and together with Dorino and Keldark made up the Four Provinces of the Porrean Dominion. When Porre fell to the Trann Syndicate, El Nido enjoyed a brief period of de facto independence, made official only after Doan Pendouris annexed Porre in 2300, and formally issued the Proclamation of Nidoan Independence in 2301.

The Genoan Continent is comprised of two large landmasses: Geno to the south, and Sunland to the north. With the exception of a small mountain range in northern Sunland, the Genoan continent is exceptionally flat and featureless. The Genoans have historically been noted for raising the strongest, fastest horses in the Gate Dimension. In modern times, Geno is unique among the five continents of Gate in that it boasts a majority robotic population. Geno's only major city, Geno Dome, is the corporate headquarters of the Guardian Robotics Concern.

The Chorran Continent is comprised of Chorras and the Giant's Claw island. Chorras had no human populations until the year 500 AD, when the continent was discovered by Porrean sailors. Both Porrean and Guardian colonies were founded on the islands throughout the Middle Ages, until in the year 600 AD when Porre and Guardia united to defend against the armies of the Magus. Decimated by battles with Mystics across Zenan, Porre submitted to Guardian rule, and rulership of Chorras went to Guardia by default until 776 AD, when Chorras declared its independence and fought a brief and successful war of rebellion. Chorras remained free until the Syndicate era, when corporate armies dominated. Trann eventually came into possession of Chorras, until Doan and the Arris Syndicate liberated them. Doan promised to restore Chorran sovereignty when Trann and Proto were beaten, but he never fulfilled that promise. Today, separatist agitation is rampant across Chorras.

Population

Guardia's population web-wide is in excess of 850 million people. The population is predominantly human, though the robotic population is quickly rising (and is largely responsible for the surge in Guardia's population over the last few years, along with immigration to the colonies). A few of the Mystic races and the Nu also dwell within the Kingdom's lands, but compared to humanity and robots they are tiny slivers of a minority. Guardia is a land that is not without its share of racial enmity, specifically directed at the Mystics, who have traditionally been the enemies of mankind within the Gate Dimension. It is interesting to note that the discrimination and hate crimes directed at Mystics are the mirror image of discriminatory practices and attitudes directed at the Medinan human minority by Mystic-supremacist groups there.

Religion

As the Gate Dimension was untouched by the Great War, the Gods of Gate are still around and bear much power -- though they operate under self-imposed restrictions against direct involvement, and do not parade themselves about as Chrystalis' Light Gods once did. The Gate Pantheon has expanded in recent years to include a smaller sub-pantheon worshipped by the re-emerging Reptite tribes of Giant's Claw island, and a stronger re-emerging Medinan pantheon.

Within Guardia, two churches are dominant: the Church of Spekkio (also called the Church of Guardia), and the Church of Fiona (Naturalist Church). Spekkio's church is the oldest, dating back at least 3000 years, or perhaps longer. Central to the religion are precepts of honor and chivalry in combat, and the extension of such virtues into righteous comportment in peacetime life.

Fiona's church is a newer religion, founded in the Middle Ages(around 600 AD by the Guardian calendar) by the druid Fiona, her soldier husband Marco, and a shining golden spirit, who goes unnamed in Fionan religions texts. Together, these three resurrected the great forest that had been poisoned and destroyed by the Magus' undead horrors, and thus they passed into legend. Fiona and Marco are now lesser deities, granted power to aid their followers by Spekkio, but they are both bound by the strict rules of Godhood, as enforced by Spekkio himself. Fiona's Church has, in the time since Guardia's entry into the Web of Worlds, spread to other places in the web, seeking converts to their nature-worshipping religion. They have founded shrines in Matango in the Mana Dimension, Toroia in Crystal (where Fiona fills a void left vacant by Alena's death during the Great War), the Sprite Woods and Namanda's Pasture in the Alter Dimension, the Moogle Forests in the Merge Dimension and on the Veldt in the Esper Dimension. Several groups of Druids and Nuns have journeyed to Kuvalla, to use their healing powers to tend to the sick and dying. The Druids and Nuns of Fiona are apolitical creatures of many different races and nationalities, and the "hippie religion of Gate" spreads like wildfire in the places where it takes root. Fiona's Church is quite adaptable to the cultures and societies that it spreads to; unlike most religions, this one shapes itself to the believer rather than demanding the opposite, much as the Church believes that humanity must shape itself to live in harmony with nature, rather than the opposite. The Church is not lead by a single figure; each individual shrine is run by an order of Druids and Nuns as they see fit. The recognized capital of the religion is Fiona's Shrine in Zenan, south of New Dorino and north of Porre. The Shrine came under attack and was evacuated during the Hivan War, but has since been repaired and is now in the best condition it's been in in years.

Economy

Guardia's economy is centered around technological development, much in the way it was before the time of the restored monarchy. The nation's strongest industries, remaining competitive despite fierce competition from some of the other industrialized powers of the Web, are computers and robotics. Engineering and "jet vehicle" sales across the Web are low and not very strong, because of previously entrenched auto manufacturers from Tasnica. Within Guardia, JetBikes and other such vehicles dominate, however.

Guardia's economy is strictly controlled, bordering on Socialism, though this is changing with newly implemented government reforms. Most of the major domestic corporations were at one time state-owned and facilitated, but now they are privately owned. The Guardian corporations are not as free and autonomous as in nations like Tasnica; the corporate council which represents corporate political interests, the Zaibatzu, in bound to operate within the strictures of the elite system's Deliberative Council, a body of concensus which drives policy through the exchange of ideas among the nation's ruling elites.

The Guardian Government has an extensive welfare and social services program, as it is one of the most ancient tenets of the centuries-old Monarchy that the King's first job is to provide for the defense and well-being of his people.

Law

Much of the Laws from the Syndicate era, pre-Restoration, were slanted in the favor of huge mega corporations and technological research teams. The longest standing opponents to the laws of this era were the Druids and Nuns of Fiona, being the strongest and most influential environmental faction in the Kingdom even to this date. Doan, whose mother was the child of a devout Fionan druid, has always had a soft spot for the environmental lobby. So when it fell on Doan to do away with the syndicates and take for himself the Throne that was his birthright, the law of Guardia changed. Honor and chivalry returned to the Kingdom, and a deeply rooted respect for nature and life became prevalent.

Guardians have all of the freedoms one would expect in a modern nation, fully implemented and protected by law. Laws are seen in Guardia as an implement to protect things important to the Guardian people; they are not viewed as an impediment to freedom, or an encroachment upon civil liberties.

Government

There are four primary organs to the government of the Kingdom of Guardia: the King, the Royal Bureaucracy, the Parliament and the Judicators. A fifth body, the Deliberative Council, is not an explicit part of the government. This body grew out of the reconstruction from the Cleansing Wars, and is a forum for discussion and exchange of favors among the nation's elites.

The King

A hereditary monarch, descended from the loins of Guardia I, Great Founder of the Kingdom and First King. Issues of succession have, in the past, been traditionally decided by the concensus of a body formed out of the nation's leaders. As the government is presently set up, this body would look as such: the Grand Judicator (an office currently held by Chag Talman of Truce), the Chancellor (presently Khalid Morris), the Captain of the Square Table (presently Sir Toadus) and the Council of Nine (the leaders of the First Nine Noble Houses of Guardia). More often than not, this assemblage can come to a decision relatively simply, but there have been occassions in the past where the succession was not so easy (resulting in more than a few half-assed kings).

Royal Bureaucracy

Consisting of such mainstays as the Home Ministry, Finance Ministry, Education Ministry and the Ministry of Foreign Affairs, the Executive branch of the new government is headed by a Chancellor (presently Khalid Morris, former chairman of the Guardian JetBike Corporation, of Proto Dome). The Chancellor is elected by public ballot, something that had never before been done in Guardia for a national leader. The title "Chancellor" had not been in use since pre-Syndicate days. The Chancellor does much of his actual governing through the formation of a Cabinet of Ministers, appointees and advisors that the Chancellor nominates to head the various ministries of the Bureaucracy. The King gets to approve or disapprove of the Chancellor's nominees, which he will usually only do after conferring with the Deliberative Council of Elites. Currently, the Chancellor and his Cabinet looks as such:

Chancellor Khalid Morris - The Chancellory oversees the Bureaucracy and serves as chief executive of the government itself. Morris is the first Conservative to hold this post (or its equivalent in older governments) in 300 years. Under his leadership, the Conservatives have been re-named the Progressives, and their agenda of pressing forward to bring more democratic process into Guardia remains largely unchanged (it is thought by many that Morris renamed the party simply because he could).

Home Minister P-Alpha Q4 - The Home Ministry is one of the largest and most important bodies in the bureaucracy. The Home Ministry oversees public welfare and works, and works directly with civic and prefectural governments to tend to the immediate needs of the Guardian people. The Home Ministry is thus the most active government entity in the lives of the average citizen of the Kingdom. P-Alpha Q4 (or just "Alpha") is not the first robot to be delegated with such responsibility, but she is the first robot to gain a respected title and cushy government paycheck for it.

Defense Minister Alastair Brand - The Defense Ministry is the Bureaucracy's voice in matters of the military. The Ministry administrates the affairs of the Army and the Fleet, and the Defense Minister must thus work in close concert with the Square Table and the Council of Admiralty. Alastair Brand was fairly recently promoted to the post of Defense Minister, having previously served in the capacity of Deputy Defense Minister under Curt Decker. Decker was scapegoated by the Morris Administration for failures and mishandling of the war in the Merge Dimension, and forced to resign. In the inner circles of the Guardian government, Brand is known as a keeper of secrets. A shady figure, to say the least, Brand has worked for the Kingdom since before the Meres Regency, but no one's quite sure what he was up to. Since his promotion, Brand has been known to "float" between GDF headquarters at Fort Arris and his old digs at "Halfway-Point" in Truce. He handles a lot of the shadier side of the Guardian government, and as such knows a lot of things that he works hard to keep secret.

Finance Minister Fil Finnigan - The Finance Minister is responsible for overseeing the Kingdom's finances and economy, and thus is placed in a supervisory role over the National Bank. The Finance Minister must also interface directly with the CCC, and serve as the Bureaucracy's ambassador to the corporations of Guardia. Finnigan is a natural choice for this role; he was one of Morris' campaign managers, and he is a Priman.

Minister of Foreign Affairs Bynum Boothe - MOFA (as it's sometimes lovingly called) is the Bureaucracy's diplomatic wing. They tend to the various embassies of foreign powers, and staff Guardian embassies abroad with ambassadors, as well as fill some of the seats alotted to Guardia in the Alliance Congress. Bynum Boothe, another of Morris' campaign staffers, is the first MOFA of the new government.

Education Minister Nu Nu'ten - Though sometimes regarded as among the least prestigious or powerful of the ministries, the Education Ministry oversees one of the largest facets of the hulking Royal Bureaucracy. Every kindergarten, grammar school, middle school, high school, college and university in the Kingdom or any of its territories is run by the Ministry of Education. The Education Minister must not only preside over curriculum guidelines and approve standards for testing and academic advancement, but must also lobby Parliament and the Cabinet at large for the educational needs of every student, teacher and Ministry administrator in the Kingdom. Which is not to say that his job is any different from that of any other ministry; but, rather, that due to the host of local and prefectural political issues which come into play, it does become a touch more difficult. Nu'ten is one of Guardia's most renowned scholars, having studied under Guru Belthasar and travelled abroad on the Web's collegiate lecture circuits. He is brilliant and infinitely capable and, like most Nu, infinitely patient.

Justice Minister Orik Mangemer - Originally, this ministry had its duties embodied within the Home Ministry, but Morris believed that a separate entity would ease the burdens on Home. In large part Morris is believed to have made the right move; Home Ministry is running things smoothly, being the primary facilitator of aid and reconstruction from the Cleansing Wars, while Justice has been hard at work redefining its own role. Justice is the bureaucracy's law enforcement wing; the Justice Minister is responsible for overseeing prisons and police. Justice works closely with ZAPS, but does not directly administer ZAPS. Chancellor Morris' choice for Justice Minister, Orik Mangemer, alarms many in the Progressive party. Mangemer is an ex-ZAPS agent who is noted for his brutality; during the OmniSent crisis he was said to have beaten several OmniSent prisoners under his supervision -- some even say he killed a few. A similarly abusive record follows Mangemer throughout his career -- before the OmniSent crisis and then after as well. Civil libertarians Web-wide fear that, despite the expansion of democratic institutions within Guardia, Mangemer's Justice Ministry may prove a danger to the freedoms and rights of Guardian citizens.

Minister of Labor Tenkis Bohwl - A vitally important part of the bureaucracy, the Labor Ministry oversees the affairs of the working man and works with industry and legislature to provide regulations and protections designed to protect the health and wage of workers. Many speculated that Morris would nominate another robot to this post, as an overwhelming majority of the labor workforce are robotic citizens. But Tenkis Bohwl is not a robot; he is a demi-human, a creature who resembles a short, flabby cross between a man and a termite. Not being robotic does not make him unqualified for this post; Minister Bohwl is a former labor attorney who travelled to Tasnica for legal study shortly after Gate opened up to the Web of Worlds. He has numerous connections to labor unions within the Kingdom, and his presence in the bureaucracy lends some credit to Morris among many members of the Royalist-dominated Parliament.

Minister of Public Relations Connie Histachi - This ministry is new, added to the Bureaucracy by Chancellor Morris after his victory. The PR Ministry is responsible for spin and damage control, both at home and abroad, largely in the media and its perception of the Kingdom. The PR Minister is the Chancellor's (and the Bureaucracy's) spokesman and press liason, responsible for releasing statements and holding press conferences. Connie is the only Mystic in Morris' cabinet; the Naga-Ette was once Morris' personal secretary when he was chairman of the GJC, and later she was Morris' campaign spokeswoman. This job was a natural fit for the Naga-Ette, and there is no doubt in anyone's mind that Morris created the post just for her.

Minister of Colonial Affairs Darin Tsumota - Another new ministry, Morris launched it in large part to reward (and further placate) the large constituency he'd garnered in the colonies during his campaign against Enderik Penders for the Chancellory. In essence, the Ministry of Colonial Affairs is a Home Ministry devoted entirely to the folks who live and work in the colonies. By necessity, Colonial Affairs works closely with the Ministry of Labor and the Ministry of Defense, simply because practically everyone who lives in the colonies is either employed as a miner or deep-space laborer, or is enlisted in the GSF. Minister Tsumota was actually drafted out of the ranks of the GSF. Well educated and hailing from from a respectable family in Truce, Tsumota was captain of an Epoch fighter wing who was shot down fighting pirates in the Alter Dimension. Decorated for losing his leg in the crash (and he's lucky that's all he lost; he was rather handily rescued after he ejected), he's regarded among colonials as a hero who made a great sacrifice to combat the greatest perceived threat to the safety of the colonies.

The Parliament

At one time Guardia's Parliament was divided into two houses: the Upper and the Lower. The Lower House was a more populous body, and was established as a centralized authority for the Prefectural Governments, comprising 44 members from each prefecture (exclusive of the colonies) based on prefectural population. The Upper House was the main legislative organ of the Kingdom, and was comprised of one member per prefecture (totalling 15 members -- again, excluding the colonies). A third house once also existed, comprised of ranking members from each Noble household, but this body was removed from true political power with the rise of King Doan's government.

Derik's reforms have radically changed the Parliament. Parliament is now a single house, which affords two seats to every prefecture and colony that Guardia holds -- bringing the count up to 56 members. As the legislative organ prescribed by the Constitution of 2322, Parliament now has supreme power in writing the Laws of Guardia. Royal Decrees and Proclamations of the Chancellor must be handled as resolutions of Parliament and voted upon in order to be enacted into law. The King has a veto over Parliament's decisions, but it is no longer iron-clad; Parliament may override a Royal veto with a 2/3 vote.

Three major parties hold sway in the Parliament: the Royalists (whose agenda has been characterized by its critics as one of parroting the King and the Nobility), the Progressives (who favor Parliament and other modern democratic institutions over the King and Nobility), and the Nu party (who really aren't all that large, and don't have a cohesive political platform... but no one else can win a single vote on Keeper's Island, thus their power).

The Judicators

A council of three judges who sit at the apex of Guardia's judicial system. Completing the model of the "three branch government" paradigm, the Judicators interpret the law and set precedent for all the lower courts in the Kingdom. The three judges who presently sit on the council are: Chag Talman (who serves as Grand Judicator), Renal Aersmun and Nu Nu'inn. The post of Grand Judicator is an honorary distinction; in practicality he holds no more or less power than either of his two peers.

The Deliberative Council

This body is an instrument for implicit expression of power through discussion, deal-making and exchange of favors between the four organs of government and three bodies of elites within the Kingdom. It rose up as a necessity during the era of reconstruction, but since the majority of rebuilding has been done the Council has remained in place and continues to function as an important tool for decision making in the Kingdom. The Council meets quarterly, but members are free to contact one another outside council meetings so long as the King is kept abreast of all transactions. Failure to notify the King of communications and deal making out-of-session is illegal; already two Council delegates (both of the Business Concerns elite) have served prison time and paid fines (after being caught in the act by ZAPS agents, who actively enforce this measure).

As mentioned, the Council is comprised of the four main bodies of the government (the King, the Parliament, the Bureaucracy and the Judiciary) and three general categories of elites within the kingdom. Delegations from each of these elites vary in size, and each elite body is free to organize itself among its component members. One of the few areas in which the King retains supreme, unchecked control, each delegation must be admitted by the King before it is allowed to sit in on the Council.

  • The Military Elite - the first body of elites represents the nation's military. In the Deliberative Council, the military expresses its views on how the Kingdom is running and how the government can best serve the military's needs. The two branches of service, the GDF and the GSF, each have their own delegation of three military leaders each. The GDF typically sends one Knight, one General, and one of the members of the Square Table when the Council is in session. Grand Admiral Thames has appointed three permanent representatives to see to the Fleet's interests on the Council; they are all desk Admirals.
  • Corporate Concerns Elite - Most of the Kingdom's major technology firms and corporations have been released from Governmental control, something that has not happened in Guardia since the end of the Syndicate Era and the rise of King Doan. Rather than answering to the Ministry of Finance, the corporations in Guardia (which include the Guardian JetBike Corporation [GJC], the Guardian Robotics Concern [GRC], the Guardian Computer Corporation [GCC] and MerthCorp) now answer to their own council committee, similar in function to the Tasnican "AAA" Corporate Council, called the CCC (Council of Corporate Concerns). The CCC sends a single representative to the Deliberative Council. Mace Merthor, CEO of MerthCorp (the largest of Guardia's corporations), chairs the CCC (owing to the skill at politicking that he picked up from his time in Tasnica) and personally represents the Business Concerns Elite in the Council.
  • Cultural/Intellectual Elite - Unlike the Military and Business Concerns elites, this group does not have a whole, cohesive presence in the Council. It was designed as a catch-all category for other entities in the Kingdom who wanted to make use of this tool for voice in government. Bodies which are represented in the Cultural/Intellectual Elite group are subdivided into three categories:
  • Universities/Colleges - The University Conference, which is an assembly of all College/University presidents in the Kingdom, is permitted to send a delegation to the Council. The delegation is a single member (and staff) who is permitted to make deals on behalf of the Kingdom's academic institutions. The present representative is the Truce University's Dr. Simon Reeder, the head of TU's Archaeology and Anthropology Department.
  • Print and Broadcast Media - To form this delegation, the nation's broadcasting and publishing houses have come together to form an ad hoc organization, the Media Concern. The Media Concern sends a regularly-changing three man delegation to the Council; the delegates are usually reporters, editors or executives in charge of producing the nation's various media. Media concerns rarely change within the Council; this group is always looking at ways to improve itself and make better use of the new freedoms it's been given with the change in Government. This group is also an ardent opponent of any form of censorship; its lobbying power is enormous.
  • Religious Institutions - Grudgingly the King gave consent to allow representation to the Kingdom's two major religions: the Church of Spekkio and the Church of Fiona. Each sends a single priest to the Council, but in practice they have very little voice. Archbishop Meres' legacy hangs over this body like a shadow; the Churches get so little business done in the Deliberative Council that sometimes their delegates don't even bother to show up.

Internal Politics

In the wake of the Cleansing Wars, internal politics have become much less divisive than they have historically been in the Kingdom. Much has changed over a very short amount of time.

Much of the time and energy of Guardia's internal politics are spent dealing with reconstruction. Most major cities managed to avoid significant destruction during the Cleansing Wars, but Truce (the site of the major battle against the Defilers) and Zenan Bridge both sustained damage. Also damaged in the fighting were the islands of El Nido; honoring past treaties with the El Nido government in Termina, the Kingdom has pledged to support its reconstruction effort.

Also at the forefront of a political firefight in the Parliament is discussion of the role of religious institutions in the Government; specifically, the close relationship between the Guardian Nobility and the Church of Guardia. After the ambitious maneuvering of the late Archbishop Meres, many in the Kingdom are loathe to trust the Church -- as a religious institution or as an entity with political agendas. The Royalist Party is, for the first time ever, split on the issue of the Church. Speaker Fuijyama and Lord Enderik are trying to shore up support for the Church in modern Guardia, but the Progressives (assisted by a break-away faction of Royalists lead by Councilor Fhogin) are committed to dismantling the Church's influence on politics.

Foreign Politics

Guardia's policies toward most nations are very stable. It was once widely accepted that Guardia had no real enemies. More recently, however, Guardia has begun to flex its muscle, under the lead of Chancellor Morris, and has taken up a hardline stance on Communist aggression. This has set two Great Powers at odds with each other, which has not happened in the Web since the Leviathan War.

Guardia has taken the fledgling nations of the Alter Dimension under its wing, fostering growth in them the same way Tasnica fostered growth in nations across the web just before and then shortly after the founding of the GACA.

Guardia's closest, most friendly relations are with the Kingdom of Bal (for which Guardia is presently engaged in a military campaign in the Merge Dimension) and the Republic of Medina. Guardia has historically had an on again off again relationship with Medina, fluctuating as frequently as the power shifts in that nation. This can also characterize the current state of affairs between the Kingdom and the Esper Unon. Historically strong allies, the time since Hannibal has left Guardia feeling uncertain of where it stands with the EU.

Guardia's closest and most important ally outside of Gate is most likely Tasnica. As trading partners and strategic allies, these two nations support each other a great deal. It may seem, however, that Tasnica and Guardia have a love-hate relationship; each nation's government often demonizes the other for political gain among the constituency (Tasnican corporations are a favorite target of the Guardian ruling class; as are the GSF and the colony of Sanctuary on Mana IV favorite targets of Tasnican politicians). But when push comes to shove, the warriors of the Republic and the Kingdom will always back each other.

Guardia is a staunch supporter of the Grand Army, and in its short time as a member it has given vast amounts of technology to this great military institution.

Military

Guardia's military is divided into two branches: the Guardian Defense Force and the Guardian Space Fleet.

  • The GDF- The GDF is the traditional ground military of Guardia. It has several subdivisions, as follows:
    • Royal Infantry - The Royal Infantry are the core soldiery of the GDF. Their rankings are similar to those of the armd services of other nations in the Web, running from Private to General. The Royal Infantry fields standard infantry units, Mauler assault units and JetBike raiding/recon units. It also has a number of ATJT's to help move men across the field. The Royal Infantry uses a host of weaponry, from Wondershot rifles and assault weapons to SSM/SAMs and flamethrowers. The Royal Infantry is also supported by an elite corps of R-Series Field Medics, several of which are dispatched alongside any Royal Infantry unit.
    • Armored Division - This is where the GDF keeps all its tanks and stuff. Armored Division are the heavy artillery units of the GDF, consisting of Cyrus JetTank units, D-series Dragon Tank units, and the new heavy-assault Terrasaur JetTank (which is designed to serve both as a tank and as an anti-aircraft platform) units. GDF Armored Division also has the G-series mecha, which it uses to support and defend its armor placements in the field.
    • Knights of the Crown - These are the Knights in Guardia who are given commission to serve the Crown, and therefore are fielded as elite military units in battle. Knights of the Crown are trained in both combat and magic, and are loaded down with some of the best magical equipment in the Web to support them in combat. They are elite heavy melee units who can shred enemy frontlines. There are five different Orders of Knights serving the Crown: the Order of the Frog, the Order of the Shield, the Order of the Wind, the Order of the Dragon and the Order of the Sword. Each Order is basically the same in terms of powers and status, and each has a patron among the Knights of the Square Table who heads the order.
    • The Order of Thunder - Another elite unit in the GDF, these warriors were billed as "modern knights" when they were first unveiled. More traditional knights, including the Knights of the Square Table, refused to acknowledge their order, however. But the Order of Thunder (OT) retained its name, its hardware and its purpose: to outrun anything else on the field and kill stuff quickly. OT units are equipped with K-series mecha armor and Pegasus JetBikes. The Pegasus ("Peg") is one of the fastest low-altitude fliers that Guardia has ever produced, so once dispatched a unit of OT skirmishers can hit their targets and fade away before the enemy knows what's hit them. This seems a very un-Guardian way of fighting; and in fact it's one of the reasons the Order of Thunder is looked down upon by true Knights of the Crown.

The Knights of the Square Table are the official heads of the GDF. Under them, several councils and committees comprised of ranking Generals and Knights convene, but the Square Table is the very top of the military chain of command in the Kingdom.

  • The GSF - The GSF is Guardia's primary offensive wing, a model for other national space fleets across the Web. The head of the GSF, Grand Admiral Malvo Thames, would like to say that the GSF was the very first national space fleet in the Web of Worlds. When it is pointed out to him that Carrion had a space fleet well before the Guardians did, Thames will roll his eyes and correct himself as follows: "The GSF was the very first national space fleet that matters."

Though the GSF is part of Guardia's military, and is under the purview of the Ministry of Defense (and Parliament's Defense Committee), Grand Admiral Thames has managed to wrest his fleet away from the control of the Knights of the Square Table. Proud, nationalistic and believing himself to espouse certain aspects of traditional Guardian honor, he nonetheless feels very strongly about the fact that the Knights have absolutely no business running the Fleet. This has caused no small amount of friction between the Knights of the Crown and the GSF Officers Corps, but this is a friendly rivalry at best.

Thames is very much the heart and soul of the GSF. He built it up, organized it and has lead it since its inception. A career navy man, he convinced then King Doan to dissolve Guardia's ocean-going navy and retrain its officers for the burgeoning space fleet. In an astoundingly short period of time, Thames had brought the Guardians into space with a vengeance, and though many claim that Guardia has fallen several rungs away from preeminence with the dissolution of GATO, they would be hard pressed to deny the GSF's persistent strength.

The hierarchy of the GSF is built around a Council of Admiralty, which divides the fleet into several separate commands. These commands are floating, but in general it can be said that the GSF retains one command (with at least one Admiral) in every dimension where it holds an interest. All commands answer to the Council, which in turn answers to Thames, who in turn accepts no orders at all unless they come directly from the King.

Thames is a master of fleet maneuvers, and is most likely the greatest space fleet admiral that has ever lived in the known Web -- which, given the short amount of time that the Web has known space travel, says very little... until you consider the numbers of fleet commanders out there who have (or still do) considered themselves "the best". However, this man is far from a perfect moral compass: Thames has been guilty, on more than one occassion, of creating a difficult political situation for the Fleet because of his outspoken opinions of several non-human races. He has said of the Mystics: "They are animals playing at civilization; and they haven't quite got all the rules down yet." Of the Nu, Thames has said: "I have had deeper and more expressive conversations with communique static." Also on the Nu: "We send them to colonize the more harsh worlds in our dimension not because they are more adaptable, but because robots are expensive." And, on robots: "Why waste our time putting a brain in a vacuum cleaner? Just give it enough to clean my carpets; I don't want to talk to it."

People

King Derik Nadair Pendouris Guardia I

The King. Derik inherited the throne from his father, King Doan Pendouris, when he abdicated in the year 2314. Derik went missing during the Battle of Atlantis, during which time the Kingdom was ruled by Archbishop Meres (who usurped the throne from Queen Naraya). He returned to find the kingdom torn by war and ravaged by Rajaat and his Defilers. After defeating Rajaat and ending the Cleansing Wars, Derik instituted several reforms intended to make the Kingdom stronger. He is widely regarded as a heroic figure for Guardians, but those who are close to him tell of a crown resting upon a troubled, weary brow.

Princess Nadia Ayana Pendouris Guardia

The firstborn of Derik and Naraya. She was conceived before the King and Queen were married. After the Cleansing Wars, Nadia and her brother Crono were entrusted to Atropos and the Archons. Atropos and Spekkio agreed to speed their aging process, without Derik's knowledge, because they forsaw a period of strife in which Guardia would need more heroes. Like her father, Nadia is an adept swordsman; although she prefers the exotic double-bladed swallow to the katanas that her father trained with. Being eldest, she would be in line for the throne after her father, but it is unclear whether those in power would favor a female heir while her brother is around.

Prince Crono Andos Pendouris Guardia

The secondborn of Derik and Naraya. Once thought to be a suitable heir for either the Guardian or Pandoran thrones, the destruction of Pandora's monarchy has significantly limited Prince Crono's future job opportunities. He was artificially aged by Spekkio along with his sister, Nadia, and is to be one of the new heroes of the Kingdom. Crono is an adept sorcerer, trained by Spekkio himself in the arts arcane.

Princess Leene Naraya Pendouris Guardia

The third child of Derik and Naraya, she was only a baby when the Cleansing Wars broke out. Her name at birth was Leene Natalia Pendouris, taking her middle name from Naraya's mother, but Derik had it changed to honor the memory of his slain Queen. Leene was not given to the Archons; she was kept in Guardia Castle and remains in the care of the King and his attendants... though mostly his attendants. For Derik, the infant princess is a reminder of his dead wife and the sins he committed against her. He can't bear to be around his daughter for very long, and so she is growing up effectively without him.

Atropos of the Throne

Atropos was, until recently, the leader of the Archons, having inherited the position after the sacrifice of noble Prometheus. Her son Primus discovered that she had fallen under the influence of the Goddess Fate, and expelled her. It is not known how many Archons Fate's viral influence has been able to infect. Atropos' current whereabouts are unknown.

Primus

Primus is the child of Prometheus and Atropos. He grew up alongside Nadia and Crono, and is now their steadfast companion. Primus is destined to lead the Archons when his mother steps down. He beholds the world much in the same way that a child might, although his intellect (being that he is still at least partially robotic) is astounding.

Lord Enderik

Former Prime Minister of the Guardian Parliament; currently a simple member of the same body in the new government. Enderik ran for the post of Chancellor but lost out to Khalid Morris.

Chancellor Khalid Morris

Head of Guardia's Royal Bureaucracy; executive of the new government. Khalid rose to prominence as the chairman of the Guardian JetBike Corporation, and was a principal sculptor of the reforms of the new government.

Sir Toadus

Sir Toadus is the Captain of the Knights of the Square Table, and the primary authority on all things military in the Kingdom. He wields the Masamune, which houses the Gate spirits Masa and Mune, and is a direct line descendent of the great Sir Glenn. Toadus is the patron of the Order of the Frog, the most prestigious order of Guardian Knighthood. During the Cleansing Wars he was cursed with amphibian form by Rajaat.

Sir Scorpius

Sir Scorpius is one of the five Knights of the Square Table, noted for his cunning and guile both on the battlefield and off. Scorpius wields the sword Stingblade, forged by the Guru Melchior specifically for the Knights of the Square Table. Stingblade houses the spirit Suchinga, which manifests itself as a man-sized humanoid scorpion creature. Sir Scorpius relies heavily upon ZAPS field intelligence, as well as his own cloak and dagger society, the Army of Scorpions, which supplies him with direct intelligence on Guardia's enemies -- and her allies. Scorpius is the patron of the Order of the Shield.

Sir Grinian

Sir Grinian is one of the five Knights of the Square Table, by far the oldest of the current assembly of Table Knights. Grinian wields the sword Marasama, forged by the Guru Melchior specifically for the Knights of the Square Table. Marasama houses the twin spirits Mara and Sama, relatives of the more powerful and certainly more infamous Masa and Mune. Mara and Sama, like Masa and Mune, have a combined form of comparable strength. Grinian is the patron of the Order of the Wind.

Sir Fairchilde

Sir Fairchilde is one of the five Knights of the Square Table, the youngest Knight ever admitted to the Table (which says something to his skill and power). Fairchilde wields the sword Dragon Render, forged by the Guru Melchior specifically for the Knights of the Square Table. Dragon Render houses the spirit of Dora, the great Sky Dragon that gave himself to save the Kingdom from his rampaging kin. Fairchilde came to power through the ranks of the Order of the Dragon, an order that has historically held a great deal of clout in the Kingdom, as Knights of this order filled the ranks of the Kingdom's dragon slayers during the Age of Dragons.

Sir Ralstaan

Sir Ralstaan is one of the five Knights of the Square Table, and the only human of Medinan descent to ever become a Table Knight. Ralstaan wields the sword Muranage, which is about as old as the Masamune and nearly as powerful. Muranage houses the spirit of Zerin, the noble Knight Captain who fought a good portion of the war with the Magus before finally stepping aside and granting Glenn the coveted post that had once been held by Cyrus. Ralstaan is the patron of the Order of the Sword.

Grand Admiral Malvo Thames

Thames is the head of the GSF, and due to sheer experience is recognized the Web over as space's greatest fleet commander. Thames is a very atypical Guardian, filled with what appear to be contradictions. Thames dislikes Medinans, gets on well enough with Tasnicans, detests Communists, resents Capitalists (especially Tasnican businessmen), hates Mergers, is alergic to Moogle fur, and thinks Celiose's reputation is overrated.

Norstein Bekkler

Ex-Head of the ZAPS. Even though it is now well known that the secretive society of mages acts as intelligence for the Kingdom of Guardia, Bekkler still maintains the Sun Palace in Porre as though it were a theatre of the magical arts. Bekkler is quite insane. Bekkler went missing as he was brought up on charges of corruption by the Parliament, and his current whereabouts are unknown. Word on the street is he was last seen with a really ugly bald guy in a bad suit.

Daniel Chalasser

Director of the ZAPS, appointed by Chancellor Morris after Norstein Bekkler skipped town. He's tall and creepy.

Cities and Regions

Guardia Proper

The capital province of the Kingdom. Guardia Proper is a perfectly attained balance between technological modernity and ecological preservation: Guardia Forest dominates much of the central part of the continent, and the developed cities are built around and within (rather than over or at the expense of) natural features of the land. The continent's major cities are connected by way of the G01 Highway System -- the Web of Worlds' largest and most efficient freeway system.

  • Truce
    • “The King's City”

Truce is the oldest city in the Kingdom, founded in ancient times by the first King Guardia. The Kingdom once consisted only of Truce, but under Guardia XXIII the Kingdom expanded to include the whole of the Gate Dimension, excluding Medina. Truce is one of the great cities of the Web, and one of its largest industries is foreign tourism, for its old structures and classical architecture are a thing to behold. Always a big draw for visitors is Leene Square, where a fully functioning amusement park has been operating for 300 years (since the last Millenial Fair).

Truce is also the location of King Doan's Landing, the Web's first functioning passenger spaceport. KDL was set up in conjunction with the Republic of Tasnica, which shortly afterward constructed ports in Albrook, Tasnicaport and Centwerp. The interdimensional space transport business is still going strong, even with the temporary disruption posed by the Cleansing Wars.

  • Truce Cathedral (Manoria City)
    • "The Archbishop's City"

While most often considered part of the city of Truce's jurisdiction, in actual fact Truce Cathedral and the surrounding residential and commercial sectors function as a city on their own. The proper name for the city built around the cathedral is Manoria City, named for the Church's first Archbishop.

In recent years, increased tension between the Crown and the Church has seen a reigning in on the civic independence that Manoria's local leaders have traditionally enjoyed. The Archbishop is in Royal custody, the Church Guard are no longer empowered with the policing authority they once had within the Manoria City limits, and all senior church leaders have been stripped of any positions of official power that they once enjoyed.

  • Arris
    • “Syn City”

Arris has long been the military capital of the Kingdom, since the days of the Syndicates, when large corporations controlled things in Guardia. The nickname "Syn City" comes from Syndicate, and is certainly a double entendre (Arris is also known for its casinos and legalized gambling).

Arris is the location of the GDF Headquarters, where Generals of the Royal Infantry and Armor divisions lair. It is also the location of another of Guardia's space ports, Arris Interdimensional Starport, and the location of the corporate headquarters of the Guardian Computer Corporation.

  • Trann
    • “Jet City”

Trann is the city built by Hank T. Trann in the year 1911, when he invented the first JetBike. From that time on, Trann has been a name ever synonymous with JetBikes in the Gate Dimension. Trann is also well known for "frisbees," small plastic discus-like toys that at one time were all the rage (back in the 1980's). During the Syndicate Era, TrannBikeCo was taken over by the Taban Syndicate, which was later destroyed by the Arris Syndicate. What is left of TrannBikeCo is manifested in the modern Guardian JetBike Corporation, whose corporate headquarters remains in Trann out of deference to its founder, Hank T. Trann (even though the majority of its manufacturing facilities are in Proto Dome).

Trann is also the location of the Guardian Parliament Building, and is where the Parliament members meet when the council is in session. Trann is also the location of the Ministry Building, where the offices of the Royal Bureaucracy are headquartered.

  • Proto
    • “Bot City”

One of the three centers of the Syndicates during the Syndicate Wars, Proto is also known as the birthplace of modern robotics, as it was the city in which the R-Series robot was invented. In modern times, with the shuffling around of former Syndicate assets, robotics is no longer the focus of Proto's industry: today Proto is the home of the Guardian Computer Corporation's headquarters.

  • Bangor
    • "The Border Fortress"

Bangor has always been a significant outpost for the Guardians, as it lies directly North of the Guardian side of Zenan Bridge. It is currently the site of the Grand Army's largest base in the Gate Dimension, and it is also home to the headquarters of the Guardian Munitions Corporation.

  • Keeper's Dome
    • "... Nu."

The Keeper's Dome is the home of a concentration of the Gate Dimension's population of Nu.

The Zenan Province

Zenan and Guardia Proper together form the core of the Kingdom's terrestrial holdings.

  • Porre
    • “Jewel of the South”

Porre is an important port city in the Kingdom, second in importance to Truce itself. Porre is the start point of the Gate Ferry System, which runs between the cities of Porre, Truce, Port Banteau and Coast Town in Medina. Another of Guardia's space ports also resides in this city, Soldierfield Spaceport, as does the Sun Palace, headquarters of the ZAPS.

At one time, in the early 1000's, Porre fought a war for independence from the Kingdom. This independence lasted nearly 900 years, until Porre's government was weakened by the Syndicates. When Doan rose to power in the year 2300, Porre rejoined the Kingdom once more.

  • New Dorino
    • "The Kingdom's Breadbasket"

The Dorino valley is one of the most productive stretches of farmland in the entire Kingdom of Guardia, providing almost a quarter of Guardia's food supplies all on its own. The city itself has been destroyed and re-settled several times over the course of centuries; famously, in the Middle Ages, the town was all but abandoned due to the drought that struck the Zenan provinces. And again, during the Hivan War, the Dorino region was overrun by giant ants from space (which the Grand Army later defeated).

New Dorino has become something of a religious center during the last few years; as the hometown of Madrigal, it has drawn the faithful to make this a popular pilgrimmage destination. New Dorino is also a popular tourist destination, as it is the site of Model Square (a monument recognizing the Grand Army's efforts in fighting off the Hivans, but also specifically paying tribute to General Model Steinmetz and his GA 6th Army).

  • Denadoro
    • "Mystic Mountains"

Denadoro is the home of the largest population of Mystic races in Gate outside of Medina (mostly Lancers and Ogans). The races here all strongly identify themselves as Mystics, though they owe no special loyalty to the Medinan nation. Denadoro is a harsh, mountainous region, and one of the poorest within the Kingdom of Guardia's domain.

  • Port Banteau
    • "One of the Twin Ports"

Established by the entrepreneur Banteau in the early years of the second millennium, Port Banteau is the sister city of Coast Town in Medina, and the two cities together are the original home ports of the first ferry line that ran between Guardia and Medina.

Port Banteau is the only major civilized region in Eastern Zenan; much of the rest of the peninsula (including Keldark Valley) is forested and unmarked by the presence of modern settlements.

Geno and Chorras

The Far Eastern Provinces, Geno and Chorras lie on the other side of Medina (by the reckoning of a traditional drawing of a map of the Gate Dimension, where Medina occupies the map's center).

  • Geno
    • "Always Remember"

Geno is the home of the Mother Brain Supercomputer, and the Guardian Robotics Concern. With Proto, it is a city known for advances in cybernetics and AI technology. In ancient times, the Genoans were renowned for being able horsemen, and Genoan horses are still today one of the most strong and swift breeds of horse in the entire Web.

During the OmniSent Saga, Geno was attacked by a Cylinder device. Hundreds perished in what remains one of the worst foreign attacks on Guardian soil. The somber Cylinder Memorial in Geno is not nearly the tourist draw that Model Square in New Dorino is, but the Genoans hold an official vigil there once a year on the anniversary of the attack.

Guardia still claims Chorras' four prefectures, even though they have declared independence from the Kingdom.

The Colonies

Guardia was the first nation in the known Web to establish space colonies, and to this day has one of the most expansive colonial empires of all the Great Powers. Only Tasnica rivals Guardia in the extent and development of its colonies.

Most of the colonies are jointly operated with the Medinan Republic. Lunar colonies, with respect to the Parliament, are considered satellites of the main planetary settlements and are thus not afforded separate Parliamentary representation.

Gate

  • Gate III's two moons:
  • The Gate Belt

Esper

Mana

Crystal

The Crown of the Core

Collectively, the Guardians consider their four Core colonies the jewel of their empire: Gate IV, Mana IV, Esper IV and Crystal IV. These were the first four worlds colonized in the Web, and they remain among the Guardians' most celebrated and prized accomplishments.

Merge

  • The Merge Belt

Alter

  • The Alter Belt