|This article, United Sangheili Republic, was written by Ajax 013. Please do not edit this fiction without the writer's permission.|
The United Sangheili Republic is the Unified goverment of the Sangheili, encompassing the military, exploratory, colonial and other branches of the Sangheili people.
The Republic's early history can be tied directly back to the Schism. When the Prophets betrayed their Sangheili protectors, and the Sangheili fought back in a violent campaign. In the years after the end of the war, the Sangheili continued to fight, amongst one another, and with the Covenant Remnants. What is now known as the Republic formed from the Swords of Sanghelios. A coalition of Sangheili forces, dedicated to defeating the Remnants of the Covenant, they were lead by the Arbiter, Thel 'Vadam. While he had near-unconditional command over the total force of the Swords, he extolled the concept of returning to a Sangheili High Council, like the old days, where the Sangheili's leaders would convene to lead their people.
The Republic remained a pipe dream as long as the war on Sanghelios continued, but following the Swords' victory over their enemies, the First Council was established, with the former Arbiter now positioning himself as the leader of the military, now titled Imperator. This first council, made up of Kaidons from across Sanghelios, and her nearest colonies, established the Republic, a unifying political and military organisation dedicated to the protection of the Sangheili, protection of their worlds, and the revival of their culture. What started now was a renaissance, as the Sangheili took their first tentative steps into rediscovering themselves.
The Sangheili established a government that extends from regional to encompassing the entire Republic.
At the State level, the ruler is the Kaidon of that state. The Kaidon and his elders rule undisputed, their word is law within their State, though ultimately they are subservient to the Council, and the High Council. They govern the day to day operations of the State, and usually delegate through vassal Keeps. If a Kaidon proves weak, or incompetent, he's killed soon enough, and the Elders of the state select a new Kaidon.
Any given planet forms a Council, with Kaidons of that world coming in person, or sending a representative, usually a Clan elder. Sending anybody but the most well suited is seen as insulting, and has been used before as a method of protest against a Council. Here councillors decide on planetary issues, and guide the future of their world. Only Sanghelios itself does not have a Council. It's Councillors are instead part of the High Council.
The High Council is the supreme government of the Republic, with decisions made inside the court affecting the whole of the Republic. Ultimately, it is a a democracy, and any motions put forward by a High Councillor or any other member of the High Council, must be passed by a majority vote. Each planetary council is expected to send five Kaidons, who represent their world, and its interests. Kaidons are expected to levy their people's needs first, above personal gain. He's also expected to be honest and just in his actions, or face the scrutiny of the Crusaders, some of whom stalk the halls of the Council. The Council must also establish a majority vote to decide upon the Supreme Councillor, leader of their government, and a majority vote to decide the Imperator, military leader of Sanghelios. Both decisions are not to be made lightly.
The Councillors vote amongst themselves to elevate one of their number to the lofty rank of Supreme Councillor. The Supreme Councillor is the undisputed leader of the Republic, given executive powers over the High Council and Military in order to take immediate action, or veto. It is the Supreme Councillor who decides on the position of Imperator, as well as the positions of Council Oracle, and Council Merchant. The Supreme Councillor is elected for terms of six years, before he requires re-election. After, the decision is unanimous, or near unanimous, as the High Councillors decide on the best amongst them, usually through debate.
The Justiciars are the intelligence agency of the Republic, dedicated to gather intelligence, and conducting counter-intelligence. They enjoy a strong level of autonomy from both the High Council and the Military, due to their establishment during the civil war as their own independent faction. The Justiciars were founded by oracle masters and former Ossoonas, dedicated to gather intelligence in the post war era. Now they are a firmly established and well funded agency, who conduct a shadowy war to ensure the security of the Republic. They have access to stealth vessels and elite strike teams, as well as ample intelligence gathering technology. The Justiciars have a certain forcefulness to their methods, but their successes have entrenched them in the Republic. The Justiciars are usually given free access to the Republic's forces, often choosing to utilises units from the Special Warfare Group, Zealots and Assassins.
The Inquisition is a newly established group, replacing previous militia groups used by the state. The Inquisition functions as a law enforcement group, enforcing the law across the entire Republic, establishing small constabularies in accordance with local Kaidons. The Inquisition is a proactive force, prosecuting dangerous elements, and conducting pre-emptive operations against dissidents and terrorist organisations. Somewhat begrudgingly, they also enforce military law, punishing any who deviate from the strict code of honour used by the military.
A conglomeration of the various armouries and merchant organisations that support the Republic, the groups have a strong presence, especially in the political theatre. These groups produce the entirety of the Republic's weapons and war machines, and the armouries themselves are state-owned. The Merchant guilds however, exist as independent, and in some cases, sovereign groups, such as the the Merchants of Qikost.
Sangheili have long had a history of Military Orders, fraternity of warriors dedicated to a single purpose. Some have risen and fallen, while others remain strong. The Republic maintains good relations with most Orders, and some have been partially or fully integrated into their military.
The Ascetics are a order of Warrior-Scholars, dedicated to the preservation of Sangheili cultures. Strong proponents of the Republic, they support it through action, ensuring the purity of their culture. Each is a brilliant warrior, and a great scholar, specialising in history, poetry, story telling, writing and interpretation. They send envoys to the military to act as cultural advisor to officers, and to keep troop morale high.
An order of wandering knights, the Crusaders rout out injustice, corruption and crime, purifying it. Expert investigators, they travel the length and breadth of Sangheili space. Rightly feared by criminals and the corrupt, the Crusaders attack organized crime with an resolve stronger than most.
An elite sect, the Light of Helios train the finest honour guard in the Republic. The Light of Helios offer to train body-guards for the most important figures, such as the Imperator, and the High Council. Renowned for their skill at arms, rigid discipline and self-sacrifice, the Light of Helios are highly sought after.
A religious order, the Guardians of Faith have a number of sects devoted to different religious denominations. They establish guards for religious sites, shrines, pilgrimages, and priests, training fervent warriors willing to protect their religious freedoms. They also stamp out cultism and religious extremism.
One of the most ancient orders, they have trained elite honour guard warriors for years. They train hundreds for service in ceremonial guard units, protecting Councillors, Kaidons and Officers. Honour Guard are known to be dutiful, even in the face of insurmountable odds.
Explorers and frontiersmen, the Envoys explore, chart and colonise new worlds, taming them so they're ready for the arrival of colonists. While most are rough around the edges, the Envoys are brave and intrepid. The Republic pays them a fee for finding and charting new worlds, and turns to them to tame dangerous ones.
Freelance captains, the Void Lords maintain a peaceful vigil over Sanghelios, maintaining its security with a vigilance uncommon to most naval forces. Experts in defence, they have been funded by the Republic to establish chapters on other core Sangheili worlds, in hopes of creating a strong defensive network.
A secretive group of knights, they are experts in Forerunner technology. These mysterious warriors prefer to contain the technology, excavating, buying, or otherwise stealing it, and locking it in a vault. The Sentinels choose to share some of their findings with the Republic, for a price, but keep the most dangerous technology locked away.
Both a humanitarian aid group, and trained battlefield medics, Hospitaller Saints are calm under fire, and precise when treating injuries. While they have a certain stigma about them, they've become more accepted in the Republic military, treating their frontline casualties, allowing them to return to the fight, or return home alive.
An order of mercenaries, they take Writs of execution issued by Kaidons, the Inquisition, or the Council. This writs call for the death or capture of dangerous criminals, brigands, and so on. The Onyx Knights hunt them down, with a steely reserve and fierce determination. Once their target is in their sights, they don't relent, hunting them across worlds, and across warzones.
The Republic military differs from the UNSC, in that rather than having several branches to denote special purposes, the Republic only has one single military force. This singular focus gives the Republic Military a clear chain of command, and a stronger cohesiveness in the field.
The USR military focuses on large scale military action, rather than focusing on small squad based tactics, like the UNSC. When both on the offence and defence, the Republic relies on a large amount of tough, reliable and head strong soldiers. In recent years more and more emphasis has been placed on chain of command, small unit tactics, survival over honour and mixed/joint forces co-operating in unison. Much of the military and equipment has been changed around, with Plasma Rifles, Wraiths and Seraphs dropping from favour in their current roles and being replaced by vehicles and weapons more suited to their previous role and relegated to a more suitable position.
Infantry wise, little has changed from the Covenant War, with rank structure and support remaining the same, though the method of ranking and the nature of honour has been changed. The frequency of medics and scouts, armed with ranged weapons have increased, along with a decrease in the number of energy melee weapons supplied and used. Despite this 'modernization' a charging officer with a sword is still as destructive as it was in the Covenant War, and their shield phalanxes make that of the Kig-Yar look feeble. With their armour, a much more thought out approach has been taken. Many vehicles that were previously hindered by numerous problems have since been rectified and new vehicles fill many gaps where the Covenant armour was weak. Their air power has also become significantly stronger.
Their warships has seen numerous changes, especially with them now upgrading all their ships to sport torpedo defences and to change the older plasma torpedo weapons over to destructive plasma lances, capable of tearing through ships. The ships remain more or less the same as previous classes except for the introduction of the Dreadnaught class. After the destruction the Sangheili saw the Myth-class Dreadnought bring and the respect it earned with them, they laid down a number of dreadnaught classes following the war. These vessels became the new behemoths of the Sangheili fleets. The Sangheili ship have similar strength shielding to the UNSC vessels but are now slower, after advancements, but in most cases have superior armour and superior fire power. They have begun to experiment with more radical technology for starships, featuring limpet ships and drone vessels.
The Sangheili have invested significant resources into rejuvenating their air power, with new gunships, new space fighters, and new bombers, making them a rightly feared opponent.
While the High Council directs the military, it ultimate responds to the Imperator. The Imperator in turn appoints the five Supreme Commanders, choosing the greatest of his kin to serve along side him. Currently, the Imperator is Thel 'Vadam, with his serving Supreme Commanders being Rtas 'Vadum, Ansi 'Morom, Yul 'Acroli, N'tho Sraom, and . From here, they delegate to various fleets.
In any engagement, the Naval commander is the leader of any operation. Fleets are often ad-hoc constructions, less rigidly structured that UNSC fleets. Fleets can vary from a handful of ships, to hundreds. Regardless of the ship, or the size of the fleet, the commander of a starship is always called 'Ship Master' while the commander of the fleet is called 'Fleet Master'. Most often, they are Generals, and any variance in posting is due to individual talent or experience. The Fleet Master is responsible for both promotion and procurement within his fleet, organising new ships, and officers to command them. For operations, all warships and starcraft are considered under the Fleet Master's command, unless needs are dictated by a Field Master.
While supersedent to the Navy in command, the ground forces are considered equally important to the Navy in operations. Like the naval forces, they are lead by a General with the title of 'Field Master' who delegates command to other Generals, titled 'Field Commander'. Forces can vary, with Legions, which are equal in size to UNSC divisions, or smaller Field Groups. All warriors, armoured vehicles, and atmospheric craft are considered to be under the command of the Field Master. Often a number of ships, and star fighters, are placed in his command to support operations. His officers are hand picked for the role, and expected to give their best.
Special Forces Group
All of the Republic's special forces fall under the broad umbrella of the Special Forces Group, which is lead by the clumsily translated Special Operations Master, who delegates to Special Operations Commanders. The nature of the role, and the SWG itself, is highly malleable, with a wide variety of forces under their command. Most often, a small detachment of the SWG is placed under the command of a Field or Fleet Master, but in rare instances, a SO Commander has lead a task force of his brothers into the fight.
A broad category, this group falls directly under the purview of fleet commanders. Fleet Security is primarily concerned with the protection of the fleet, in both a combat and intelligence manner. The bulk of Fleet Security are well trained, disciplined warriors, trained to guard their vessels as if it was their own Keep, protecting it against infiltration, and against boarding action. They also guard fleet installations, such as defence platforms and shipyards. They also specialise in counter-terrorism, stopping terrorist attacks against the fleet. As such, they closely guard many facilities and ships with a vigilance not seen in many Sangheili. Trained for zero-G combat and close quarters fighting, they have a variety of tactics and equipment at their disposal. Fleet Security also contains two important sub-divisions.
Experts in zero-G and urban combat, Rangers utilise anti-gravity packs to allow them limited periods of flight. Rangers were originally conceived for deep-space operations, such as boarding operations, or infiltrating space stations. However, their equipment and training made them a fearsome force in urban combat, where they could leap from building to building, finding high perches from which to snipe from.
Special warriors, selected for their patience and reserve, they are equipped with stealth gear allowing them to infiltrate positions unseen. They are distributed through normal ground formations, with the goals of gathering intelligence, collecting information and reporting back. They also enact countermeasures against threats to the fleet itself, such as air defence batteries and weapons of mass destruction. They report directly back to high ranking fleet officers, rather than their immediate superior, or field commander.
A simple name for an extraordinary force, the Special Operations unit is the home of the Republic's best. Taking the most experienced troops, they are given the best training and equipment, and sent on missions that ensure the protection of the Republic itself. Armed to the teeth, and equipped with stealth technology, they infiltrate enemy positions and quickly and quietly complete their objectives. Warriors without compare, they are patient hunters, quietly making it to the enemy position then tearing them apart in a tornado of violence. Special Operations also engage in counter-terrorism operations, taking down domestic threats, as well as terminating emerging threats such as pirates and warlords. Special Operations usually move ahead of the main force, to capture strategic objectives, or sabotage the enemy. However, their roles are numerous.
Modelled on ancient Sangheili forces, Commandos are expert shock troopers. Equipped with specialist armour, they are a high-speed, low drag force, with good gear. Taken from some of the most industrious and brave warriors the Republic has to offer, the Commandos are known for being resourceful and flexible. The Commandos specialise as shock troopers, launching sledgehammer blows against enemy positions, as infiltrators, infiltrating enemy lines and sowing discord and chaos, and as quick reaction troopers, responding to new threats. Commandos maintain a high level of readiness at all times, meaning that they can quickly be redeployed to face growing threats before a larger force is ready to be deployed.
A relatively new branch, they are the product of the Swords of Sanghelios' paradigm shift in air assaults. Hand-picked from the best pilots, they are expert pilots, cross-trained with a variety of craft. These experts aren't just good pilots though, they specialise in setting down their charges as stealthily as possible. They use a variety of ships, including the standard Phantom, stealth-modified True Phantoms, Phantom Gunships, Black Phantom electronic warfare ships, the smaller Spook, and even the Lich. Avengers are brave, to the point of fearlessness, and can land even under heavy fire. They're also skilled combatants themselves, for surviving the lose of their ship.
Another new formation, Invaders are 'first contact' forces for use during planetary invasions. Equipped with heavy armour, and close quarters weapons, they are the first wave of soldiers, going down in drop pods. Preferring to land in the midst of the enemy's position, they storm them at short range, taking enemy positions through sheer tenacity and violence of action. Once the position is secured, they hold it until reinforcements arrive. Invaders tend to be stubborn and resilient, but also foolhardy.
An executive branch, under the direct command of Republic Military High Command, Zealots exist as a brotherhood of expert warriors, tasked with operations usually handed down from the Imperator himself. Like their predecessors in the Covenant, they exist outside of normal military hierarchy, and have the authority to take command over Field and Fleet masters. Some of the finest warriors in the Republic, they are selected for their devotion to the Republic, and their unshakeable resolve. Zealots are often tasked with commanding delicate operations, or leading special reclamation operations to secure Forerunner artefacts. A warrior-fraternity, they are peerless soldiers, and have the best equipment the Republic can offer.
Another executive branch of the Republic military, the Assassins are the direct opposite of the Zealots. Instead of brash, noble warriors, Assassins are cold, calculating killers, peerless in the art of executing their enemies. Assassins are called upon to silence the Republic's enemies, terminating domestic threats such as rebel leaders, and killing enemy leaders, such as Covenant officers. Experts in their craft, they are living shadows, melting into corners, vanishing from sight, and infiltrating the highest security facilities without rousing the alarm. When it comes to ending their target, they use any method needed, from a hidden blade, to a sword in the back, a long distance sniper shot, explosives, poison, or even making it appear as an accident. Only at the disposal of the Republic's high command, they are strictly to be used against targets of strategic military significance. However, that has not always been the case.
The Unggoy, and their worlds of Balaho, H'ck and others, are under constant guard from a Sangheilian fleet, in exchange for the cheap manual labour they provide. This is also a sort of denial of resources, denying them from both Kig-Yar pirates and Remnant forces.
The Unggoy, due to their simplicity as well as being a protectorate of the USR, have little in the way of a government. Unggoy Overseers ensure peace on their various planets, as well as recording any problems, such as the few cases of Sangheili mistreating Unggoy. These Overseers also receive reports from the many, many Unggoy Task Masters, the foremen in charge of the large, employed labor groups that the Sangheili hire out. Every year, the Unggoy Minister will make a formal status report to the Sangheili High Council; when necessary, the Minister will take a major problem to the High Council, and their put it forward for the Councilors to deal with. On record, such an event has occurred a total of four times.
The Unggoy have little in the way of unique culture. Their mythology was lost long ago, save one legend, and their religion is the same as the Sangheili's – an altered view of the former Covenant religion, where righteous and holy deeds lead to divine ascension, simply omitting the part of the original prophecies that stated that the ascension, the Great Journey, would be started by the lighting of the Holy Rings.
In exchange for a handful of soldiers and reduced tariffs on trades of raw materials, the USR defend Lekgolo ships and mining expeditions, along with providing some of the Lekgolo mining companies with vessels.
The Lekgolo share one mind; while not a true hive-mind, like the Yanme'e, where all are for the most part controlled by one entity, the Lekgolo are all individuals within a single consciousness – one Sangheili philosopher described them as “individual water droplets within an ocean of consciousness”. Because of this unique mindset, the Lekgolo do not truly have a governing entity, as all share each other's knowledge. However, to serve as a form of spokes-being to the USR, as well as other factions, the Lekgolo created the entity known as Lojinar, or the “One for Others”.
The Lekgolo are mostly isolated from other species, instead keeping within their “universal mind” community. They tell little to others, as they never need to tell one another things; also because of this, they have but one myth, the creation myth, where the One created the universe and placed the River of Life within. Other than this, there are no myths, as history is always remembered, forever.
However, there are some exceptions to the stereotypical Lekgolo, some Lekgolo that have become individuals; for the most part, these Lekgolo are those that have lost their bond brothers in one way or another. These individuals, having lost what was a major part of their very beings and in deep sorrow, become solitary, and during this solitude develop personalities that are entirely unique. Many of these become philosophers, poets, authors, inventors and the like.
It is interesting to note that the Lekgolo worms are hermaphrodites, being both male and female simultaneously, yet still requiring a mate to reproduce; however, all Lekgolo are referred to as males.
After the end of the Human-Covenant War, a large amount of the surviving San'Shyuum fled with the Prophet of Deliverance to the outer regions, outside AUR space. However, some surrendered and some were captured; these later served as overseers within the AUR, but always under careful watch. Due to their low number, the San'Shyuum are considered an endangered species.
Also of note are the Huragok, which serve throughout the AUR and, primarily, USR. Taking posts as engineers and technical designers, the Huragok were invaluable in the USR's rearmament program.
Both the San'Shyuum and the Huragok consider Sanghelios their "home world", but neither truly have any official planet or government state.
- Urs System
- Sangheilios: The homeworld of the Sangheili, Sangheilios is the capital of the USR
- Joori & Fied
- Sala Asteroid Field
- Tohruh: Dwarf planet
- K'ran: Large asteroid
- Tala System
- Balaho: Homeworld of the Grunts, Balaho is the fifth planet orbiting Tala, but it is also one of only two that supported any form of life. A combination of polar caps, fresh water oceans and massive swamps of brackish tidal flats with naturally occurring pillars of fire, making the lives of the Unggoy rather difficult on their homeworld: most of the Unggoy cities are floating structures built in the shallower ocean waters, anchored down and traversed by boats.
- Svir System
- Te: Officially known as the homeworld of the Lekgolo, the Lekgolo's homeworld was destroyed long ago in a cataclysmic stellar event, leaving 25 moons orbiting within a debris field. How the Lekgolo managed to survive or evolve in such condition is subject to question, but in the end they did
- 23 Unnamed Moons
- Y'Deio System
- Khaz'K: Controlled by the (KYU), Khaz'K is the only planet in the system capable of supporting life, and it holds a large amount of exotic wildlife on it, with hunting grounds abounding.
- Gruk: Controlled by the (KYU), Gruk makes much of its' livelihood from the nurseries and hospitals on the planet, due to the large amount of females that come to lay their eggs on the planet
- Kurg: Controlled by the (KYU), Kurg is an asteroid that was long ago caught in Khaz'K's gravitational field: hollowed out by the Kig-yar, it has since become a major military outpost
- Eayn: Controlled by the Kig-yar and the capital of the Kig-Yar Union
- Asteroid Belt
- Napret System
- Zerav III: One of three gas giants in the system, Zerav III is notable only in that it has two inhabited moons orbiting it
- Major System
- H'ck: A cold world covered in ice and snow, the planet has been colonized by the Unggoy, who have turned it into a metropolis much like Balaho
- Major: The homeworld of the Majorans, the system is in USR space and is protected by the Sangheili's armed forces
- Taygeta System
- Haven V System
- Verinae: A frozen world of ice
- Elenor: A cold desert world
- Ara System
- Vespera: One of the USR's many agricultural worlds, Vespera's vast farmlands and ranches feed much of the Sangheili's republic
- Dark Tidings System
- Adamant Valor System
- Tau Ceti System
- Dara System
- Dara α
- Dara β
- Fell Justice: While under the jurisdiction of the USR, Fell Justice has become a highly multi-cultural world, mixing the best, and worst, of all the Alliance races
- Nephthys System
- Osiris III
- Navis System
- Courageous Bastion
|Factions in the Necros Universe|
| The Alliance of United Races
United Earth Government (The Assembly) | United Sangheili Republic (Sangheili • Unggoy • Lekgolo • San'Shyuum • Huragok) | Machina Federation | Plainsfier Clans | Vorenus Imperium | Yanme'e Hives | Jiralhanae Alliance (Tyraxus Tribe) | Kig-Yar Union/Kig-Yar Regime | Majorans | The Guardians