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The Dewiek developed as a space faring race on the now fragmented ring-world in the Acrux system within the Dewiek Home Periphery. From there they ventured to many systems and encountered many other sentient life forms while they were still primitive. It is thought that their visits to Earth, for example, spawned the werewolf legends that are still popular among Humans today.

Approximately five hundred years ago the Dewiek race was attacked by the Architects, an alien race ancient even by Dewiek standards. In the massive war that followed the Dewiek fought bravely and well against a foe vastly superior in technology and numbers.

The alien race, however, released a bio-engineered plague that decimated the Dewiek population. Little more than ten percent of the Dewiek population survived the plague; appearing naturally immune to its effects.

These remnants of the Dewiek race managed to strategically seal one of the network of stargates, trapping their enemy, and fled their home periphery to the relative safety of a small collection of isolated systems, now known as the Dewiek Pocket Periphery.

The Dewiek have, relatively recently, finally re-opened the stargate and are slowly beginning to rediscover the ruins of their former civilization and the technology that was lost.

Prior to the Architect wars there were eleven Dewiek Packs, each with its own Packleader, these formed the Council Of Eleven or The Dewiek High Council and administered the Nation from the Homeworld in Acrux, after the Great Death by the Bio-engineered plague released among the Dewiek by the Architects the survivors fled and formed into one large pack with one Packleader.

To administer the various parts of the pack, The Pack co-ordinator and individual Packlords were formed, these were among the most perfect and strong Dewiek. The origins of the Dewiek along with many other parts of their history are lost. This is due to a massive war which was fought against a race known as the Architects and their allies the TCA. The Dewiek are thought to have originated from the Acrux system, known be in a region of space called the Dewiek Home Systems. Slowly the Dewiek spread out from Acrux and eventually discovered the cluster periphery. Centuries of colonization and expansion passed relatively peacefully. At some time later a group of humans managed to find their way into Noctollis and were allowed to settle there as long as they agreed to various conditions placed on them. with little choice in the matter they agreed. They founded their own colony and coexisted side by side with the Dewiek.

With the technological advances that had been made and a good and basically peaceful attitude the Dewiek flourished and their civilization grew. They researched into transport systems, construction and studied other civilizations that they made contact with. They were not prepared for what was to come....

Around 800 years ago the Architects brought death and destruction. Due to discrepancies in historical records it is unclear whether it was just the Architects we fought. Some records detail battles with another group of technologically advanced Bio-tech aliens called the TCA and their allies. After suffering many casualties in the early assaults the Dewiek started to fight back. A huge war fleet numbering thousands of Wolflords and Claws was assembled and strengthened by a new ship design, the Direwolf. Colonies were built in secret locations, some where built within asteroids and moons, to act as weapon silos and to refit ships. The Dewiek weaponry was never based around offensive beam weapons but relied upon thermal torpedoes which although effective, in long drawn out actions meant that ships ran out of ammunition. After many bitter years of fighting the Dewiek started to gain the advantage and began to push the Architects back.

The balance of the war began to swing in favour of the Dewiek. It was now that the Architects committed the greatest atrocity of the war. They released a bio-engineered plague that ravaged the entire Dewiek race. The plague wiped out whole planets and civilizations. The only hope left for the Dewiek civilization were those who were naturally immune to the plague. Ultimately this won the war for the Architects for there were not enough crew to man the ships or build new ones. The active fleet shrunk in size and colonies ran with skeleton staff, with this the Architects were able to travel where they wished destroying planetary populations with impunity. The Dewiek and human ships left were no match for the Architects massive ships.

The Dewiek fleet in ruin and a population of tens of billions reduced to a few hundred thousand the Dewiek command took the only action they could by scuppering the surviving colonies and naval bases, sealing the stargates to the cluster periphery and fleeing to their last refuge, the Dewiek Pocket Periphery which now could only be reached via a black hole. The Dewiek survived but the fleet was non existent as many of the ships were badly damaged and had to be left behind when they fled. Many of the technological marvels were lost and forgotten including the knowledge of how to use and operate stargates. Information of the lost colonies, the damaged ships which were left behind and the Dewiek Citizens who could not escape became fragmented over the years due to the haste in which ships and bases where evacuated.

Slowly over the last 500 years the Dewiek have regained some of that knowledge and recently have taken to the stars again.

About twenty years ago the Dewiek Elder Nation has seen a major revival. Upon securing there assets in the Pocket Periphery they began the hard task of reclaiming the Home Periphery. This went well with little opposition. As the DEN continued to move through there old systems they encountered several Architects ships. They were in orbit of a planet that had been the scene of a major battle in the first war. The ships were using debris in the atmosphere to sustain there Plasma weapons. Any ships that tried to approach the planet was attacked automatically and pursued until out of range of the debris field. Fearing a return of the Architects the DEN quickly rallied a fleet and destroyed the ships. The DEN collected hulls and fragments of the ships for study and discovered that they had been running automatically for some time and that a lot of the technology had decayed suggesting they had been abandoned .

The DEN expanded believing they had seen the last of there old foe. On reclaiming Acrux the DEN halted there expansion and began to consolidate there assets and build up. This was a wise move as a few months later the Hexamon appeared in an attempt to recapture Acrux from the DEN. The Hexamon were a race created to serve the Architects and maintain the systems of the Architects. They were supported by the living ships of the TCA. The initial advance was overwhelming with the DEN being pushed out and losing there colonies. Several military blunders such as leaving half there fleet in orbit and the other in the space square meant that the Hexamon were able to obliterate the DEN taking few loses. eventually the HXM won and the DEN retired. However the DOM had supported the DEN in several actions and looking to get revenge for there loses the DEN and DOM talked of an alliance. As talks progressed the DTR became involved and in a few weeks the 3D alliance was formed. It was not long before the DEN and its allies were back in Acrux and the Hexamon were destroyed. There TCA allies fled and took sanctuary in Dyson helping the FGZ. All that was left of the HXM was a Escape pod full of the last few Hexamon which too refuge in Yank under the protection of the KAS.

Ten years ago the DEN continued to gain strength and at the start of 199 they invaded the cluster fighting there old enemies the CLN who had taken over many old DEN colonies when they arrived in the systems all those years ago. The war was supported by the DOM and some DTR assistance. They methodically captured CLN colonies removing there presence from countless systems. The CLN were assimilated into the Felini Empire or FEL, a new group of biped Felines.

Dewiek Sagas  [Recruit]

While humans look to their Emperor or their Senate for recognition of status and territory, the Elder must work tirelessly for the glory of the Nation earning their place in the collective memory as one of the great Sagas. Such is the tales of the greatest Elder told from mother to cub, in the drinking bars of the veterans and the whispers of travelling Dewiek across the galaxy. Some Sagas may be held by one or more individuals, living or dead. Even some particularly honoured aliens are spoken of in the Sagas after achieving a rare status of acceptance by the Dewiek.

There are several known sagas although not every Saga told has a living embodiment at this time.

The Saga of the High Lord

The High Lord of the Nation is the great alpha of all the Dewiek and master of the Elder Council. Dewiek Lords give their fealty to the High Lord out of recognition of his unrivaled prowess and martial ability. Some High Lords achieve their status through cunning and guile although the most traditional route is to kill the previous High Lord and defeat all challengers in a bloody contest that cements their power and righteousness among the Dewiek.

Living: Magnus the Red
Deceased (remembered): Filtairn, Darkmane, Maichikwai

The Saga of the Wolf Mother

The Wolf Mother of the Nation is a female Dewiek who has through great cunning and mental fortitude amassed a seat of power within the male dominated Elder Council. Preferring persuasion and diplomacy to rally the warriors of the Nation to her cause, she can be more deadly than the male of the species. At least one Wolf Mother has usurped the power of the High Lord and taken leadership of the Nation in her time. More commonly, the Wolf Mother commands the secret lairs of the Nation and guides her cubs to seek out the lost lore of the Ancients.

Living: None
Deceased (remembered): Adoqhina

The Saga of the High Priestess

The Dewiek as a whole are not a religious people, disavowing the mental shackles of orthodoxy in preference for the hard truths of their fangs ripping into the flesh of their enemies. Yet the pack mind is a complex state of being; susceptible to introspection, and influenced by the many marvels of its collective experience. Philosophies that try to explain the nature of the Dewiek, balancing their innate savagery with their higher functional understanding of technology, crop up time and time again. Those who would shape and guide the Nation are often spoken of in the Saga of the High Priestess.

Living: None
Deceased (remembered): Osho the White One

The Saga of the Wolf Baron

The Wolf Barons have carved a domain within the Nation's territory that is fully under their rule and whilst they enjoy a privileged status of being allied to the Nation, they do not answer directly to the High Lord of the Nation. On day to day matters, the purpose and direction of their packs are there's alone to decide.

Living: Armand - Wolf Baron of the Falconians, Gregor Konstantine - Wolf Baron of the Dominion
Deceased (remembered): None

The Saga of the Wolf Lord

The Wolf Lords are the most trusted rulers under the command of the High Lord whose territory may be one or more entire star systems. This is an honour that High Lords do not give out lightly, as it is the Elder's to keep until death.

Living: Oatka - Wolf Lord of the Ringworld
Deceased (remembered): None

The Saga of the Great Wolf

The Sagas howled in honour of those who lead the great hosts of the Nation on successful hunting trips that rip apart worlds and decimate those who would oppose them are the most popular within the drinking halls. No simple skirmish will bring the title of Great Wolf to a soul and the honour is not simply reserved for Dewiek - those who fight for the Nation and lead worthy packs can be considered Great Wolfs by the Dewiek.

Living: Armand, Hrafn - Great Wolf of the Packs
Deceased (remembered): None

The Saga of the Long Fang

The Long Fangs have brought honour to themselves in providing a blood offering to the Nation and the High Lord by killing worthy foes. Whilst not one of the greatest sagas to be remembered through all the ages, the Sagas of the Long Fangs nourish the bloodthirsty mind of the Dewiek and mark out individuals that have earned exceptional honour and worthiness.

Living: Oatka
Deceased (remembered): None

Is open for business...
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DEN continue to shoot innocents

The Dewiek have made themselves busy shooting at the peaceful and innocent traders of the SSL. Leader of Solar Spices and Liquors Mr TOAD has been vocal pointing out that the Beast-DEN are being totally unfair. News of a go-fund-me appeal are yet to surface though.

This office is sure that it must have provided the DEN light relief after picking on the equally defenceless Felini. Word is that the DEN faced such an uphill struggle in these recent actions they had to take up Felini inter-breeding to provide some entertainment as the battle reports were rather boring.
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Return of the LiQuans

A close associate of the Baron LiQuan has been haunting the Corewards periphery and like the old Baron it is said he has a meklan connection. It's unclear whether he obtained his meklan nanites via the CIA but there are rumours that the DEN may be helping the Liquan relative in a bid to sow discontent in the Stellar Empire. Exactly why they would start in Corewards is unclear although with DEN allies, the DOM, having strong positions both in the Sol system and the old Harcorp systems of Harlong and Coptuv they may be the linking factor.

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Meklan Unleashed on Mobile Bay

Mad Dewiek scientist Dr Kala released a number of Meklan on the busy world of Mobile Bay in the Yank system. Thousands of civilians have been killed in what is treated by DEN warlords as an amusing practical joke. Rather than take any responsibility for their affiliation’s reckless behaviour, a DEN lord rumoured to be half-meklan himself quipped he would nuke the planet whilst another merely saw it as an opportunity to test some of his greener troops in combat. Surprisingly, the KAS planetary defence force was up to the job of repelling the insidious incursion. Questions remain whether further meklan are stored elsewhere on the planet and whether anybody will challenge the Dewiek’s lack of care for the lives of innocents. Probably not, given how even the mighty IMP are now cowering from a fight with the DEN (see inside this edition).

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Who is behind the AFA?

Following the large scale holiday attack by the AFA against the FET the question of who is behind the attacks has been raised once again. What is clear is that the AFA is using ships that were transferred from the GTT to the IMP. The organisation and expertise of the operation also reduces the pool of potential candidates. Few can go from commanding a handful of broadswords to half a thousand warships and significant army logistics without a long stint in one of the more combative affiliations. With the DEN’s allies the HEX in close relations with the FET and no recent history of animosity between the aliens and FET, at least since the departure of former one-eye big-bun Norozov, it would be a bizarre turn of events if they were behind these attacks. Frankly, there’s no point dancing around it. The IMP are clearly behind the AFA. The question is what can anybody do about this move of significant Imperial resources to a black-flag agency?

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Fox Effects Fantastic Turnaround

With his feet barely under the table, Xavier Fox has managed to dramatically turn things around at the GTT. With year-on-year sales figures up by 23%, manufacturing up 42% and ship production increased by 36%, the megacorporation is running at full steam with noticeable impact on local economies across the Stellar Empire. Political analysts also note that after a period of retrenchment following the disastrous leadership of Ike Krieger, investment in defence is at a five-year high. After such bullish growth, the trick will be for Mr. Fox to recruit C-level executives fast enough to match his ambitions. It is notable in temperament, the current crop of GTT politicals do not exhibit the monomaniacal xenophobia of their predecessors and have resisted repeated provocations by the DEN to enter a pointless spar before they have re-established superiority against the foolhardy aliens.

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Felini flounder in Winter against superior Dewiek forces

The FEL have managed to get their asses kicked by the DEN yet again after provoking the definitely “not cute or cuddly” Dewiek in the Crossley system. The furry punching bags had bought a civilian flagged outpost in the system, without permission or under certain conditions depending on who you ask, and then had the gall to reinforce this error by positioning warships in orbit. The famously patient warlord Halvor did not buy the story these heavy hull armed ships were merely transports and sent a pack to clear the orbit. The mouthy yet green Felini fleet commander Pr'prz fancied his chances against what looked like a light complement of DEN warships and ordered his own warships to engage in the neighbouring Winter system. The result was predictably a wipe out of the FEL forces consisting of forty-seven capital warships at no loss to the DEN. Once again, a series of calamitous decision making resulted in Felini lives being wasted by a leadership barely fit to clean a litter tray. The otherwise untested Halvor can now claim some victory ale although with his penchant for picking on creatures as weak as Gracians, it’s not exactly clear how much glory this new breed of Dewiek warrior can claim against the legends of old.

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Dastardly Dewiek Disregard Yank Neutrality

The governor of a MRC outpost in the Yank system reports that a 400-hull DEN warship called Grey Hunter Axiom entered orbit of Spritzer and opened fire with weapons of mass destruction (WoMD) against a platform, outpost, ground party and ship. Reports indicate significant casualties to Kastorian personnel both in space and on the ground. The KAS Junta is gruffly warning, with a slightly indifferent air, that everybody better stay out of the sector of the outpost for their own health. It is unclear what measures the KAS have or will take against the DEN on this matter. Such a breach of Yank neutrality has in the past caused the Dewiek to froth at the bit against the Empire for their disregard of ‘civilised’ norms. Their current silence on this matter speaks volumes.

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Yenni-bodies Pirates?

A PIR outpost was miraculously discovered by an IMP freighter, of all things, in the Yanni system with several Javelin class warships in orbit. After noticing the IMP freighter and seeing the public post by Jack Jones on subspace, the PIR decided to flee and leave a combined force of IMP and FET forces to capture the outpost. A brain damaged three-year old commentator who still believed in the goodness of people and Santa Claus was quick to commend the IMP on their good work, dismissing those who thought it no more than a convenient clearing up operation signifying* completion of operations in the nearby FET claimed systems of Graydown, Canth and Onissian by IMP puppet Edward Lowe. Meanwhile, the Wolf Lord Lyceum summed up the view of many when he screamed, “What is this amateur b*llshit?” into an uncaring universe.

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Crowe Coups Self

The IMP Viceroy Tiberius Crowe has finally achieved something in his unremarkable tenure by relinquishing even the semblance of wearing big boy pants and instead, appointed Jack Jones as Patrol Commissioner, salty spokesperson and policy maker for the Empire. Crowe will now join CIA Director Laton in riding the special bus to work where the two of them will enjoy long pleasant afternoons sipping cups of tea. Actually, just tepid fruit-scented water as neither of them can be fully trusted with a hot kettle. Occasionally, they might be visited by equally dynamic war “veteran” Admiral Bridge to enjoy mimes presenting the latest comics from the Howl. Meanwhile, Jones is putting pressure on the FET and will soon no doubt find a pretext to deploy his vast mercenary forces against anyone else who is seen working too closely with his most hated of enemies, the HEX.


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I’ve played on and off for approximately 10 years, over a 20 year spell. After some interesting debate on the in-game forum, I did wonder what, exactly, has kept drawing me back to the game, when for so many others I’ve generally lost interest after a few months.

Ultimately, I think it is a combination of automation (that allows the game to handle thousands of positions to interact on a daily basis) coupled with Special Actions (that allow the story arc to develop in a way that could not be catered for by a set of predefined list of available orders).