"Products of oppressive psychic influence, Thralls represent the first stage of eternal servitude to the Nomads. More often than not, they make up a large portion of The Wild's ranks as expendable combatants."
"Sometimes, these individuals form up communities and families who seek to support The Great Work in their own way, or are deliberately assigned together by their masters as specialized groups meant to fulfill a particular role. One such family is Noth Squadron - servants with traits considered by the larger Wild population as undesirable, obtained post-abduction or already existing before their minds were turned inside out by unrelenting psychic influence. Highly distrustful towards outsiders, they act as raiders and scavengers for hire, often supporting unlawful elements within the Houses for their own goals."
Ⅰ. GENERAL CONCEPT & INFORMATION
Noth Squadron represents an introduction to old tactics employed by the Nomads during the Colony Wars, and an attempt to expand on Wild lore as detailed by @jammi in The Nature of Nomad Infiltration. No war was ever won through sheer, brute force and a seemingly unlimited amount of supplies. The number of incubi that can be employed to the creation of Wild Agents should also be fairly limited. They can't be harvested like sunflower seeds on a farmland.
This faction employs the idea of non-infected humans enthralled by the Nomads through psychic manipulation as opposed to every Agent acting as a host to incubi, or even wilful subjects who were coerced into betraying Humanity for one reason or another. As such, they gain no psychic abilities, heightened reflexes or otherworldly endurance. This allows them to act covertly within the Houses' Underworld population with the intent to siphon resources and further enable their masters' insidious plans. They can do so either through cargo piracy or deals with different factions on a case by case basis (ex: Unioners, Mollys, Hessians...etc). They might as well be considered some sort of pseudo-Wild mercenaries.
In addition to what is predominantly a snub-focused group and a Gunboat here and there, a few transports also carry out logistical needs between remote hideouts on demand or as haulers for when an unlucky trader is stripped of their loot. This completes the circle of a piracy, trading and "mercenary work" kind of faction.
Ⅱ. TECHNOLOGY
Because of their nature, Noth Squadron does not make use of hybrid technology for their vessels. As such they are limited to Border Worlds, CTE (primarily damaged Eagles), Rheinland Military snubcraft (Banshee, Valkyrie, Revenant, Spectre, Poltergeist, Disir) and whatever else they can get their hands on within reason (excludes capital ships).
Hybrid vessels such as the dreaded Scorpion or the Northern Fleet's 'improved' fighters are treated not unlike divine emissaries of the Nomads' wrath. Almost every thrall aspires to fly in space using the beautifully mutated wings of a Valkyrie, while at the same time carry a deep fear of failing their masters enough to be integrated into golems of flesh and metal.
Ⅲ. HIERARCHY
Noth Squadron has no official leadership. They're all able fighters expected to participate into battle. Amongst themselves there is, however, a ranking system which makes some pilots stand out, and thus being entrusted to organize the rest of the pack during operations. It is usually those who belong to Official Wild Factions that assume leadership of the Squadron whenever possible and within reason and as long as it does not put their cover through unnecessary risk.
In short, they exist to complement other factions. Never to supersede or assert some form of control.
The term Altair Command is often thrown around in the debriefing channel and transmissions addressed to other Wild factions, subgroups and individuals. They are The Squadron's official owners who are composed of high ranking Wild Agents which possess an incubi and further report to the Nomad Mainshare. Their orders take priority. This aspect exists as to reinforce the idea that the Squadron is nothing more than rank-and-file thralls. The really important people reside on Altair Research Complex and will never put themselves in harm's way. That's what cannon fodders are for.
Each Number represents a different Noth Operative. One character cannot inhabit two numbers. Transports, however, are a different story and deserve a completely separate section. If a Noth Pilot ever dies or breaks away from psychic control, their number is re-assigned to a future recruit, so lorewise there were about a dozen Ones or Twos or Fives before what characters are currently active. The system is designed this way, because there can't be more thralls than the defined amount set by Altair Command.
Ⅳ. OTHER THREADS
Over time, more threads will appear here for ease of access. Active links are:
Pilots Database - Different pilots that are part of the so called 'faction'. Who they were before matters as much as who they are now.
Communications Node - JIN-13 is Noth Squadron's 'Mission Commission'. This individual relays orders that come directly from Altair Command - those who control the squadron's every objective. Greater Wild Sects also have full access to this Node.
Ⅴ. TRIVIA
• Subjugated thralls are often tortured prior or during the enthralling process. Wild Agents claim that this increases the chances of survival by 'tenderizing' the psyche. This practice has been disproven numerous times, but carries on as an unofficial form of entertainment.
• Noth Pilots are not bound to one region. They are recruited from all over Sirius. As a result, their individual ideologies, beliefs and superstitions often cause internal conflict.
• Every Noth Pilot has their own number which is not necessarily unique to the one individual who wields it. These numbers can be lost, traded, gained or passed on to the next thrall who joins the Squadron. As such, behind every given number lays numerous generations of thralls.
• Noth Squadron pilots follow their traditions with almost the same kind of fanatic zeal as they show when serving their masters. Disgracing the pack in any way often results in the perpetrator becoming an outcast and eventually executed. The number they once wore becomes taboo until the replacement passes the 'Rite of Proving' -- a ritual in they have to provide the Family with an offering so valuable that their transgressions are forgiven. They may not return to the Omicrons without said offering.
• Rumors have started to spread among Wild Agents. Some speculate that the Squadron traces its roots back to a group of pirates who at some point based out of Freeport 2. They engaged in piracy against both Liberty and Rheinland convoys to earn their keep, thus earning themselves a reputation for being efficient suppliers of the Freeport's new administration. However after the Station's destruction, the original members of this group were forced to migrate toward new lands. The lack of a place to call home and dwindling supplies forced them in a Faustian Pact with the Nomads. The first ever pilot to call himself One was promised that their group will live on forever in exchange for their service. As such, One became the first betrayer who brought ruin (or enlightenment depending on how one views the story) upon every one of his brothers and sisters. In the end Noth Squadron got to live on, but none of the original members have remained alive.
• The number Four is considered to be the most cursed out of all ever since one pilot who sported this given callsign has challenged an aged fifth generation One in combat for the right to lead the Family. The man in question, Kwabena Kyauta, sabotaged the fight in his favor in order to win. As such he became an outcast among his own and later charged with fratricide. The sentence resulted in public execution. Nowadays the number Four is seen as a symbol attributed to social pariahs who face constant ridicule at the start of their careers as faithful servants of the Nomads. This insult to tradition is considered to be the very first in the Squadron, but not the last.
• Although seen as inferior compared to The Wild's infectees, this doesn't stop The Squadron from dispensing their own superiority over beings, factions and individuals who are treated even lower than themselves. Those who seek to bring peace between Nomads and Humans are often called "hippies". A common practice among Noth pilots is to capture these hippies in an airlock with their hand jammed (and stuck) in the door, then having their hand forced to hold a peace sign while the void of space pulls them outside.
• There was a time when The Outcasts revered the Nomads in their own way. These traditions have been dead for years now, although some of them choose to stick to the old ways. These outliars are often ridiculed for their made-up belief and are often seen as deadbeats who should've been burned alive in the very same temples they used to pray from -- an ironic, yet fitting end for those who mock the Nomads with putrid practices.
Ⅵ. RELATIONS
Because of their covert nature, Noth Squadron maintains a dynamic reputation sheet. Depending on the situation, they can choose to align with any one faction in Sirius however they see fit or asked to by their superiors (such reasons can be:loot harvesting, recon, abductions, sabotage and manipulating the ongoing conflicts in the Sector towards a direction that best suits the Nomads' efforts to reclaim their inheritance). There are, however, factions to whom they cannot pledge their allegiance to. The Order and Vagrants / Wendigo are such examples.
Ⅶ. NOTES
• Recruitment is done as seen on the account's signature. You send a PM to show your interest in joining.
• The Faction evolves over time. From a mere squadron it has all the chances to become something bigger. New features may appear over time -- some are aimed at players who wish to explore the possibilities of covert RP with greater freedom.
• This thread is subject to small changes over time to adapt, fix or improve what has been built so far. The main idea of the faction however remains and will not change.
(01-31-2025, 01:13 PM)Petitioner Wrote: Where did the name "Noth Squadron" come from?
This looks awesome, I always enjoy reading your forum RP and I'm hoping to encounter you guys ingame soon enough.
There are different meanings of the word 'Noth'. Most fit the faction's identity. Some meanings include: bastard, spurious, hybrid. 'Bastard' needs no introduction. 'Spurious' refers to not being what you claim to be. A fake, or false. And hybrid? Well. That needs no introductions either. Although the last one is a loosely associated word, as it can be linked with the fact that you can have former Hessians working with Kruger employees here. Or Corsairs and Outcasts. Said characters can definitely continue disagreeing with one another and hold grudges.
All three words can be associated with different aspects of Noth Squadron, but not in the most direct way.
As for why 'Squadron'? You don't give Nomad Thralls access to big ships or let them gain higher advantages over actual Nomad infested agents for the same reason you don't give your toddler a gun. It can backfire in a lot more ways than you think. Noth are exclusively infiltrators, not an entire battlegroup that can or want to jump into fleet fights.
The chances of a Thrall breaking away from Nomad control are no longer a flat out zero in comparison to Incubi-infested Agents for example. Things can go horribly wrong if a whole cruiser somehow escapes control.
Nice writeup! I like the forum rp you guys do, I do hope that your faction doesn't become a single focus one (as in just around for stomping sairs) but becomes a menace to many in its own right.
(01-31-2025, 01:35 PM)Madvillain Wrote: Nice writeup! I like the forum rp you guys do, I do hope that your faction doesn't become a single focus one (as in just around for stomping sairs) but becomes a menace to many in its own right.
The Corsairs are just a convenient enemy right now. Noth are not exactly a stationary bunch.
Einbeck Wrote:Cute concept. Great write-up. Stellar BBcode. What more could one ask for...?
Updates:
-Technology chart updated to fit recent changes in what we tend to fly. (In short its basically anything the ID allows and fits the character. You won't see a Hessian in a Banshee, or a Bounty Hunter in an Odin.)
-Expanded information regarding Hierarchy. What do the numbers mean and what Altair Command is in short.
-Fixed some writing errors post replying to the thread. Autocorrect is a bitch.
To-Do / Upcoming:
-Further explanation on how the infection system for thralls work. The system exists, its just not entirely public - not yet, anyway.
-Gunboat naming convention (I have no idea yet.)
-Short lore bits for all Noth- owned transports. Every one of them has a little story attached to their hull. Sometimes they tie to the current Noth characters in the game.
-Update more aspects of the general overview.