You know, I didn’t plan it this way. I just have a strong anti-pirate streak and when the opportunity presents itself to chase down a raider, or swoop in to save the day during a pirate raid, I can’t resist. However in retrospect constantly charging into battle against he lawless elements in the sector can’t be hurting my image to the would be settlers that I’ve been dragging along. They are fresh from the devastation of the cult world I saved them from. Watching my warships peel off to confront the pirates that seem to constantly threaten the civilian elements of the fleet can only inspire pride and awe. My people know all too well what dangers exist in this galaxy, and who constantly rescues them from those dangers. By the time we make planetfall I know they are with me.
With much in the way of salvaged supplies in tow we finally made it to the Lilith system. Seems fitting for starting a new branch of humanity’s family tree away from the infighting of the core systems.
We came upon the system many month ago while scouting the periphery of post-domain civilization. A gas giant orbiting a red star with three major moons. The furthest moon is a small Terran world with adequate farmland, abundant organics, and widespread ruins, signaling that we aren’t the first humans to find this system appealing. Its gravity is low, and while an obstacle to growth it is an advantage to accessibility from space. This world is called Kobold, and it will be the foundation of our new civilization.
The former cultists, now on a new path, are landed along with loyal elements of our crew to start the new colony. Building of a spaceport to keep the colony supplied is the first priority, sowing the usable farmland is next and then efforts are directed at establishing patrols within the system to protect the trade our nascent settlement will require to survive.
The closest moon of the gas giant Gren is an eccentric Terran world named Elgard. Unlike Kobold its gravity is normal, however it gets poor light from being so long in the shadow of the giant it orbits. It has poor farmland, but moderate deposits of ore and organics. It also contains evidence for former inhabitation in its widespread ruins. Once the colony at Kobold seems secure we establish a comm link in the system and scan the com-net for a world ripe with settlers we can recruit to inhabit Elgard.
Eventide in hegemony space must now seeing the effects of a baby boom. This populous and stable hegemony planet has an abundance of colonists willing to emigrate for little incentive. A quick trip back to the core worlds and a new batch of eager pioneers are on their way to Lilith.
Of course there are pirate battles on the way. I am going out of my way to find them at times, but I have to say these guys must be somehow well funded. The pirate armadas I sometimes shadow with my superior burn, waiting for some military force to engage them so I can come in and join the battle, are often huge. And they are everywhere. It makes me worry for what my emerging empire might face.
The backbone of the Summerstar fleet is a recently acquired Apogee. I’m trying to work out a good loadout for it to be the anvil of my fleet. I’ve got a plasma cannon + tactical lasers up front for now, and hardened shields to increase its tankability. My flagship is a Sunder with an autopulse laser and graviton beams. I use it to speed in deliver the coup de grace when opportunities arise. I have a couple of Hammerheads to escort me so I can back up and behind them if necessary, or order them to give a final punch. A recent acquisition I’ve grown fond of is a monitor frigate that does little damage but can take punishment. I set it to search and destroy so it distracts and pulls off part of the enemy fleet. I also have an omen which I use as an anti-fighter and missile escort. Since fighter support has become necessary as the fleet grows I’ve been acquiring Drovers. I have three now with slightly different setups of fighter or strike craft.
After patrolling for some time to make sure the two now inhabited moons of Gren are safe, the Summerstar fleet returns to the core worlds to fulfill a lucrative transport contract offered by a passing trader. The fact that such opportunities can now be found in planet-side bars in our small settlement seem encouraging.
I am not even halfway to my destination when notice arrives that a pirate fleet has been detected heading for my colonies. Thirty four days until the first test of or survival. There should be enough time to complete our contract and return home, perhaps also to shop for some ships to add to our fleet along the way.