ayrkr 5573i 423yn bidid ntbh4 ha8sy fse26 yrzsd 8h5z5 e2bi9 f2si7 ht7ea rntya ker92 y77nt 2yf46 e9szh k65ha 63nki r3r73 brz96 Chelsea 09/10 vs. Man City 17/18: Who wins? |

Chelsea 09/10 vs. Man City 17/18: Who wins?

2022.01.16 16:37 dmister8 Chelsea 09/10 vs. Man City 17/18: Who wins?

The two teams with the highest amount of goals scored in Premier League history. In a one match playoff at Wembley. Who wins?
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2022.01.16 16:37 AaachO_O Experimenting with paint skins

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2022.01.16 16:37 Dasterr It's a Bird... It's a Plane...?

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2022.01.16 16:37 TickedOffSquid11 In the process of making the walking dead characters

It all started with "The Running Dead", a very original world name. where the zombies are always running. Now. I needed a character to fit this new invention. What should I name him...? ZARYL! That's it! And now, 2 days later, we have Zaryl, Nichomme, Dick Crimes (rick grimes), and Jenn, the Chinese grubhub driver. and now I'm just sitting here, not sure what I did with my life
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2022.01.16 16:37 Kim_With_An_N He just wants to play 😊

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2022.01.16 16:37 idanthology Mental healthcare capacity for UK teens falls sharply during pandemic

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2022.01.16 16:37 Missy_Elliott_Smith Comics from a Hundred Years Ago - Jan. 16th, 1922

Comics from a Hundred Years Ago - Jan. 16th, 1922 submitted by Missy_Elliott_Smith to comicstriphistory [link] [comments]

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2022.01.16 16:37 Metal_Incarnate_99 I tried to draw the alteration and oblivion logos.

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2022.01.16 16:37 HellforgedSavant I Started Writing Background For a Deep Periphery State and It Got Out of Hand

So, a few months back I asked if there was a way to justify a ComStar remnant group disappearing into the Deep Periphery to rebuild. Largely because I was unhappy with the unsatisfying way in which they had been killed off. I intended largely to throw together a mix of ideas to justify this and then experiment with a few cultural elements to flesh things out.
Well, it ended up being thirteen pages in length. I'll likely rework a fair few bits of this later on, so consider this the Mk. 1 backstory.

Maclnir Commonwealth
Regional Information:
Time Period: 3087 - Present
Classification: Deep Periphery State
Systems Controlled: 4
National Motto: “Morte solum vincula fidelitatis solvuntur.” (Official)
“The warrior serves the worker.” (Unofficial)
Governmental Information:
Organization Type: Crusader State
Head of State: Princeps
Commander-in-Chief: High Marshall
Executive Branch: Council Primaris
Legislative Branch: Council Secundus
Military Branch: The Commonwealth Guard
Secret Service: The Stormwatch Institute
Societal Information:
Capital: Telisgrad (city) Khigan (planet)
Official languages: German (dominant), Hungarian, French, English, Irish
Average Life Expectancy: 36.5
The first whispers of what would become the Maclnir Commonwealth were born in the aftermath of Tukayyid. Between the failure of Operation SCORPION and the vast amounts of Clantech in the inner sphere, ComStar’s original ambitions lay in ruins. Many privately questioned if the battle had been worth it, and this would only steadily increase as one disaster after another dominated the following decades.
The loss of Terra. The sundering of ComStar and the rise of the Blakists. The death of the Second Star League. The failure of Victor Steiner Davion’s leadership and Case White. The Jihad. The White-Out. Any one loss would have been enough, leaving ComStar as a shadow of its former self, but combined they all but broke the organisation. As what remained of the Com Guards fought on in their wars, whispers gradually became discussions. What would happen if they survived the Jihad?
In every plan, every possibility of victory, the answer was always the same: ComStar would be a remnant. Made subservient to another government if not outright disbanded, they would never again be allowed any true power of any form. In the worst of situations they would likely be tarred with the same brush as the Word of Blake, and held trial for the secrets that the Blakists had revealed to the Successor States. Even in the most optimistic of, if a new Star League emerged triumphant, few held any hope for its long-term success. Too vast to be ruled through any kind means, the Inner Sphere did not need a wise and fair king on its throne but a hanging sword of Damocles to keep the Successor States in line. Anything short of this would see history’s mistakes repeated. Questions and discussions became a conspiracy to escape the Inner Sphere entirely.
Individuals began to slowly slip away, going missing in action or simply fading into obscurity until their disappearance would be overlooked. Some would regroup on the fringes of galactic civilisation, yet most would depart in a moment of sheer fortune. As Delvin Stone’s coalition fought its way to Terra, an ad-hoc remnant group of the Sixth, Seventh, and Twelfth Com Guards armies were tasked with scouting then securing a supposedly lightly defended world. As their DropShips departed from the main battlegroup to scout out the planet, they were met by a trio of JumpShips attempting to escape the system.
In a series of vicious boarding actions, the Com Guards were able to engage and then capture the ships before they could be scuttled by their crews. It was only in the aftermath that they realised the value of their new prize: Enough supplies and materiel to outfit a small army, clearly stripped from whatever base had once been on the planet below. Seeing this as an opportunity to disappear once and for all, the conspirators dominating the group mode their move. The few not openly supporting them were quietly coerced or silenced and, with two of the groups’ DropShips sacrificed to indicate a pitch battle. With their deaths faked, the group departed from the war.
Only fleeting sightings would follow, as on remote battlefields and obscure worlds, unmarked ships would be seen briefly emerging to scavenge supplies before departing once more. For nearly two years they would lurk about the fringes of known space, gathering other conspirators, information, and mechs, until eventually disappearing into the Deep Periphery.
After spending some weeks making erratic and random jumps to confirm that they were not being tracked and pursued, the ComStar flotilla focused upon trying to find a world to claim. With enough former members of the Explorer Corps among their number, they were able to benefit from a sizable map of the Deep Periphery. Nevertheless, a substantial amount of the information proved to be either out of date or inaccurate. Plans to refuel and potentially gain further support at Columbus were dashed when they were met with ruins, with Blakist fleets having levelled the entire facility. Remaining only for a few days to scavenge what little of worth was left, they soon departed rather than risk being found. Other governments had been conquered in the Clan Invasion, leaving them with both the Word of Blake and Clan activities to avoid.
With no desire to spend the arduous decades of colonizing a world from scratch, the ComStar flotilla’s thoughts instead turned to conquest. This was spurred on by information gained about the Nilgaard Fiefdom; an insular bandit kingdom that had occupied an area of space rife with navigational hazards. Supposedly the remnants of a colony, their society had devolved into near barbarism, with mechwarriors and their engineers ruling the worlds as kings, while a vast slave caste lived in squallor about them. Information about the world was limited, but it indicated a substantial industrial infrastructure capable of supporting naval assets, and even a number of JumpShips.
The ComStar flotilla spent a full year gaining any and all information about the planet, while also seeding a number of worlds selected for slave tithes with their own agents. Their orders were simple: Be ready for an uprising when the sign is given. Other investigations painted a bleak image of the neo-feudal government. Potentially rich in resources but hampered by a botched terraforming effort, their society had descended into an obscene emulation of ancient Sparta, with warriors granted the only true rights among their kind. Their entire society had become geared purely toward the support of mechwarriors in all things, relying upon fear, brainwashing, and mutilation to enforce their will. With each new revelation the flotilla became increasingly disgusted, until what was originally an act of pragmatism became a genuine desire for liberation.
The first strike finally came in early 3085, as ComStar JumpShips ambushed a Nilgaard vessel visiting a world for its slave tithe. Utilising Star League era codes to initiate a mass shutdown of its systems, they broke the ship before the crew even realised they were under attack. The following boarding action was made with few casualties, but served to only confirm the views of the Fiefdom. Through a combination of interrogating captives and navigation log information, they were able to gain a better understanding of the Fiefdom’s scale. It wasn’t a single world, but a network of six planets. This knowledge almost swayed the flotilla into withdrawing from its assault, but too much had already been put toward the attack to pull out. Even so, this revelation would delay the attack for several months as the flotilla worked to stack the deck in their favour.
On the 16th of September 3085, ComStar ships emerged above the capital world of the Nilgaard Fiefdom: Khigan. Broadcasting the same shutdown codes en-mass, the flotilla was able to disable their navy within a single strike. As DropShips burned their way down through Khigan’s atmosphere they were greeted by a mass rebellion, with slaves taking up arms against their masters. Months of sabotage came to fruition as mech mechanics died in their sleep, barriers were made to delay the Fifedom’s response, and several mechwarriors died in their sleep. Steadily disabling the Feifdom’s support network and bogging down their mechwarriors in pitch battles that their raids had never prepared them for, ComStar systematically tore apart the planet’s rulers. Within three hours the capital city of Telisgrad had been claimed. Within sixteen hours, the planet was theirs.
The attack was repeated throughout the system with similar results, as the Com Guards swiftly decapitated the ruling class without hesitation or mercy. As the battles drew to a halt, single message was broadcast to the remaining planets under the Feifdom’s control, demanding their unconditional surrender. Those that opposed were slaughtered. Those that surrendered, upon learning greater details of the atrocities inflicted upon their populace, were publicly tried and executed on the worlds they ruled.
By many standards what the ComStar flotilla had accomplished had been a triumph. A relatively minor and unsupported force had claimed territory several times its size, with a navy and industry to support them. Yet this conquest brought with it only greater problems. ComStar lacked the outright manpower to truly hold the territory, and much of each world’s industrial base was either crude or badly in need of servicing. What’s more, the slave uprisings had only been accomplished with the promise of freedom and better standards of living. The Com Guards would have struggled to garrison a single world against the masses they had unchained. With the choice between playing the hero and attempting to find another world suitable to their needs, the flotilla’s leaders opted for the former choice.
Slow but gradual reforms were brought into place, several settlements at a time. The barren nature of the worlds made these efforts more tolerable, leaving most communities focused into singular large settlements. The nature of the surrounding space offered some security against intrusion. Nevertheless, such efforts were both extremely time consuming and costly. Many required mass urban restructuring, from the installation of sewer systems to power grids for those long denied basic amenities. This was a problem only further exacerbated on worlds that had favoured subterranean settlements due to the harsh nature of the surface. This was, however, helped by the willing nature of the former slaves to serve as manpower in such ventures. The best among them had been denied anything of even remote value, while the worst born into slavery had been denied even names. The genuine promise of an improved standard of living galvanized most into action, granting ComStar the labour it needed to fulfill its promises.
Small groups of mechwarriors and support units were garrisoned on each world as they sought to maintain order, as ComStar took control. Leaning into the public view of them as knightly protectors, the choice was made to use archaic terminology to better disguise their nature. With no existing political institutions, ComStar’s military was ultimately the government in question. Because of this, the choice was made to dub their control as a “crusader state” rather than a military dictatorship, just as garrisons became Keeps. While intended to placate the populace, and disguise their history, this would have a long-term impact upon successive rulers. Forced to recruit from within their new holdings, ComStar improved schooling and tutorship of the populace, making way for those who took the organisation’s guise at face value. Within two generations, what was intended as a mask was accepted as their true nature, even by those that came to command the region.
As the last of the Nilgaard Fiefdom was dismantled and the Maclnir Commonwealth rose in its place, its rulers began to look outward. The sizable number of vessels in its navy gave it a natural advantage when compared with other minor powers within the territory. These were rapidly employed as trading ships, and quickly brokered agreements with several resource-starved worlds. This further offered opportunities for the Commonwealth to garner information and plant spies, along with persuading certain governments for them to take the role of interplanetary messenger service for a fee. Those in the nearest systems, primitive societies whose economies had been supported by slaving tithes to the Fiefdom, found themselves facing new agreements. Most were made to accept these, while one requested outright annexation when faced with the alternatives.
Save for the occasional extended pirate war and raid against hostile groups, the Commonwealth was granted an era of relative peace to rebuild and expand. Favouring trade and espionage over military might to strengthen its standing, campaigns were both rare and frequently short. Combat experience was instead more commonly found disguised mercenary battalions or Knights Errant tasked with recovering lost SLDF assets. With these successes, the current administration has moved to loose some control over its assets, and begin the long transformation to a more democratic system of rule.
Yet all is far from well within the Commonwealth’s borders. Word has reached them of the HPG network’s destruction and a renewed series of wars across the Inner Sphere, with some believing that they should take advantage of the chaos. Increasing conflicts between Knights Errant and Clan Goliath Scorpion’s Seekers have also been noted, as has the emergence of the Scorpion Empire. Combined with the steady expansion of Clan interests in the Deep Periphery, many strategists predict an eventual war with one group or another is inevitable. Those same voices claim that unless much is done to increase their power base, it is a war they will almost certainly lose.
Shaped largely by a mixture of Anastasius Focht’s teachings and the strategies of the Capellan Confederation, the Commonwealth Guards are a well trained and highly disciplined force. Heavily favouring combined arms formations over battlemech dominance, their initial structures adhered to the ComStar Level system, but have seen some limited evolution. This is particularly thanks to an emphasis upon speed, durability and weapon range when it comes to most designs, even with a number of their brawlers.
The battlemechs of the Guard cover all categories, but notably favour Heavy designs over other categories. The Black Knight and Flashman are noted favourites in this regard, along with variants of the Highlander and Marauder. Yet even with the backing of their industry, the Guard leans toward designs that are easy to maintain and rugged, and are not reliant upon limited ammunition. This gives them a noted versatility in long-range operations with limited resupply, and even LRM dedicated mechs are frequently outfitted with a sizable number of lasers. This leaves their industry with the ability to more actively focus upon the substantial number of vehicles that support their actions; particularly airborne drop units and mechanized assault carriers.
Recon and target information play a heavy role in any battle, and it’s for this reason that groups most commonly work with aerospace fighters in close support. Yet even without this, spies and infiltration efforts play a key part of any planned attack, with members seeded months if not years ahead of any war. Besides relaying targetting information, this allows for sabotage or misinformation to be easily spread, undermining any effective response. When this cannot be utilised in direct support, efforts are made to work against morale, undermining trust, spreading paranoia, and raising tempers among old comrades. Representatives of the Stormwatch Institute more often than not emulate ROM’s tactics in this regard, but with a greater emphasis on psychological warfare.
Yet the Commonwealth Guard has done much to hide any underhanded efforts, and typically actively promotes an image of doing the exact opposite in battle. Battlemechs are designed as ornate machines of war, resplendent in white and red, and its members act as more stereotypical warriors than trained soldiers. Speaking of oaths in war, blaring out faux religious chants through warhorns, and making challenges in open battle, they emulate the most extreme aspects of the Clans and Draconis Combine’s warriors. This serves as little more than an act, typically to disrupt battle plans or put the enemy in the wrong mindset, before engaging them with far more effective group tactics.
One of the more unique elements within the Commonwealth Guard’s formations is the Knights Errant. A Level II formation or more, these groups are dispatched to hunt down for lostech or rumoured SLDF remnants. Acting remotely and with little direct support, they are responsible for finding assets to further bolster the Commonwealth’s technological standing. These groups will either return with their findings, or news so that a more substantial force might assist any recovery. This, combined with the inordinately large number of recovery vehicles fielded by the Commonwealth, has led to the common nickname of “Magpies” among foreign powers.
Understandably given their large infrastructure, the Commonwealth benefits from several powerful industries. The construction of machinery, factory operations, and the refinement of ore are all major factors; most having been reworked from their previous support of the Fiefdom’s ruling mechwarriors. Although crude in nature, a steady series of technological upgrades have improved the process, giving the Commonwealth’s worlds a natural edge over their neighbours. This has allowed them to form a number of highly beneficial trade connections, especially planets that have suffered severe technological regression. With their core worlds being rich in heavy metals despite their ecologically devastated nature, this has helped to make them extremely self-reliant and fuel a rapidly expanding trade sphere.
Crops among the Commonwealth’s worlds are difficult to grow at best, and the soil is barren across most planets. Because of this fact, hydroponics farms have become a steadily growing second industry, both to support their own populace and grant additional resources. Caffeine and sugar are both prominent resources in this push, grown thanks to crops bought with ComStar. Jealously guarded and highly profitable, the Commonwealth has actively sought to retain a monopoly over the plants when it comes to certain trade partners.
Yet beyond even their vast industrial hub, the Commonwealth’s greatest strength stems from its fleet of JumpShips. Between the ships captured from the Fiefdom and those of the ComStar flotilla, the Commonwealth has a sizable navy operating in support of its actions. While not intended for battle, they have proven perfect for forming trading circuits about surrounding systems, and deploying the freighter DropShips to their intended destinations. More importantly, their dominance has allowed the Commonwealth to offer their fleet as a service to other powers, both in the form of message boats and transportation. Although a pale shadow of ComStar’s previous communications dominance, it is nevertheless an area that has granted them significant prominence and control over nearby powers.
Some pushes have been made among mercantile groups to use healthcare and education as additional economic hubs, but these have been constantly rejected. Intended purely as public services for Commonwealth citizens, the idea of turning each into a financial venture has been met with widespread scorn and ridicule. The one Merchantile Coordinator that attempted to reshape both in a series of private deals was famously ripped limb from limb by an angry crowd. Few have mustered the courage to attempt such bold moves since that time.
Yet the Commonwealth’s greatest industrial asset is one that remains hidden from all save the uppermost echelons of the government. Hidden close to Khigan’s sun, a damaged YardShip is being gradually coaxed back into life. Recovered by a Knight Errant group several years following ComStar’s arrival, the vessel was found adrift and damaged, lost seemingly thanks to a drive failure. While inoperable and with entire sections requiring replacement components, the Commonwealth hopes that it might be transformed into a shipyard, giving them access to WarShip production. Yet it will be decades at best before this might see fruition, if it is ever accomplished at all.
Primarily associated with individual planetary powers or minor Deep Periphery groups, the Maclnir Commonwealth spent decades presenting a neutral standing. This was done as much out of an effort to mimic ComStar’s own initial methods as it was a push to avoid making enemies while rebuilding settlements. Even after their attention was focused outward, there was the need to coerce more widely ignored worlds into trusting them, or at least opening their borders to trade vessels. This has allowed them to gradually develop a small but dependable trade network, with some even seeing the benefit of an organised messenger boat service.
Although they have seen multiple successes, the Commonwealth’s near-obsessive efforts to reclaim lostech has not gone unnoticed. Because of it, otherwise welcoming trading partners to limit their freedom of movement planetside, typically to pre-established landing sites. This has not prevented Stormwatch agents being deployed on these worlds, but it has made their activities more difficult to carry out. In place of this, traders have taken to acting both as information gatherers and spreaders of falsehoods about the Commonwealth. Each will cite contradictory tales of their worlds’ state, culture, and even the values systems upon which they operate.
Details are drip-fed, each keeping those who learn of them guessing the nature of the Commonwealth’s rulers. What little is given in explanations, and direct questions are deflected or put down to regional shifts. This means that discussions of the Commonwealth’s change from bandit kingdom to true government is put down to violent revolution in some cases, while others depict it as a series of peaceful reforms under a king. This means of spreading guesswork means that traders are carefully selected, serving as spies as businessmen, each carefully balancing infuriating vagueness with placating acts. Each just enough to avoid creating total distrust or for them to close their doors to Commonwealth traders.
Although the Commonwealth largely keeps to dealing with minor powers, it nevertheless holds surprisingly positive relations with the JàrnFòlk. Meetings between the two societies are few and far between, but neither their potential rivalry or relation with the Clans is held against them. A substantial part of this is thanks to the Commonwealth viewing them as a potentially useful asset in future ventures, and an in-between when it comes to dealing with Clan elements.
Of the Inner Sphere the Commonwealth holds no interest. The repeated failures of each Star League and the constant Succession Wars are viewed as a failure by those governing the region. Even discounting this, the government systems of each major Successor State is viewed as lacking, seeing only their worst traits with few benefits. While this has been amplified due to the ComStar flotilla’s account serving as a basis on each state, the collapse of the Republic of the Sphere has not helped improve this view.
Understandably given their origins, interaction with most Clan nations have been neutral or outright hostile. An effort has been made to actively avoid outright confrontations, but skirmishes between isolated factions are not unknown. The only exception in their dealings with the Clans has been a non-aggression pact with a Clan Nova Cat garrison on the planet Gwithian. Loss of contact with their holdings in the Draconis Combine has caused the previously isolationist Clanners to become more open, but both sides remain far from friendly.
Society & Culture (Short):
Forged in the wake of ComStar’s trials and the tyranny of the Fiefdom’s leaders, the Maclnir Commonwealth is a power shaped more by trying to avoid past mistakes than anything else. Founded on a mix of collectivist ideals, the glory of individuals is sidelined to instead venerate groups or the nation as a whole, with a determined effort to strengthen the Commonwealth’s foundations. Life is short, brutal, and extremely hard, yet it is offset by a genuinely earnest effort to improve and support one another. This has seen many cultural qualities built up to prevent the potential rise of tyrants or even hereditary dynasties from ever arising again, or for a few to live in luxury at the cost of others.
Every role in society is framed as a duty or task, from the rank of Princeps to basic labourers. While hierarchical in nature, careers are seen more as a path to lead an individual to where they are most suited in life. This is meant to avoid resentment arising between soldiers, administrators, and labourers, at least in theory. Raised largely in communal groups and with efforts made to water down bloodlines connections, complete privacy is a rare luxury, and cronyism is seen as among the Commonwealth’s worst offences.
With most humour being dark if not outright gallows, their people can be difficult to get on with at the best of times, especially when accounting for their view of ruthlessness and subterfuge as virtues. Nevertheless, while capable of cold-blooded acts, any vicious display is only seen as worthwhile or even praiseworthy if it is truly necessary and clearly beneficial. To do so otherwise is seen as wasteful and utterly moronic.
Society & Culture (Long):
Shaped by its twin origins, the Maclnir Commonwealth is a curious mix of neo-ComStar and post-Fiefdom values. Centuries of life under oppressive warrior individuals among the majority, and a clandestine and jaded group of soldiers among the other has given rise to a secretive collectivist society that seems contradictory at a glance. The wellbeing of the majority is praised above the individual, but subterfuge and ruthlessness are deemed as virtues. Armies are judged as being subservient to a civilian government, but they nevertheless hold a high place of prominence among their society. Coveting individual glory is deemed a sin, and yet there is a clear hierarchical structure with no shortage of specialists among their people. Much of this becomes far more coherent when viewed through the lens of what people evolved in opposition to, as much as where they came from.
The life of a slave within the Fiefdom was both brutal and short lived. Ruled by individuals seeking to carve out personal legacies in a tally of successful raids, those that stood out were cut down along with all besides them. This did not matter if a single slave displayed unusual strength, or they were weakening their fellows through frailty. The former was a sign of potential resistance to ownership, the latter an indication that they should be culled then replaced with new servants. Indications of individual identity, even names, led to equally severe punishments. Friendships, communication and, in the extremely rare successful parenthood, needed to be hidden with the utmost skill and secrecy. Slave gangs cared more for guarding their weakest link above all else, to avoid drawing the wrath of those holding their chains.
Such a foundation of secrecy and fear was the closest approximation that the Fiefdom’s slaves held to any culture, and one that might have easily imploded into violence upon gaining their freedom. To avoid infighting among larger gangs, ComStar actively fostered a sense of wider identity through work, strengthening links before rifts between them could emerge. This has resulted in an environment where all are required to work from the day they can walk, but with a genuine ambition for overall improvement. Children are raised in apprenticeship environments, helping wherever they are tasked with learning, while the elderly take on any role they can fulfill. All work until they can work no longer, with no exceptions.
Although such a structure makes life harsh, it is somewhat offset by universally applied benefits. The same level of healthcare is universal among the populace and is present without cost. Decisions of civilian infrastructure expansion are made based upon what would benefit the area as a whole, rather than any individual ruler or corporation. Rulers themselves, along with lacking a specific caste of nobles or bloodlines to coast into power on, live in the same level of wealth as the public, and follow the same mandatory service in labour employment.
Yet perhaps the Commonwealth’s greatest strength stems from how each role within society is framed as a vital service. Rather than truly climbing a ladder, it is seen as travelling to where you are needed and making the absolute most of your skills. There is recognition in how some people are simply not cut out for certain roles, and there is little stigmata attached to this. Instead, finding a role that they excel in is considered more desirable then constantly pushing to rise to a higher position in society. This is reflected in how knowing an individual’s failings and limitations is considered more desirable than raw ambition, along with being able to counter them. This has led to some shortcomings, with members emphasising their existing strengths over challenging themselves, but it has also prevented glory hounds from attaining positions of power. Favouritism is further held in check by how, should an individual be promoted to a position beyond their skill, the fault is shared equally between the individual and those that granted them this power.
The effort to make leaders actively rise through the ranks is seen as beneficial but notably flawed. The experiences in rising up through the ranks based upon skill is seen as desirable, but the process is slow and ruling tenures tend to be markedly short. Equally, it is easy to have a leader end up in a position of power where they are set in older ways of thinking, or even lack the political guile required of such a ranking position. This final point was especially true of the Commonwealth’s first two leaders after ComStar withdrew some of its influence, resulting in disastrous favouritism displayed toward a few key sectors. Even after this was compensated for and new laws were written to actively limit their ability to make damaging choices based purely upon personal biases, it nevertheless remains a point of concern. Although the political system regarded as working as intended, there remains a constant flow of new laws to gradually reshape it on an almost daily basis.
It is not surprising that much of the Commonwealth’s society has been sculpted specifically to counter some arguable failings of both the Inner Sphere and Clans. Individual caste groups were abolished entirely, while hereditary ranks of power, or anything resembling a nobility, was shunned. Both were easily accomplished thanks to the Fifedom’s history, but were further exaggerated or quietly manipulated by the new arrivals. Many qualities, methods of thinking, checks and balances, were all actively shaped by ComStar as the new society formed.
Where certain elements could not be stamped out, they were instead tempered by ComStar encouraging other aspects. A vengeful fury and ruthlessness had become second nature to so many slaves, barely held in check by a communal sense of unity. Because of this it became a virtue within their society, but evolved into one that was seen as only a strength when paired with pragmatism and wisdom. This is an especially common lesson within the military. It might be a sign of ruthlessness to lord over easy victories and weak foes in a training match between mechwarriors; yet doing so accomplishes nothing more than proving they can outstrip those they have already surpassed.
The Commonwealth Guard itself is a cornerstone of civilian life, but it is ultimately judged in the same manner as any other position: It is a service in the name of a greater whole. Heavily influenced by Anastasius Focht’s leadership of the Com Guards, the military is utilised in humanitarian efforts as much as open warfare. This accomplishes the double role of both emphasizing its nature in supporting a government rather than ruling it, and furthering the outward impression of a bold knightly order. Interwoven as a core part of life within the Commonwealth, each citizen spends several years in its service after coming of age, to then either remain or be rotated back into civilian life.
Efforts both in civilian and military life celebrate group accomplishments or societal ones over individuals. This has led to individual privacy being a rare luxury, especially in the hive-like metropolises of the original factory cities. Although this could have easily been rectified, ComStar actively encouraged the structure, seeing it as beneficial. It was seen as both helping individuals to develop skills for secrecy through everyday life, but also to encourage expansion outward; using those ill suited to such a lifestyle to either improve their existing worlds or colonizing further sites. Efforts have been made to continue this general attitude thanks to the outward momentum, turning something of a blind eye toward lesser damages among some of its populace.
Efforts to push for any expansion is helped substantially by the lack of long-term family ties among the Commonwealth’s society. Parents, and sometimes even grandparents, are known to those born, but there is little respect of association held to the dead. As with all things this links primarily back to their origins as slave labour, and being forced to leave the dead unremembered. Family links are watered down and the act of raising a child is shaped as a communal task. This is intended to help each person stand on their own, while also retaining the support of a stable childhood. It is for this reason that surnames do not reflect bloodlines or even locations so much as eras, with a number of honoured surnames taken and gifted depending upon the planetary season.
Their bizarre treatment of surnames is taken even a step further with honoured dead. Heroes of the Commonwealth lost in battle are stripped of their names or even basic identifiable facts, tying them to certain areas or individuals. Granted titles instead, their actions and personal choices are remembered. his is partially encouraged by ComStar’s use of Anastasius Focht and Victor Steiner-Davion’s lives as guiding stories, showing how the greatest of men can fail no matter their decisions, choices, and skills; but at the same time how some can be redeemed after the greatest mistake. This use of historical figures has resulted in a bizarre semi-deification, borne of ancestor worship traces by newly gained slaves claimed shortly before ComStar’s invasion of the Feifdom.
Some have argued that the Commonwealth has an unhealthy reflection upon life and dead, thanks largely to their short lifespans. Even after nearly three generations, major population centres suffer from fleeting lives thanks to the hostile and barren nature of their worlds. This has led to the depressing fact that an average lifespan of thirty-six years is a marked improvement. Along with constant toil, this has resulted in humour among the Commonwealth being typically dark if not outright gallows, which can easily rub outsiders the wrong way.
Unfortunately, while strong in industry and trade, the Commonwealth still has little to show for its arts or even celebration of its artists. With few resources or even time dedicated to writers and creators, most major works of literature are reprints of those that ComStar bought with them. With no film industry or even the resources of major printing industries, their sense of national identity remains largely limited to outward expansion and propaganda. Nevertheless, there have been some small efforts to correct this gradually. Chess is known and played, though poker is favoured as a national game of prestige; to the point where learning it is a requirement in joining the military. Equally, theatre groups have become more common in recent decades, typically in outlying territories. These lack direct financing from governmental powers, however, and are a fringe movement.
Within the major population centres comedians are instead treated as a more highly-respected profession, to the point where jesters are still present on both Councils. This is largely thanks to their need to be knowledgeable on larger world subjects to make jokes, but understanding enough to make humorous observations on them. This is intended to humble members of both Councils, and give them new perspectives on ongoing troubles. In the event of their removal for criticisms, it is seen as a sign that a tyrant was among the Councils, unable to look back when their actions were openly judged.
Yet the single greatest irony of all is how Blakist theological elements have become integrated with the populace. Even with ComStar’s utter enmity to the group, and depicting the World of Blake as fanatical butchers, borderline machine worship is not uncommon among the Commonwealth’s settlements. Much of this stems from analogies used to kick-start education among engineers by ComStar teachers, especially those lacking even a basic grounding in science. Because of this, although science is treated as an undeniable fact and prayer will not force a machine to work, giving thanks to their service is a common ritual. This is seen among Mechwarriors as akin to thanking a favoured steed or recognising a fundamental part of life; but it has drawn alarming parallels with True Believer groups.
Major Political Figures:
Princeps Ervin Vestag
High Marshall Emery König
Knight-Admiral Roisin Götz
Mercantile Coordinator Victor Falkirk
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2022.01.16 16:37 Neo2199 Kevin Williamson Details His Original Plans for ‘Scream 5’ & ‘Scream 6’

Kevin Williamson Details His Original Plans for ‘Scream 5’ & ‘Scream 6’ submitted by Neo2199 to movies [link] [comments]

2022.01.16 16:37 Juuggyy Tomb Raider and Uncharted Collaboration

I always thought it would be cool if Lara Croft and Nathan Drake teamed up to go on an adventure together. Imagine if they tied a rope to each other and climbed a huge mountain. Or imagine the two of them fighting an army by themselves and doing gun/arrow combos. I feel like it'd be a pretty dope game.
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2022.01.16 16:37 Shanamat Does anyone have experience with the older hearthstone models like this H1? A few of the handles are impossible to turn.

Does anyone have experience with the older hearthstone models like this H1? A few of the handles are impossible to turn. submitted by Shanamat to woodstoving [link] [comments]

2022.01.16 16:37 CJFelony Apparently an argument with Vince McMahon may have led to Mustafa Ali requesting his release

According to this article on WrestlingInc.com, apparently some type of argument with Vince McMahon may have led to Mustafa Ali requesting his release.
From the article: Vince McMahon wanted “something Mustafa Ali would never have done” instead of what was being pursued for Ali. This reportedly led to a “heated argument between the two” and the WWE star hasn’t been attending shows since.
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2022.01.16 16:37 kyletrandall I drew a tower!

I drew a tower! submitted by kyletrandall to drawing [link] [comments]

2022.01.16 16:37 Pure_Atmosphere_9096 IIL Kai Whiston, Jockstrap, Acoustic Ladyland, Zebra Katz, Girl Pusher WWIL?

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2022.01.16 16:37 jakethesnakeisback16 Assassin's Creed Origins Intel HD 620(Low End Pc)

Assassin's Creed Origins Intel HD 620(Low End Pc) submitted by jakethesnakeisback16 to AssassinsCreedOrigins [link] [comments]

2022.01.16 16:37 carlwinslow187 My greatest Facebook find

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2022.01.16 16:37 IcyConfidential Is anybody else unable to shower with their SO on non-hair washing days lmao

My bf and I shower together regularly and he teases me when I won’t shower with him cause I don’t want to get my hair wet (he manages to get water EVERYWHERE). Please tell me I’m not the only one 🥲
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2022.01.16 16:37 Memesaurusmex NOW

NOW submitted by Memesaurusmex to shitposting [link] [comments]

2022.01.16 16:37 Tallandclueless First list for the new edition. Thoughts?

Got the new GSC book recently and here's the list I've build. I thought it would be nice to share this build so you can see my decision making to be helpful for your own lists.
My idea is that what I want to get good use out of crossfire and take advantage of some of the models that can't be shot from more then 12" to create persistent threats to the enemy outside of my deployment zone. This will make it harder for them to just ball of death into my army.
Some of my decisions also take into account that my primary opponent plays Custodies so I will be choosing models and relics that help with that issue.
My number of Rockgrinders and neophytes is based off of what I physically own at the moment otherwise I would probably run more.
2000pt twisted helix list:
Leaders of the rule 1cp (2 extra warlord traits)
Gene-sires gifts (2cp 2 extra relics)
HQ - 395pts

+WLT: Prowling agitant\*
+Relic: Elixir of the prime specimen

+WLT: Focus of adoration

+WLT: Alien Majesty
+exacting planner 15pts

Elites - 840pts
+From every angle 10pts

+From every angle 10pts

+Relic oppressors bane \**
+From every angle 10pts

+Alchemicus familiar 10pts
+Alchemist supreme 15pts

+Relic: Cranial inlay

+A trap sprung 15pts

10 Genestealers 140 pts (150)
+They came from below 10pts

Troops 650pts
+4 Mining lasers 60pts
+Cult icon 20pts

+4 Mining lasers 60pts
+Cult icon 20pts

+4 rock saw 40pts
+A trap sprung 15pts

+From every angle 10pts

Heavy Support 115
Goliath rockgrinder 110pts (115pts)
+5pts cache of demolition charges

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2022.01.16 16:37 Gingersnap5322 I got a super like today

I got a super like today submitted by Gingersnap5322 to Tinder [link] [comments]

2022.01.16 16:37 Slumpxlordx Old vs “new” got lots of work to do

Old vs “new” got lots of work to do submitted by Slumpxlordx to GolfGTI [link] [comments]

2022.01.16 16:37 mayofmylife OMG GUY'S WTF😡😡😡😡

OMG GUY'S WTF😡😡😡😡 submitted by mayofmylife to gorillazcirclejerk [link] [comments]

2022.01.16 16:37 Lejicals Genesect 8755 3014 0622 (adding up to 10)

submitted by Lejicals to PokemonGoRaids [link] [comments]