Welcome to my passion project's page. I always had a passion for hard sci-fi so for a
few years now I have been creating this constructed world of mine. I hope you enjoy it.
If you are new to Stardust, I heavily recommend reading first the What is the Stardustverse? folder, then both Overview
folders, then the Landscape folders in order. Alternatively, if you find it hard
to get past the (admittedly dry at times) tech descriptions, you could jump right into the species
folders, and read what seems interesting, then follow links to find out what any unknown concepts
mean. Also peruse the terminology folder which has a glossary.
This isn't a story per se (the books are there for that), this is something of a
single-page wiki or encyclopedia, but I aim to make it interesting to read by itself. Most links here link
to other headers within the page. You can also hover over a given header, which will display a 🔗 emoji.
Click it and a permanent link to the header will be copied directly to your clipboard. Dotted text, meanwhile, is my version of tooltips and
footnotes. Hover over it to show a blurb with extra info or my comments on things.
Also, this is not written from an in-universe perspective unless where noted. You,
the reader of this site, are not a researcher or in-universe denizen. There is information on this site
that nobody in the setting would be able to know. However, there are no real spoilers for the books
here, you do not have to fear spoilers. Not to put myself on a pedestal, but this is something of a Silmarillion.
The books are all at a much smaller scale than this document.
I update this every day (or try to). Check in daily and see what changed-- the
changelog is to the right. I try my best to keep a pace of updates. (NEW!)
tags next to headers or folders mean a recent addition. (REWORKED!)
tags mean major content changes. (PLACEHOLDER) tags mean that I have
not wrote anything under the header. (STUB!) tags mean that there is
only preliminary content.
Note that English is not my first language. I know my grammar is clunky at times.
But I am a firm believer that if someone understands the meaning of a sentence, everything else is
secondary.
sorry for the lack of updates, college started back up.
added more to Gaia while reorganizing the intro to the
Gaian folder.
also added a bit more to the Seven Commune Worlds, specifically descriptions of
two of the seven worlds (more coming soon) as well as a paragraph about the demise of the CEO of Vortix
added a folder in miscellaneous lore about why romantic or sexual
relations between sapient species are treated as something normal and healthy by this text
added stub for the Satlagol Union, a contribution by another of my collaborators--
more info on them is to come
2025-08-18
added Yollkul Triarchy, a powerful empire in the Central Oval. I kinda ran out of
steam halfway through writing the snippet but a bit is better than none...
gave the traitors a major makeover, namely adding a description to the MfHA
and expanding their territory to not only cover Bnykaal-hyl-kaah but the whole sector (or rather duchy)
surrounding it. There's lots of lore for both now, and more to come soon.
more chohjozra lore, specifically about their politics and tech
this is mostly for my own internal use, but I have standardized and shortened IDs for headers so it's
faster for me to type them. i.e 3-letter tags for civilizations
added (STUB!) folders for several species, scroll through the species list to see the new additions. These only have infoboxes. Check in
each day and see which ones have turned to (NEW!) tags.
added red kseldani section, possessed kseldani coming soon
BIG feature! Hovering over any header will display a little 🔗 thing, click it and it'll copy a
link to the header you can share. e.g https://stardustverse.neocities.org/worldbuild#oval
will send you to the info about the Oval
added vr'rok section, it's a copypaste of an old snippet from Discord
made header margins better
added kaziil section. This isn't even most of kaziil lore... I will keep moving
things over piecemeal but this is a start.
2025-07-18
also began adding tooltips to
stuff, today will be dedicated to adding links and tooltips to stuff
began adding links to other tabs within this page with a snazzy scrolling effect. This is almost like
an one-page, one-user wiki now eheheh. Hopefully it'll be easier to navigate! I'll be enlinkifying
things more thoroughly tomorrow.
added a thing about the design language of my alien species (in Landscape)
split up Landscape into separate tabs
2025-07-12
created this page
sorted species by power
added nice infoboxes
rescued the ideology snippet from the wiki
Intro
About the author I don't like yapping about myself too much
I am Max. A beginner science fiction writer from Russia. Materials engineer by unfinished education,
thinker and dreamer by calling. Very queer, bi, neurodivergent (autism+ADHD+mild BPD). Possibly trans
depending on how you define that. I am part of a plural system, though not the host. The host I will refer
to as KT hereafter. That is all you need to know for understanding this document. However I might add an
"About me" page elsewhere on this site... eventually...
What is the Stardustverse? A preface
Around four years ago, I started work on a project stemming from a desire to create a world with hard sci-fi
tech but a space-opera setup, treated mostly realistically. Or, really, it started as an excuse to write about
weird aliens that actually feel like aliens. And most importantly to write what I wanted to see written. Since
then, I have built a small and quiet but vibrant community where I and my friends discuss and build this
little world. This site is the product of that four years of steps forward and steps back.
Said world is the Oval, a bubble of space with its own stellar nations, wars, and
simply life. With emphasis on life. So much of sci-fi media, soft or hard, focuses on war and galaxy-wide
crises to the expense of smaller stories and lore about how the common folk of the world live. Stardust is not
that.
I deliberately subvert a lot of other tropes. There is no focus on powerscaling-- characters succeed by a
combination of resources, wit, and luck. There is no HFY but neither is there nihilistic misanthropy-- instead
there is a genuinely decent future, for humanity and most other species that inhabit the Oval. Humans are not
the sole focus-- there are dozens of different alien species, each with a developed biology, culture, and
psychology.
This world exists in tandem with the books, and in balance with them. The broad shape of the world is
sketched out in our community's Discord server, and books essentially zoom in on a tiny section of that world,
catching glimpses of it via exposition. However, this broad shape is not visible to the average reader, and
the purpose of this site is to provide them with an outline of the world of Stardust in 223X. It's also
hopefully interesting for its own sake-- you do NOT need to have read the books to understand any of this.
This document is split into three sections. The first section is the Overview, which
focuses on the broad rules of the world itself as well as what technology it has and doesn't have. The second
section is the Landscape, which details all the developed civilizations and specie
and the history thereof. The third section is Close-up, which details important
concepts.
The site is updated daily to the best of my ability, sometimes by moving things over from the Discord (linked
at the bottom), the Wiki, and my Obsidian (notetaking app) vault-- but often by writing original lore not seen
anywhere. The (NEW!) thingies will stay for a few days to show a new
addition.
Also, because in this dark age such disclaimers are unfortunately needed: no
generative AI was used in the writing of lore for this. (Side note: I used to use a lot of em-dashes
but abandoned them after the rise of Chatty G. Double dashes are more soulful-- anyways.)
My inspirations (warning: TvTropes links abound for some of these):
Star Control 2 (aka Ur-Quan
Masters): an adventure/space combat game from the 90s. The multitudes of weird alien species with their own
quirks, and the struggle between a loose free alliance and a slave-based hierarchy are a deliberate echo of
it. As is the at-times irreverent tone.
Atomic Rockets: a website that is pretty much a
guidebook to writing hard science fiction. I took direct inspiration from many concepts here, though
Stardust is notably less retrofuturistic than most of the works quoted on AR. Still, this is the site that
inspired me to become a sci-fi writer.
The Strugatsky Brothers'
books: as a Russian I read a lot of these. There are references here and there, and the general vibe is
something I aim to imitate. These tend to be more contemplative and philosophical than western sci-fi of
that era.
Star Trek: in the sense that a lot of what I do with tech and society is the opposite of what Trek does--
while not dipping into dystopia. I take Trek's bizarre deontological hangups about transhumanism and
intervention and throw them out of the window.
Now for some central themes of this setting... every setting has them, whether the author intends
there to be or not. I do not consciously think of many of these themes while writing but they are present
regardless, because this worldbuild is a reflection of me and my values and my worldview.
To quote a certain Disco Elysiumcharacter,
THERE IS NO LOVE IN THE PAST. ONLY THE PRESENT. THE PAST IS MADE OF STATIC IMAGES, DISTORTED MEMORIES,
DEMENTED NOSTALGIA. THIS, THE PRESENT -- WITH ALL ITS POSSIBILITIES, INNUMERABLE HITS AND MISSES -- IS FAR
SUPERIOR. IT IS A LIVING ORGANISM. ... Meanwhile, to add my own bit, the future is nonexistent. It
is less than a bunch of static images-- it is a nigh-infinite set of mutually exclusive pathways that cannot
be calculated with any accuracy, and obsessing over it is folly, though neglecting it is bad too. My stance
on such things is complicated honestly and will be expounded in the "about me" page in the index when I get
around to that.
There are no great men. As in, individuals
can be "great" in the sense of being notable and being influential, but they are not the movers of history.
They are only pawns to the faceless masses beneath and around them and to the formless forces of history.
The historiography of Stardust focuses more on social and environmental factors that shape society. This
ties in with the "no powerscaling" rule mentioned above. An individual is just a person, in the end. In powerscaling terms, an individual Stardust
character is never above... I guess city level, if they have a really big gun? Which leads to one of my
issues with powerscaling. Unless it's about a shonen anime or whatever, where fights are the point...
characters in most works worth reading aren't defined by what they can kill. Charisma, intelligence, and so
on are not as easy to quantify.
You have one life. Use it. Live it to the fullest. Yes, there is immortality. But in the end your body
will be worn away by entropy. Yes, you could clone your brain. But it is debatable whether your ego
transfers in such a case. There are no horseshit alternate universes you can pull out a copy when needed.
There is no space magic to resurrect you. Religious afterlives are not disproven but they still have zero
proof whatsoever. For the love of whatever you believe in, make sure you do not regret your time in this Oval.
Honor before reason is one of the worst mindsets possible. To put imaginary rules created by flawed
individuals, who may have lived centuries ago in a barbaric and unenlightened society, above the well-being
of real people in the here and now, is evil. There is no sugarcoating that. That is the seed from which
fascism grows.
...and fascists have no souls and deserve nothing. ;)
Credits Everyone who contributed something major to the project, in no particular order
MaxTheFox
creator of the setting
author of all books and most snippets here
JCT
co-worldbuilder
source of a lot of more technical ideas and alot of species
CalicaDawn
helped a lot with early worldbuilding and making Origins slightly less unreadable
andrew
source of feedback on various ideas and a couple of species
Amaroq
source of feedback on various ideas and also convinced me to allow xenodigestion enzymes
DroneBetter
did some copyediting work on first draft of Origins
Lucianna from Elsewhere
currently doing editing on Awakening, also source of feedback on various political stuff
part of original Stardust RPG party
Gwolfski
part of original Stardust RPG party
Maddremor
part of original Stardust RPG party
Chroniqler
part of original Stardust RPG party
Sangyal
part of original Stardust RPG party
Crow
reviewed part of first draft of Origins
History of the setting Frankly skippable
This isn't about the in-universe history of the world of Stardust. For that, check out the Timelines
folders below (though they are extremely unfinished right now). This is about the rather tumultous creative
process involved in writing it.
There have been many, many false starts to Stardust. The first predecessor, arguably, was something KT had in
his head when he was 6 or 7. About the only thing it shared with Stardust are the furry aliens (yes he was a
crypto-furry even then) and the random bursts of ultra-edgy killpeopleism-- but with all the worldliness and
tact you'd expect from a 7-year-old. It was a lot more focused on hero characters. This iteration was cobbled
together from all sorts of media he watched, with often absurdly out of context references. KT never wrote
anything down from it though he remembers some parts vividly. It was a cringefest and frankly I'm glad we
don't remember it much. Late 2000s.
Then there was a project of mine. Unnamed Hard Sci-Fi Worldbuild-- that was its name. The first real
trappings of Stardust were visible here. There were no humans (iirc). There was a race of cat-people who acted
kinda like pre-rework relmai. And there was a race of snake-people who would later become
dal-ghar. However they were ruled by council-- that part became the Chohjozra Nrukhrizchaa.
At the same time there was also a primitive world, as a separate project, that later was scrapped and parts of
it are now used in KT's private low-fantasy worldbuild. Neither got anywhere-- the old first doc might be out
there on KT's old laptop though (NOTE: or would have been. We wiped the laptop). 2020?
Then there was... another iteration of Unnamed Hard Sci-Fi Worldbuild, fully separate from that one. It
actually had 0 lore beyond the first, liberalpilled incarnation of Terra. It was to be
something fully focused on a book about first contact. First contact would have been with the vr'rok (who were
present in the primitive world, with a different physiology and name). The vr'rok were to be blue. The first
few paragraphs of this nameless book were posted on Bay12 and then I wasn't feeling it so I dropped it. I then
kinda gave up on writing anything for like a year or so. 2021?
Then came Stardust RPG. This is where the foundations of Olddust were established. This is where the setting
becomes somewhat recognizable. It was a very bad freeform TTRPG on Discord. Really, the main attraction was
the setting details channel. Early 2022. This RPG deserves to be dwelled on in more detail. It was heavily
railroaded and I admit that I also had no plan whatsoever. The party was just buffeted from place to place as
I wished in order to show them the setting. I am cringing just thinking of it. One of the characters (Lum)
ended up being used in a canon book (Awakening) later on. Other than this, the RPG was decanonized.
In late 2022, I began writing Origins, the first book of Stardust. I wrote two chapters and completely ran
out of steam. I had no plan here either (see a pattern?). However, CalicaDawn, one of my first fans, helped
edit it into vaguely readable shape. We figured out a way to patch up the plot (a very contrived way...) and I
The RPG then died sometime in mid-2023, not out of any r/rpghorrorstories-worthy drama, but out of my players
losing interest, because the RPG was really terrible. Looking back at it, Origins was terrible too. It was
riddled with AI-bro nonsense (which I mostly excised after that phase of mine passed). It still had a paper
thin plot and quite nonsensical worldbuilding. Nevertheless, it kickstarted the Stardust fandom once I
finished and published it in August 2023. I... expected way more of a buzz around it. But I think a
combination of sloppy prose, sloppy formatting, a sloppy plot, and random glorification of slop (though
thankfully none was involved in the actual writing), made what could have been a running start a faceplant
instead.
Right off the heels of Origins (note: Origins did not have the name Origins yet, it was very confusingly
named just "Stardust") came Marathon. I actually had something of a plan for it. And aside from a few goofs in
the first chapters (which felt more like Origins in tone), it was overall a massive improvement over Origins.
I picked up some new fans in it, and it was where many of the species present in the lore now were codified.
Unlike Origins (which came out all at once), Marathon was published on a weekly schedule. I set a weekly
deadline for chapters. A bad decision, in retrospect... but fitting, considering the name. I was burnt out
after it. I finished it early in 2024...
Overview
Cosmology The foundations
The Oval
The world is restricted in size by the fact that my FTL method (the fictional Ugolnikov Drive, explained below) only works inside an ellipsoid of space, around 170 lightyears wide, 170ly tall, and
230ly long. If one goes outside this area, the Ugolnikov Drive simply cuts off. At a first glance, that seems
tiny and restricted, especially compared to galaxy-spanning settings. And yet, this volume contains around
113000 star systems, and even though most of them are uninhabited, there are far more than enough to work
with, and the world ends up seeming colossal. This world is not centered on Earth-- Earth is in the western
half of it. Normal concepts of such directions, of course, aren't applicable on
interstellar scales.
An approximate, "flattened" map of the Oval
This is not a "slice". Treat neighbors of neighbors as adjacent to each other on it.
The Oval, however, is a three-dimensional object. One of my co-authors, JCT, has made a tomographic map, cut
to slices like a MRI scan. Unfortunately, due to a severe lack of spoons, it is even more unfinished and I am
not willing to post it here right now.
Chronology
All dates, unless stated or implied otherwise, are in the AD calendar. Maybe at some point I will make
calendar systems for alien civilizations. Right now any and all references to extraterrestrial dates (e.g
"10030") are basically random. I am aware of the fact that relativity would have made it nearly impossible to
have an objective timekeeping system, but I choose to not open that can of worms either.
223X means "a vague point in the fourth decade of the 23rd century". It is the present of the setting, for
now, with all that implies-- it is the focal point of the setting and most lore is written with this time
period in mind. I admit that realistically it is not quite enough for the level of development of the Terran
Federation, barring an economic miracle, but this was set in stone years ago. A lot of this worldbuild is done
in this manner. I have ADHD.
Restrictions What I don't have
Technological restrictions
Let's get down the main boundaries of the setting in terms of things that can exist in it. The main
difference between hard sci-fi and soft sci-fi is that hard sci-fi is defined by what it does NOT have: lots
of handwavium. That is why I listed this first.
I separate supertech as Atomic Rockets does: into
handwavium and unobtanium. Handwavium is something that violates the laws of science as
we know them. Unobtanium doesn't technically violate them but we have no real idea how to make them.
In Stardust there is one and only one bit of handwavium. The Ugolnikov drive, aka FTL, aka warp, aka
hyperspace, etc. Its rules are complex, but serve plot purposes and shape the setting's astropolitics and
interstellar economy. Rules for it are in the next section.
There can thus be no other scientifically-impossible stuff. Here is what I consider
scientifically impossible and the reasons for it:
psionics and any other kind of "space magic". I have not seen credible, non-hearsay evidence that
psychic abilities or similar exist in reality. I may be religious, but I keep my religion completely
separate from science and it has little bearing on this setting.
reactionless drives. While the Ugolnikov Drive is technically reactionless, its
properties make it unusable for in-system travel.
antigravity. Gravitons most likely do not exist in reality-- and if you had a pop-sci-fi antigravity
device, it'd be a reactionless drive which violates Newton's Third Law. This includes artificial gravity
generator fields. To create gravity on a ship or station, you need either rotation or constant
acceleration.
time travel to the past. FTL is technically time travel-- but I choose to gloss over this. And in any
case, if I did not gloss over this, I would go for the separate-timelines mechanics of time travel. Time
travel introduces lots of plot holes otherwise.
teleportation. Technically, one could use wormholes as portals, but these are beyond the industrial and
technological capacity of this setting.
energy shields a la Star Trek. I have not seen a plausible mechanism for such a thing.
alternate universes, in the sense of MCU
bullcrap. As mentioned before, split timelines are ok when resolving time travel paradoxes, but you cannot
return from such a timeline and it has the same laws of physics as the prime timeline.
The lack of these things is a hard rule. Not even precursors can violate it. If I ever include another
handwavium, consider Stardust to have jumped the shark. There can, however, be somewhat sketchy
techs that straddle the line a bit, i.e unobtanium. Genemodding that can transform an adult human into
whatever they please in under 2 months; fusion drives that can go over 1g for a very long time; nanomachines
that can do useful work; sapient AI (very different from pseudosapient AI-- 2024 AI paradigms are strictly
pseudosapient); and, you know, the existence of so many alien species so close to Sol.
A common objection to this kind of list is "there is no way of knowing what we will discover in the
future". Indeed that is true, we don't know what will be discovered. But we know that the laws of
thermodynamics, for instance, are ironclad beyond a reasonable doubt. Not in a million years will we find a
way around them. Not in a billion. Not in a trillion. And especially not in the scant ~210 years that are
between now and Stardust's present of 223X. I would bet a lot of money on that. A
common factoid brought up in such discussions is "newspapers predicted that airplanes will only be invented
millions of years in the future, only a few weeks before the Wright Brothers' first flight"... but all that
is evidence of, is that tabloids said dumb shit, ever since there were tabloids. That seems to be another
ironclad law. ;)
A lot of things are scientifically possible, but are beyond the technological capacity of any extant
species in Stardust (except the Silents). Wormholes, traditional (Alcubierre)
warp drives, and so on. This is not a supertech setting-- the level of technological advancement is a few
steps above The Expanse.
But nevertheless, there are passenger starships, there are laser guns, there are extrasolar colonies, and so
on, and those are part of daily life. And the world as a whole is hurtling towards an uncertain future.
There are also forbidden setting elements, due to implausibility or thematic inconsistency.
space fighters in the sense of small, jet-like one-or-two-crew combat spacecraft. Atomic
Rockets has a good explanation for why exactly they make zero sense, but the gist of it is that in a
realistic scenario, the distances involved are just too large and the point defenses are too precise to
make fighters viable over missiles or even simply drones
stealth in space. This is a really hotly debated one and I got plenty of complaints about disallowing
it. However, none of the arguments they gave me convinced me. You could spray a cloud of opaque material.
You could use decoys. You could turn off your engines. None of these avoid the fact that your ship needs
to be way hotter than the microwave background (~20C vs -270C) for the crew to survive, which makes it a
beacon.
bipedal mecha. Quadrupedal or hexapodal or octopodal mecha maybe make sense as a niche thing. But I have
yet to see anyone provide a coherent reason for a humanoid mech providing any benefit over a tank.
Heinleinian libertarian utopias in space that last longer than a generation or two. Yours truly is a
communist, so I am of course biased, but a sustainable society in a harsh environment inherently requires
sacrifice, which to the Randroids is anathema.
Another common objection to this kind of setting is that a lack of supertech is somehow "uninteresting". I
just don't understand that viewpoint. Stories can be borne out of restrictions as much as they are borne out
of possibilities.
Narrative restrictions
There are also narrative limits and guidelines that Stardust has to follow, beyond technological
restrictions. These are:
This worldbuild, like all such projects, reflects my biases as a radical leftist transhumanist,
post-nihilist, and furry. Nothing good will be heard about the free market. Nothing good will be heard
about restriction of identity and self-expression. Nothing good will be heard about the worship of the
sacred human form. Nothing good will be heard about HFY-style human chauvinism. What good will be heard
about traditional values and strong government will come with an asterisk or several. Stardust is woke. If
you have an issue with that, smash that back button. However I do want to communicate this bias through
the developments of the Oval's history rather than an authorial voice telling one what to think.
Unlike a lot of hard sci-fi, Stardust has a focus on story on par with scientific accuracy.
While there is plenty of room for worldbuilding flourishes that do not ever appear in an a book,
developments should not make it overly hard to make interesting stories. This is the reason I do not allow
FTL comms, for example; all it would result in is the world feeling much smaller and space missions losing
independence. On the other hand, pure rule-of-cool should also be avoided, and it is better to not have a
plot that requires too much duct tape, than release it out into the wild. This setting is not meant to
have everything.
I have three tiers of canon, where Alpha is highest and Gamma is lowest. Things stated in a higher canon
tier override things stated in a lower canon tier. Alpha Canon is everything that is published in a book--
unless the book is Origins. Beta Canon is lore writeups (including this one), as well as the books
Stardust: Origins, Stardust: Blueweb, and assorted microfiction. Gamma Canon is offhand comments by me on
Discord or other social media, as well as fanfic that I deem canon-compliant, and unfinished and
unreleased books.
I don't really like doing bad endings. Bad endings are fine in books and such if thematic and caused by
the characters' own faults, but it is really hard to see myself having, for example, the Hegemony
win the Space Cold War. That, to me, would be equivalent to setting fire to something I love. Why would I
send the message that the forces of progress shall lose? There is enough bleakness in modern sci-fi. I
refuse to give in to peer pressure.
Humans are not superior. Humans are only as special as the other species are. Humans are also not really
average. But in any case I simply refuse to cave into the usual HFY
tropes, or at least subvert them. The "indomitable human spirit" is that of ambition to go onto ambitious
projects that crash and burn more often than not, for example. Honestly humanity isn't really important
but sapience as a whole is. We are not somehow more "worthy" of anything than the relmai or kaziil are.
Nobody is actually worthy of anything per se. Life has no inherent meaning.
I will never write a Stardust story about humans set before first contact (2122).
And especially not one set in our present day. Why? What's the point? This is, for some reason, a common
request from my fans but I simply do not understand why one would want to read something with the Stardust
label but without the aliens, without the spaceships, without the genemods, and so on. If I wanted a
mundane story I'd go outside. In addition, just speaking realistically I am also unlikely to move much
beyond the 23rd century. Maybe in a decade the timeline will reach the mid-2300s. There is so much to
explore in the mid-23rd century!
Tech What I *do* have
Shipcraft and industry
FTL
The Ugolnikov Drive, as humans call it (also called the warp drive), is the method of
faster-than-light travel utilized by almost all civilizations in the Oval. It is not
an Alcubierre drive, though there are a few
superficial similarities, and has no IRL physical basis. It is the setting's sole true "handwavium"-- a well
and truly impossible technology that breaks known laws of physics.
It relies on a special artificial crystal infused with a kind of exotic matter. The method of production of
said crystal is surprisingly not difficult and is achievable by even
early space age civilizations. The exact methods of this production will be kept vague. The crystal
is translucent, slightly opalescent, and waxy. It has to be engraved with many circuit-like grooves and holes.
The crystal has to be immersed in an atmosphere consisting purely of a noble gas. Once a strong electrical
current is passed through the crystal, a bubble appears around the ship that lifts it partially into a fifth
dimension. The gas is then slowly consumed. Heavier inert gases give better speed at the cost of being
consumed much faster and wearing out the drive crystal much faster.
This chart lists the effects of gas choice on speed and service life:
Gas
Speed
Lifetime
Use case
Helium
3,000c-4,000c
2,500-3,000 cycles
bulk freight standard
Neon
4,000c-5,000c
750-900 cycles
specialty freight standard
Argon
5,000c-7,000c
250-350 cycles
passenger standard
Krypton
7,000c-9,000c
160-200 cycles
military standard
Xenon
9,000c-11,000c
80-90 cycles
military emergency
Radon
11,000c-13,000c
15-18 cycles
EXTREME PRIORITY ONLY, RADIOACTIVE
Within the performance envelope of a specific gas, speed is generally inversely proportional to service life.
Trying to get both at once rapidly increases the manufacturing cost of a crystal, and often renders it
compatible with only one specific gas.
As an additional limit, an Ugolnikov Drive can only remain at FTL for a specific distance,
independent of its travel speed. The practical engineering values for warp range are between twelve and
fifteen light years, with a longer warp range requiring a bigger crystal relative to the ship being moved. An
Ugolnikov Drive exceeding its warp range suffers severe damage, at worst vaporizing the ship. Even without
that happening, the ship would have no hope of rescue without slowboating to someplace with people.
Replenishing a drive crystal's range requires spending time in a gravity well strong enough to prevent FTL
activation.
The bubble itself appears as a rippling, translucent membrane if one is to look at it from the inside. It
scatters frequencies of light unevenly, making stars appear as rainbowy splotches. If an item comes in contact
with it, it is vaporized and deflected if it is small, but larger objects may disrupt the bubble or damage the
crystal. Fortunately, the odds of hitting a large enough asteroid in interstellar space are negligible. Still,
ships that are not on urgent missions usually try to stick to safe paths by starting warp from points that
have been proven safe.
This fifth dimension is not a fully real place where matter can exist. One can think of the world as a single
4-dimensional plane within a 5-dimensional space. Nearly the entirety of the world has 0 displacement on the
5th axis. Warp drives give positive 5th-axis displacement to matter. A way to create negative displacement is
not known yet. Once an object is displaced, it begins sliding at superluminal speeds in a given direction
determined by where the drive crystal is pointed.
The speed is determined by the precise configuration of the Crystal's grooves and the drive chamber's
structure combined with the choice of gas, which creates a deeper displacement and thus more speed. The first
models of the Ugolnikov Drive were only a few times faster than lightspeed; modern drives reach the speeds
described in the above chart. While the hallucinations get more intense with higher displacement, it is
generally worth it to have a short but intense period of suffering for the passengers than a long malaise.
If one hits the edge of the Oval, the drive simply cuts off. There are no other effects.
To summarize:
Can't start warp inside systems, up to some unspecified gravity gradient that amounts to, in Sol,
somewhere outside Neptune orbit
Can't go outside of the "Oval"
"Realspace" speed gradually drains as photons emitted inside and outside the bubble, negligible at low
speeds but if you shoot a RKV
through warp it'll get vaporized before reaching its destination
Needs to "skim" in an unwarpable gravity gradient for at least ~12 hours (for top of the
line drives) after every jump or bad things happen
You hallucinate and hear voices during warp, presumably neuron misfires caused by spatial ripples
Stopping it mid-jump drastically reduces drive lifetime and causes really bad headaches in the crew
Specialized FTL Drive Variants
Extrapolating from the above details about the general characteristics of Ugolnikov Drives, two variants of
the technology reveal themselves: Polycrystalline drives, and Serial Crystal drives.
Polycrystalline drives use a large number of small drive crystals in parallel to bring a single
volume to FTL. The reason you would do this is quite simple: cost. The manufacturing precision required for a
high-quality drive crystal means that manufacturing costs increase exponentially the bigger the ship you're
trying to move. Using a shit-ton of small crystals distributed throughout the ship avoids that issue. It also
makes getting replacement crystals when one breaks a lot easier.
That said, Polycrystalline drives have some major drawbacks; the multiple overlapping drive envelopes are
vastly more prone to "turbulence" than a single-crystal drive. This both severely reduces the safe top speed
of a polycrystalline drive, and intensifies the hallucinations experienced by the crew. This largely relegates
Polycrystalline drives to bulk freight usage, as both passenger liners and military craft have considerably
more urgency to getting places, in addition to not wanting to deal with such bad hallucinations.
There is a notable exception to this general rule about Polycrystalline drive usage: ascon
Arkships. As a result of the ansethigno war, the ascon opted to evacuate their population as quickly as
possible. The only feasible way to do this was using Polycrystalline Drives, so that's what got used in the
Arks. The ascon largely remained nomadic afterwards. By the present day, arkborn ascon are almost totally
desensitized to warp hallucinations from sheer exposure.
Serial Crystal drives are effectively the opposite of Polycrystalline drives, using multiple
full-sized drive crystals one after another to get places more quickly, at a severe price premium. The theory
is that by bringing extra drive crystals, you can switch to the next one when your first is at the limits of
its range. This both extends the range a ship can go between star systems, and means less recharge time is
needed per unit of distance traveled.
While this works, Serial Crystal drives are subject to fairly sharp diminishing returns; carrying an unused
drive crystal through a jump uses up 1/6th of its remaining capacity, presuming all crystals in use
are rated for the same maximum range. So the second crystal gets you 1.83 times total jump range, the third
gets you 2.52 times total jump range, The fourth 3.10 times, and so on. As more crystals are added, the total
jump range approaches but never quite reaches six times the range of a single-crystal jump.
Another limiting factor is sheer expense; particularly for large warships, the drive crystal is often the
single most expensive piece, rendering the use of Serial Crystals prohibitively expensive. This sheer expense
does not abate once a ship with a Serial Crystal drive is in active service, as drive crystals have
finite service lives, and Serial drives are inherently very rough on their crystals. As noted earlier,
stopping an ugolnikov drive in interstellar space does nasty things to a drive's service life. While changing
which crystal is active isn't quite the same as stopping, it's still very rough on the crystal that's being
deactivated.
This means that if you actually use a Serial Crystal drive's capacity for extended-range jumps, it
will quickly prove an absolute maintenance nightmare. Making regular-length jumps in quick succession is a lot
easier on the crystals and is still quite valuable, though it still produces wear on the extra crystals. As
such, while plenty of warships have additional drive chambers that could take a crystal, few are actually
fitted with the extra crystals, expecially not during peacetime.
Interestingly, it's poorer militaries that make the most use of Serial-Crystal drives; bigger militaries with
more force-projection capability generally opt to simply build more ships. Meanwhile, poorer militaries need
to try and wring as much use as possible out of every single ship. Terra (having one of the biggest and most
force-projecty militaries around) is extremely frugal about the use of Serial-Crystal drives, especially
during peacetime.
All in all, this consigns Serial Crystal drives to a few specific use-cases, the vast majority of which are
military.
Extreme-priority messengers and VIP transport, often using Radon as the gas in the drive chamber, as it's
the heaviest noble gas that sticks around long enough to be used.
Panic-Button warps for warships that accidentally blunder into a superior force concentration.
Scouts that can very quickly report back to the main fleet, before said main fleet moves from the system
it currently occupies.
IPM delivery ships and self-warping IPMs, using the extra jump range to bypass defenses on the way to the
target star system.
Torch drives
While FTL drives cannot be used for interplanetary travel within systems, this kind of travel is
nevertheless much faster than in real life thanks to a class of engine called torches. Torches are powerful
fusion engines capable of acceleration near, at, or above 1g (i.e the ship accelerates with the same speed as
if it was in freefall towards Earth) for long periods of time. This enables reaching the warp boundary, i.e
the place where the FTL drive can be activated, within weeks at most, instead of months or years as is with
modern-day propulsion technology.
This of course is very convenient for plot purposes. Characters do not have to wait for months to get places.
Despite being such an obvious shortcut, they are not technically impossible according to the laws of physics.
I used to use 'flow-stabilized z-pinch' as a buzzword but dropped it since. The inner workings of them are not
important.
Torch drives need fuel. Either deuterium-helium3 or pure helium3. Helium-3, an isotope of helium, is
best scooped from gas giant atmospheres, or made artificially. These scoops are essentially space oil
rigs. They glide in the wispy upper atmosphere, kept afloat by fusion drives mounted underneath.
The torch drives themselves are really, really bright. In effect, every spaceship rides on a little
blindingly-white sun. The plumes from them are also used in starship combat when two vessels get to a
relatively close range, in the Terran navy this is called the "Lingxin Maneuver". A well-placed rotation of
the ship can cut an opponent right in half, provided they were stupid enough to get that close.
a
Types of torch drives (contributed by JCT)
- May produce carbon buildup in inconvenient places
- Obscenely hard to ignite
Guns To Put On Spaceships
The following was written by JCT, one of my collaborators, hence the difference in tone.
Electromagnetic Beams
Microwave: Specialized surface-to-orbit weapon, best deployed via submarine.
Infrared: Range too short for ship-to-ship, penetrates atmospheres decently well.
Visual: Can be used for either bombardment, ship-to-ship, or surface-to-orbit. Risk of blinding friendly
personnel too close to the beam.
UV: Excellent ship-to-ship, workable surface-to-surface, unsuitable for bombardment or surface-to-orbit
X-RAY: Ship-to-ship only, but **excellent** at that.
Particle Beams
Electron Beam: The only particle beam that can really be miniaturized into an infantry weapon. Excellent
range per unit bulk, but can't use a recirculating accelerator due to extreme synchrotron radiation losses.
Will harm nearby personnel with radiation backscatter if used in an atmosphere, but otherwise good for all
roles.
Neutralized Plasma Beam: Whirl some electron-stripped atomic nuclei around to get 'em good and
relativistic, then zap them with an electron gun as they leave the barrel. Sure it'll spread out
*eventually* once the electrons recombine with the ions, but it's gonna go quite some distance before that
happens. Lends itself to both Classic Battleship Aesthetics (banks of superfiring turrets along the
centerline) and Flying Saucer of Doom (fuckhuge particle accelerator going around the circumference).
Macron guns (tiny bullets go YEET)
Pure Kinetic: cheap to shoot, performance all over the board depending on how big and powerful the gun is.
Very inefficient compared to nuclear-boosted macrons in terms of energy on target vs. energy in.
Fission Boosted: A nasty way to cram lots of lethality into a relatively small macron gun. Utterly
murderous at close range, especially if using relatively heavy macrons. Its advantages become a lot less
relevant at longer ranges.
Fusion Boosted: Needs a very high muzzle velocity to ignite on impact, meaning that fusion-boosted macron
guns are really only viable as the main guns on larger warships. Superior performance in terms of both range
and nuclear energy per projectile mass, and not at risk of criticality from improper ammunition storage.
Solid Projectiles
Light-Gas Guns: Basically just a murderous plumbing project, so far as complexity goes. Muzzle velocity
caps out around the double-digit km/s. Suitable for irregulars and pirates, not useful to legit militaries.
Regular railguns: Self-destructs due to wear. Don't use.
Helical railgun: Less wear than normal railguns, still has wear and friction limits on launch velocity.
Best used as missile launch tube.
Ferromagnetic Coilgun: Magnetic saturation hard-caps performance. Don't use outside of missile launch
applications.
Inductive Coilgun: Much higher performance than ferromagnetic coilguns. Strongly limited rate of fire tho.
Quenchgun (superconducting inductive coilgun): FINALLY getting to something with enough performance to be
the main gun on a warship. Since the barrel is the structure that accumulates energy between shots, damage
inflicted to it can cause a catastrophic chain reaction.
Interplanetary Missiles
The following was written by JCT, one of my collaborators, hence the difference in tone.
Sometimes, a military is uninterested in actually holding a star system, or views doing so as infeasible.
Under those circumstances, all that matters is causing extreme damage to strategic objectives in the target
star system as quickly as possible. For that job, the weapon of choice is the Interplanetary Missile, IPM
for short.
First, an IPM is delivered to the edge of the target star system via FTL; this can
be done via either an FTL drive attached to the missile, or using a specialized IPM-equipped warship. The
missile either jettisons its FTL drive at this point, or is fired from one of its' launching ship's tubes.
Once clear of the FTL bus, the missile activates its onboard torch drive, thus initiating the Boost
Phase.
The Boost Phase is the period of time during which an IPM accelerates towards its target
via torch drive, and it can last up to about a day; final velocities in the range of two to six Megameters per
Second are typical. The defender will almost certainly notice the missile accelerating during this period, and
be able to extrapolate its most likely target with a high degree of confidence; torch drives are not subtle.
If this were all the target had to worry about, intercepting IPMs would be quite easy; just put something in
the way and use the missile's extreme velocity against it. Therefore, any IPM worth taking seriously carries a
large number of submunitions, which are released at the end of the boost phase.
An IPM's submunitions are designed to be as difficult to detect as feasible; they are small and use the
evaporation of cryogenic coolant to match the temperature of the cosmic microwave background. Further, they
use low-profile propulsion such as cold gas or ion thrusters to adjust their trajectory. Coatings of
radar-absorbent material and successors to Vantablack complete the camouflage. The options for detecting these
submunitions and therefore intercepting them are quite limited; chances are they've spread out by thousands of
kilometers prior to reaching any realistic target, and their nature makes them incredibly difficult to
illuminate.
The typical solution is therefore to use an extremely thin sheet of material stretched taut between the
target and where the boost phase cuts out; a plastic sheet ten micrometers thick would only need a few
thousand tons to occlude an entire planet, though deployment would take multiple days. While the submunitions
usually have spaced shielding to survive punching through such sheets, they invariably compromise their
stealth in the process. There are of course counters to such foils and counters to those counters and so on,
but the point is that it's really quite complicated.
An IPM submunition hitting its target would be devastating enough if relying entirely on kinetic energy. They
usually pack considerably more punch than that, carrying slugs of lithium-deuteride fusion fuel that gets
touched off by the sheer velocity of impact, or even full-fledged nuclear warheads. If all submunitions from a
typical IPM hit a planet, they could easily devastate a land area comparable to a large European country, such
as Spain, France, or Germany. Most planets targeted for IPM attack will be the recipient of a large number of
IPMs; such a bombardment will kill anyone outside of an apocalypse bunker and kick up enough radioactive dust
to render the air temporarily unbreathable, but the planet will still be physically there and a
viable candidate for resettlement.
Particularly heavy IPM attacks making a synchronized impact at a single point can make entire planets shake
violently, an effect often referred to as "Ringing Like A Bell". The smaller the target body, the easier this
effect is to achieve. A successful Ringer attack means even most apocalypse bunkers are no longer safe, as
they are highly liable to collapse. The seismic isolation required to survive a Ringer attack is bulky and
expensive, and even it has upper limits.
Because of their sheer destructive potential, IPMs are a highly effective deterrent; indeed, their
introduction forced the Hegemony to back down from their attempted conquest of the
thurise, on pain of a truly apocalyptic "Or Else". This spurred an immediate arms race for IPMs and defenses
against them, exacerbated by the fact that any civilization capable of making torch drives can make an IPM. As
such most Regional Powers and above have an arsenal of IPMs, ready to use. It's not
unheard of for Secondary Powers to have formidable IPM arsenals as well; the thurise
have one of the most destructive IPM arsenals in the entire Oval, and are only a Secondary Power because of
it.
Strategic Resources
MacGuffinite is something of a
necessity for an interesting hard sci-fi setting. The unfortunate reality is that in our world, there doesn't
seem to be much worth harvesting in space, at least not much that would necessitate large-scale sophont
presence. I do not want to write about pseudosapient AI probes. Luckily, there are several semi-plausible
MacGuffinites that can be found in outer space. These do not technically violate laws of physics but are very
speculative, which is good enough for my purposes.
Magnetic monopoles
Magnetic monopoles are point particles with the
unique property of having an innate magnetic charge. They are usually found within asteroids in some star
systems, or in magnetospheres of certain planets; and captured via specialized mining equipment. Once
captured, they are stored in magnet-traps in vacuum boxes. The physics behind them are vague and not necessary
to understand their applications, which are:
High-efficiency micromotors for advanced microbots
Ultra-magnets for a variety of military and civilian applications
Extremely strong armor
Extremely energetic guns (both projectile-firing and beams)
As a rare and easily quantifiable resource, some currencies are pegged to the monopole a la gold standard.
Superheavy elements
The island of stability is a concept in
theoretical nuclear physics where beyond a certain point, transuranic elements (which normally decay in days
or less, making them dangerous and unusable in industry) become stable again. While most theories predict that
they are all still highly radioactive, I am willing to fudge the numbers and say the theories were wrong. As
their name implies, these materials are extremely dense. While osmium, the densest stable element in reality,
is 22.59 g/cm³ (around twice as dense as lead), superheavies have densities twice or more than that. This
makes them invaluable for applications where weight needs to be maximized while volume is minimized. Also,
some superheavies are radioactive and fissile like plutonium, and their greater density allows for very
compact nuclear bombs-- think "atomic hand grenades".
Transponders and Starguard
Of course, a consequence of torch drives being widely available is that any schmuck
with a tramp freighter can potentially use it to ram or scorch with the plume a space station or a planet's
surface, killing thousands and causing massive property and environmental damage. To prevent this, in most
civilizations, every single civilian spaceship is mandated to have a transponder onboard, hardwired to the
ship's computer systems. In addition to broadcasting the vessel's location and trajectory at all times, it
actively prevents the pilot from plotting a course that intersects with a planet or station and from rotating
the ship such that the drive plume would hit something. This cannot be overridden in any manner; the
transponder's circuitry is checksummed and if modification is detected then it locks down all systems.
If the anti-tamper protection is removed or the transponder is somehow physically ripped out (which is nearly
impossible considering it is integrated directly into the main computer), the Starguard can detect the ship
anyways by its heat or radio signature. The Starguard is akin to a coast guard. A police-like militarized
force aimed at ensuring orderly behavior of space vessels. They have several bases in various orbits in
populated systems-- core systems often have a Starguard base around every planet, and Lagrange points are also
popular spots. Planetside anti-ship batteries are also often operated by them. They are authorized to destroy
any vessels that seem to be about to crash into populated objects with extreme prejudice. Mere transponderless
vessels that seem to not pose a danger are instead hailed and investigated about a possible malfunction.
Aside from transponder enforcement and counter-terrorism, the Starguard is also responsible for fighting
pirates and doing cargo inspections.
This system is nearly universal across civilizations. Even the more anarchic civilizations still have
transponders enforced by a militia. If they did not at first, then the first time a disgruntled or hijacked
freighter vaporized an entire outpost made them wisen up.
Computing and electronics
Computing in the 23rd Century
Moore's
law is already on its deathbed in real life, but in Stardust's future it is dead, buried, and
decomposed. Computers in general have plateaued in power across all civilizations due to running into the
fundamental limits of the intersection of physics and information theory. This plateau is best described in
these terms: the 23rd-century equivalent of a cheap office laptop (whether it is in the Terran Federation or
the Abyssal Empire or even the Chimera Federation) is roughly equivalent to a 2020s top-end gaming PC in
power. Of course, this power is not equally used by all programming philosophies and design architectures, of
which there is a great difference between civilizations, which means some civilizations have functionally
"better" computers, at least for some tasks.
Quantum computers (not to be confused with quantum AI, see next section) are not all they are cracked up to
be. They are used, and are quite mundane, but only do well at specialized tasks. They are not by any means
"computer but better". Cracking encryption or analyzing multiple scenarios at once are their main
applications.
Electronics are just about the only sensible way to make powerful computers. While mechanical or fluidic or
other exotic kinds of computers may have been discovered first by some civilizations, they are always
magnitudes of power behind electronics. And electronics of some sort are necessary on the way to becoming
spacefaring. However, not everyone uses binary-- some civilizations use trinary or quarternary. Translating
programs between alien computing architectures is possible as they are all Turing-complete, but is an arduous
task.
Types of AI
AIs in Stardust are different from modern-day software-neural-network-based AI. The type of thing we have
now, is called "pseudosapient AI" or a "parrot" in the 23rd century. They are still used, but somewhat
occasionally (please ignore its prominence in Origins, that
book was written at the height of AI optimism. I hate it and I hate my 2022 self). They are used for
menial labor, for the most part, and are not sapient. They lack the spark of life.
The previous types of AIs lack the spark of life that all sapient beings have. This spark can only be
effectively replicated by bespoke "blackbox" hardware. A blackbox is a roughly brain-sized tangle of
three-dimensional circuits and other hardware, encased in a protective shell. It does what a brain does. They
are expensive to produce, and 2230s technology is beyond effective brain-uploading. There are two major types
of sapient AI: Quantum AI:
+ very powerful, potentially (still not really superintelligent)
+ relatively predictable
= relatively easier to reprogram
= cold and calculating, not many emotions
- expensive
- high maintenance
- susceptible to temperature swings and EM interference
Wave AI:
+ rather cheap
+ easier to repair and upgrade
+ resistant to malware
+ heatproof as far as electronics go, handles EM interference decently well
= harder to reprogram
= often has more emotions and empathy than humans
- forms very strong opinions
- low intelligence ceiling (still above average)
- unpredictable
Most organics have wave-brains as their paradigm, and indeed wave-AI often acts in an exaggeratedly, overly
"organic" manner. The Reccani are the only biologically-quantum species, due to the
requirement for cryogenics.
Datapads
A datapad, or simply pad where unambiguous, is any sort of mass-produced portable computer that can fit in
the pocket of an article of clothing. Datapads are something of a natural bit of convergent evolution in
civilizations that developed computers-- which is all of them.
Of course, I am talking about smartphones here. Now, they do not necessarily have the same connotations and
culture surrounding them that smartphones do, and may have developed independently from portable phones.
In the Terran Federation specifically, the word "datapad" has fully replaced the word
"smartphone", even though Terran pads are very much recognizable as smartphones to anyone from the 21st
century. This has been due to a case of trademark
genericization (a la Band-Aid). In the early 22nd century, the smartphone manufacturer Datapad Inc. had
attained by far the largest user share, and subsequently lost a lawsuit over the rights to the name.
A common type of eyewear in some civilizations including Terra are HUDglasses, which are sunglasses where the
inner surface acts as a datapad screen, controlled via eye movements and blinking.
Pads and HUDglasses have not been replaced by implants in most civilizations for the very simple reason that
if an implant breaks you need surgery to replace it.
Brain-computer interfaces
The brain-computer interface (BCI) is a fundamentally new method of input-output enabled by advancements in
cybernetics. In essence, a BCI is anything that allows thoughts to control an electronic device or vice versa.
Ethical or religious restrictions delay their development in many civilizations, and some still have them
prohibited or heavily regulated in 223X. But in most, they are present and range from uncommon but mundane to
ubiquitous.
There are two main types of BCI.
External BCIs (e-BCIs) are not invasive. The form factor is that of a helmet or bulky headband. They are
limited in fidelity, and while one can still put thoughts to writing or images, or operate a vehicle with
it, or even have simple emotions or desires induced or suppressed temporarily, they lack the flexibility of
i-BCIs due to the inherent difficulty of affecting signals inside the cranium from outside. In civilizations
where BCIs are otherwise prohibited, these are often easier to get.
Internal BCIs (i-BCIs) are implants. Either a single chip or a mesh of tiny wires entwined with the brain
matter. The fidelity of these, and especially the mesh form-factor, is pretty much unlimited. In addition to
more powerful and faster versions of e-BCI applications, i-BCIs can do anything from full personality
rewrites to total removal of given emotions or beliefs (as long as said beliefs are not held with extreme
fervor) to fully reframing one's worldview. A very powerful tool which can be used for good or evil.
BCIs can be used to create groupminds. These are any amount of people who have been linked via BCIs. They act
in unison and their personalities merge together. Their perspectives also tend to blend, essentially everyone
can see through everyone's eyes at once. It can't really be truly described what it's like. Weak groupminds
just share thoughts (it's like plurality but in reverse), moderate groupminds also allow controlling each
other's bodies and have some personality blending. Strongly-merged ones are called hiveminds and share a
single thoughtstream, essentially being fully a single person instead of mostly a single person. They tend to
have more physiological specialization or even eusociality.
Technically, an i-BCI can rewrite even deeply-held beliefs via a process called brain-scraping. However, this
process erases large parts of personality, knowledge, and unrelated beliefs-- from the POV of the scrapee it
is death. This is used as an alternative to capital punishment in some civilizations.
On a more mundane note, a BCI can do the same things a datapad can do, at somewhat
lower power levels if integrated due to having to fit within the cranium.
Biotech
Genemodding
Genetic modification is a very prominent part of the setting. It is unobtanium just like true AI. Nanites are
used both to modify targeted areas of DNA and to temporarily encourage cell growth. Unlike present-day genetic
modification, it works on adult individuals. The applications of it include everything from making super-crops
and turbo-algae, to growing replacement limbs and organs, to turning people into catgirls or horrors beyond
comprehension. Note that the latter takes time and is inconvenient-- a full-body transformation into an
anthropomorphic animal takes about a month of being zoned out on painkillers while hanging in a harness;
non-humanoid morphs take longer and may require surgical intervention.
Pseudohybrids
While interspecies breeding cannot be done "natively", as even if one could somehow bridge the gap of
incompatible DNA or DNA-like structures, a mixed-and-matched internal anatomy would render the offspring
unviable, there is a workaround enabled by genemodding. While unnatural base pairs exist in Stardust as a
genemodding technique that could bridge such a gap, due to the anatomy problem it's usually easier to just
remake something from scratch that looks like an alien species' feature.
So for interspecies couples who want children, a "pseudohybrid" is grown as a designer baby (usually of the
mother's biochemistry if applicable). They have the internal anatomy of one species, and half the external
features of that species, but the other half is from the other species. Either an artificial womb is used, or
gametes are temporarily replaced shortly before copulation.
Terraforming Grass
While terraforming is an entire multidisciplinary science,
which deserves probably an entire folder to itself later on, biotechnology has been the largest part of it
since the advent of genemodding. Specifically, since the application of genemodding to create a genus of
engineered plants that are collectively called terraforming grass. It can grow anywhere there is
carbon dioxide in the air and nitrogen in the soil, and barely needs any moisture. At a glance, it appears as
slightly translucent, bright green grass with broad puffy leaves. It crumbles and crunches at a touch.
The physiology of terraforming grass is an organic aerogel. Cells are arranged in interlocking and branching
strands with lots of space between them. This maximizes surface area for CO2 intake, thus maximizing the rate
at which it is converted to oxygen. A blade of terraforming grass is around 90% air by volume. This makes it
extremely fragile both to wildlife and to winds-- and wind especially is extremely strong on planets that are
in process of terraformation. However, fragments of terraforming grass blades can easily take root elsewhere
if scattered in such a way, so this is a positive.
Natural plants that are more aesthetically pleasing to sophonts and nutritious to
herbivores could easily find themselves outcompeted by terraforming grass. To this end, a trigger has been
built into its genetic code, causing its cells to dissolve their bonds when a certain atmospheric composition,
set by the operator, is reached. This causes the blades to immediately crumble to a fine dust nearly all at
once. However, this dust is known to be an irritant and vector of lung disease-- one of many reasons why
exocolonists often wear dust masks while going outside.
This is a technology that was first developed in the Kjee
Empire, and subsequently stolen by the Hhw!xey Principalities and distributed to
the whole of the Oval-- at a price. This made the hhw very rich and the kjee very furious.
Meatblocks
While traditional or hydroponic farming is still more effective for plant-based foods, in most civilizations
in 223X, meat is most often grown via a system called the meatblock method. Instead of a factory farm with
real animals, a 23rd-century meat farm consists of a large array of room-sized vats filled with sterile
nutrient fluid. A "seed", i.e a lump of stem cells keyed to a given species (e.g cow, chicken) and tissue
(muscle, liver, brain), is placed in the middle of the vat and a genetic trigger is tripped in it, causing it
to start growing to eventually fill the vat. Once it fills the vat-- thus producing a several-ton slab of, for
example, pig liver-- it is extracted and cut into smaller slabs and then shipped as needed. These meatblocks
lack bones, thus making cooking and eating convenient; and lack nervous tissue, thus making cooking and eating
guilt-free. They are about as sentient as plants.
The seeds are produced via a different mechanism. The power of genemodding allows the creation of a
disembodied, modified uterus of a given food animal. Suspended in similar vats but with exit chutes for
finished seeds, these uteruses-- of cows, chickens, pigs in Terra, or of equivalent cattle on alien worlds--
are kept pregnant 24/7, being reimpregnated as soon as a seed is expelled. When one inevitably wears out from
the strain, it is recycled into protein to feed the meatblocks. A similar mechanism is used to produce eggs.
Naturally, these too lack sentience.
The taste of animal products created by the meatblock method is ever-so-slightly different from free-range or
factory animal meat... not that many people would know.
While on a visceral level this all may seem extremely unethical, what is actually wrong about this? As
mentioned before, neither the meatblocks nor the seedmakers have the capability to suffer or perceive the
world. If one is fine with eating a potato, one ought to be fine with eating a meatblock-produced cut of meat.
In the Terran Federation, the rate of veganism or vegetarianism is much lower in 223X than
in 2025. There are still non-meat-eaters-- whether for religious reasons or I-don't-like-the-taste-of-meat
reasons.
Infrastructure
Courier drones
FTL communications in the traditional sense of "hyperspace radio" via an "ansible" or
similar device are not possible in Stardust at the setting's tech level. One cannot stick an antenna into the
fifth dimension, because displacement in the fifth dimension can only be sustained in a warp bubble, which
requires a crystal, and obviously one cannot stick a warp crystal onto a radio wave.
Technically, wormholes are a possible means of FTL communication, but nobody has the required technology,
industrial capacity, and amount of available energy to create usable wormholes in 223X.
This leaves, essentially, a sneakernet-style setup--
physically moving data rather than uploading it. This is accomplished by the drone-depot system, which has
been adopted, with some variations, across the whole of the Oval.
In every inhabited system, there is one or more depot in orbit near the warp
boundary. A depot in this context is a space station equipped with extremely powerful radio
transmitters and receivers. The inside is filled with data centers and supercomputers for processing the
massive amounts of information that keep coming in via courier drones. There are also defense turrets to
protect against pirates that might try to take the data hostage, especially in frontier systems. Depots are
usually manned-- in most species this requires shifts of a few months, because most species' mental health
rapidly deteriorates when trapped in a metal box in deep space.
A depot's transmitters are strong enough to track individual structures in space or on planets and its
receivers are sensitive enough to pick up broadcasts from such-- but direct transmissions from planets might
run into the issue of the depot being blocked by being under the horizon, and direct transmissions from ships
are often too weak to reach the depot without a lot of noise. When a request is made on a planet or ship's
internet to send data to another system, the signal is first sent to a relay. A relay is a satellite or a
network of such, well within a star system, in orbit of a planet or in a Lagrange point. It, too, has powerful
transmitters and receivers. The relay then sends the data to the depot.
Courier drones are unmanned spaceships made to carry data between systems. Each courier drone has a cheap
Ugolnikov drive, weak conventional thrusters, and a hull nearly completely filled with data storage. It
shuttles between two depots, each of which is in a different star system-- drones spend most of their time in
warp and are not meant to go inside star systems. Their thrusters are too weak and their fuel reserves too low
to travel inside a system's warp boundary. Instead, as soon as a drone exits warp near a depot, it immediately
docks and then a wired connection is established between its databanks and those of the depot's. The required
data is downloaded and overwritten with new data, at which point it undocks, moves out to a safe distance, and
enters warp again to repeat the process at the other system.
It takes about a week for a message from Earth to reach the furthest reaches of the Federation.
Space elevators
Space elevators are an ubiquitous method of reaching space on most settled worlds that are more populated
than a small outpost. Invariably, carbon nanotubes are used heavily in their construction. There are two main
types:
Passenger elevators are arch-shaped and reach up to low planetary orbit or somewhat above. They use the
planet's magnetic field for support, and are thus unavailable to build on magnetically inactive planets.
There is a civilian starport mounted atop the arch, and airport-like installations at both ends. Going up or
down takes around an hour at most-- the capsules are relatively small and focused on comfort. The experience
is not unlike flying on a plane, except the plane is going straight up.
Cargo elevators are the classic "beanstalk" reaching up to geostationary orbit, with relatively slow,
high-capacity capsules that take days to reach the starport. These capsules are usually unmanned and
uninhabitable except for a small area that the staff may use if necessary. Freighters usually don't go to
the passenger starports, as that wastes fuel, and in addition a bulky and slow freighter is a hazard in a
crowded low-orbit environment.
Mass drivers
Mass drivers are frequently used for shipping bulk cargo between nearby planets in the same system, in cases
where low latency is not a priority and some material loss is acceptable. A mass driver in this context is
essentially a colossal railgun mounted on the planet's surface (if it does not have an atmosphere) or on a
cargo elevator's starport. Instead of bullets or missiles, this railgun fires crates on a precisely calculated
trajectory, where they are intercepted at the destination by a fleet of catcher ships and brought to the
destination's cargo starport. This can provide a near constant flow of cargo, though the throughput is even
better if mounted planetside, as the recoil is dangerous to a starport's space elevator.
Compared to simply shipping the cargo, there are several pros and cons:
Pros:
Very low cost once the infrastructure is in place
Much higher throughput
In a pinch, can be used as a surface-to-orbit defense cannon
Cons:
Individual crates take months to arrive-- while flow is constant, fast response is impossible
Crates can't adjust trajectory in case destination changes
The more gravity wells crates have to pass through, the more crates miss their mark
If crates do miss, they can impact the surface or a station like an asteroid, but this is rare
Completely unsuitable for personnel transport unless you're the kseldani or sy!yvl
or just completely desperate
Obviously can't go interstellar
Supercritical Water Oxidation
Supercritical water oxidation is a
process that occurs when water, in its supercritical phase, is mixed with an oxidizer such as hydrogen peroxide.
This massively amplifies the solvent properties of water. The result is that any non-metallic object or
solution is quickly dissolved into carbon dioxide, nitrogen, inorganic salts and ashes, and more water. This
is much cleaner and more thorough than incineration, and the ash can then be filtered and its component
chemicals reused.
While this technology is available in our present day, it is not very viable commercially due to the energy
costs. However, in the Stardustverse, fusion reactors are commonplace, and by their nature produce a lot of
waste heat. The heat from a municipal fusion power plant can also be used to fuel the municipal SCWO waste
disposal plant. Unlike regular recycling, the only real processing needed here is mulching large objects and
separating metal items. The "wet incinerator" takes care of the rest.
In many civilizations, multiple alien species live alongside each other in the same cities as a result of
immigration. While biochemical incompatibility would normally make organic waste disposal a complicated
process, SCWO doesn't care about biosphere. The chemicals that are byproducts of it are small enough to be
biosphere-agnostic. This massively simplifies infrastructure. The byproducts are then used in hydroponics to
grow species-specific food.
Some civilizations use SCWO tanks as a method of execution or euthanasia-- one last duty.
Flitters
Many civilizations, following the development of efficient superbatteries or fuel cells, have adopted
flitters as a means of air transport. Flitters are small VTOL aircraft capable of landing in urban areas. They
are quieter than a helicopter or plane and much more maneuverable. While ground vehicles, whether road or
rail, are almost always more efficient, flitters are faster and don't care for intervening terrain. They are
used both on new colony worlds and dense urban agglomerations alike. Emergency services also often use
flitters due to them being able to bypass traffic or convoluted city layouts. Sky taxis are also prevalent in
some civilizations as a premium alternative to regular taxis.
In Terra, flitters usually have a flying-wing form factor where the fuselage is one bulky
wing with two tilting rotors embedded in it, with the rest of it taken up by passenger and cargo spaces. Other
civilizations have their own designs, but there are only so many ways to make something fly in an atmosphere,
so regardless of what alien civilization creates one, a flitter is recognizable as either a runt plane or a
runt helicopter or both.
Flitters are NOT flying cars, even in their smallest versions. They cannot fit on roads' lanes and can't
drive or steer on the ground nearly as good as a ground vehicle anyways. And the licensing and training needed
to use a flitter is invariably more restrictive than that which is needed for using a car (the exception is
civilizations that arose in highly vertical environments in the first place), for the reason that hard crashes
almost invariably result in death of pilot and passengers and massive damage to whatever was crashed into, not
to mention the potential for terrorism. In most civilizations it is mandated that an autopilot take full
control within urban areas, with the pilot only serving as an emergency override and knob-turner.
Some civilizations, especially those with a slower pace of life, do not use flitters for air transport and
instead use airships.
Equipment
Small arms in the 23rd century
Some trivia focusing on military and lasers (pasted from Discord):
Ground military weapons of the Alliance use standardized ammo and charging
packs since decades ago. Completely interchangeable between guns. Main caliber for Alliance assault rifles
is 6.34x42mm. Civilian weapons use more esoteric calibers and battery formats and are never compatible
between civilizations.
The weapons themselves are a near 50/50 split between firearms and lasers especially in Terran army.
Smart bullets are frequently used especially by more elite divisions-- each bullet has rudders, a camera,
and a processor that steer it towards its target. Generally marksman weapons use these to guide shots
towards weakpoints in armor-- machine guns use dumb bullets because it would just be a waste of resources.
Military small-arm laser weapons are near exclusively blasters. Blasters work via a brief series of
laser pulses, less than a fraction of a second in total. This is because the wavelengths most practical
for handheld lasers cannot penetrate steam or smoke well, and so a continuous beam would be completely
wasted as it would dissipate right before the impact point. Blasting gives time for the flare to
dissipate. The effect on an unarmored organic is a deep, drilled, ragged wound with extreme bleeding and
pain.
Needlers exist too but are usually sidearms. Needlers use ultraviolet wavelengths that can cut through
vapor and smoke, meaning a continuous zap is viable. This gives them a lot of power, but due to their
nature they consume a lot of energy and cannot sustain it for very long. Their batteries are also
extremely unsafe and will explode like a grenade if damaged. This renders them unpopular among soldiers;
this is the domain of spec ops.
The glare from a laser weapon hitting something shiny or even just white can temporarily blind anyone
standing nearby. To this end, every soldier wears sunglasses that specifically block the wavelengths
commonly used by blasters and needlers.
There exists a variation of laser for close combat in corridors called the slicer (also available as an
attachment for normal lasers, though with lower efficiency). Essentially it is a horizontally-defocused
laser, meaning that it shoots out a fan-like plane of deadly light. This reduces the need for aiming but
also completely destroys the already-low effective range of energy weapons. Still, in their natural
environment their stopping power is beyond anything else, and the morale impact of seeing one's buddies
carved up into gory chunks cannot be understated. Comes in blaster and needler varieties.
Some lasers have adjustable power and wavelength. These are mostly non-military ones used by law
enforcement and civilians in self-defense. Properly adjusted, a blaster can merely sear off a shallow
patch of skin, flesh and nerves, leaving the target doubled over in pain on the floor rather than dying.
Also used for this purpose are electrolasers, which ionize a narrow tube of air and send a powerful
lightning bolt down it, paralyzing the target. There are no "stunner beams" as seen in soft sci-fi; both
of these options can kill if the target has health conditions or is shot in the head or heart, and always
cause lasting harm.
A variation of the M2 Browning HMG is still used by the Terran Army. Why fix what
ain't broken?
Out-of-universe stuff
The spark of life, and metaphysics
I am religious. I do not believe that sapient life is only a complicated chemical reaction. However, I want
to refrain from imposing any specific religious framework onto the setting I made. However, there are some
"metaphysical laws" related to thinking beings.
free will exists in sapient beings for all intents and purposes (i.e it is completely impractical
to fully predict anyone's actions), there's no "seed" unlike in pseudosapient AI models which is part of
what distinguishes them.
consciousness = the self = perspective (i.e why do you see through your eyes and not someone
else's) = ego = what some interpret as the soul. It cannot be truly copied-- copies rapidly diverge. Brain
uploading transfers it if done correctly (the tech is right on the horizon in 223X), but said methods are
always destructive.
true sapience is an universal equalizer, in most cases. As in, all alien species and all
artificial beings can be communicated with if the environment they exist in has any sort of overlap with the
communicator. Which is 99% of the Oval's species, with the exception being the Blue
Web.
all sapient species possess an ego, and it is always obvious if a species does not (e.g AEON).
Philosophical zombies make as much sense as a knife without a blade, or a triangle with four sides.
consciousness requires bespoke hardware for our purposes (software emulating a brain or AI
blackbox is beyond the planned timeline's scope). This, combined with the diverging-clones rule, makes sure
that technological singularity does not lead to identity sublimation.
enthrallment via BCI does not destroy the ego if done as a temporary or
partial edit, but full-on brain scraping manifests, from the scrapee's perspective, as death. Not from the
outside, of course.
I will not say what comes after death, or if there are any sort of supernatural elements. Up to
your imagination-- but for anything that is claimed by a character to be supernatural in alphacanon there is
a scientific explanation.
Most of this explicitly cannot be discovered within the setting, and the question of whether souls exist or
not, will forever remain open.
Landscape
Civilizations and species - Big Picture Info about my classification systems for biology and politics, and other stuff
important to the setting's landscape
There are over 50 civilizations in the Oval (this number is subject to change). Around
half of them have names, and the same amount has at least a paragraph or two of lore. Many have more in-depth
writeups, scattered through the Discord server. This section will collate and clean up as much of this info as
possible; it is the heart of the setting. Generally, with a few exceptions, one civilization corresponds to a
species. This species' physiology, psychology, and history affects its history. Especially psychology. There
is a concept called Temperaments, which are simple descriptors that specify what the species is skewed
towards.
Note that species names are *not* capitalized in most cases: for example relmai or kaziil. The exceptions are
exonyms, i.e names given to them by other species (e.g Abyssals, Chimeras, Reccani) due to unpronounceability
of their endonym (name for themselves). Self-designations that are not really species names (e.g Canids or
Mh'azhi) are also capitalized.
Temperaments and core values
Temperaments are divided into soft temperaments and hard temperaments. Soft temperaments are simply biases
that neurotypical individuals of a species have on some level, with lots of variation, like being more
predisposed to cooperation, or a propensity towards extremely complex plans. Hard temperaments are compulsions
or revulsions present in almost all individuals with only large divergences or brain modification being able
to surmount them, these are things like an inability to take things on faith, or an ingrained hierarchical
obedience. Core values, meanwhile, are things entrenched in a civilization's cultural and historical landscape
for centuries or millennia; unlikely to change on a species scale within the timeline of the worldbuild
(barring invasion or crisis), but individuals routinely do not care much for them.
The design language of Stardust alien species
Bipeds should comprise less than arou nd 60% of the total amount of species (not a hard and fast rule,
just keep a balance)
Avoid humanlike
faces at all cost. No ifs ands and buts
No human proportions (should be at least slightly different)
Rule of thumb for the previous 2 rules: if a hypothetical actor could portray it without heavy CGI or
elaborate costumes, it doesn't fit
Size should be reasonable for a sapient-sized brain. I'm not sure that a mouse-sized sapient is viable
Innate
biochemical compatibility between species should only happen if the two species in question were
the products of panspermia (and thus are very astrographically close to each other)
Innate reproductive compatibility is a hard
no, not even as an one-of-a-kind species. But see pseudohybrids
There should be at least one psychological quirk that differentiates them from humans. It has to be
impactful on their society
But on the other hand, avoid the "aliens are impossible to ever understand/communicate with" trope
On a similar note, do not make "evil" species. Cultures and thus civilizations can be (where
evil is defined as causing undue harm to the innocent), species never
Most of those rules (besides the biochemical ones) apply to Laterals of both kinds too (Laterals should
NOT copy an extant species though)
Universals of Sapience
In anthropology in our world, there is a concept of cultural
universals. Traits shared by all known human cultures ranging from the modern French to isolated
Amazonian tribes. The list is quite extensive. I strongly believe that a subset of that list also happens to
apply to nearly all alien cultures that could reach space.
a translatable language (however hard it is to translate, it's doable especially if you have a live
specimen to help out)
self-awareness (distinct from individuality; bquaa in their home society don't act
like individuals but they're aware and consciously reacting to what goes on)
names
some sense of right and wrong (with some true universals like random murder always being considered
bad)
capacity for conflict (doesn't have to be resolved violently)
biases
the capacity for superstition
identities as groups
social etiquette and ritual
friendship
trade (not necessarily monetary)
entertainment (all species will have literature of some kind, and many other mediums)
music (for any species who can hear)
ability to use tools to make better tools
Some species may omit one or two of some of that list or use it in a way not really recognizable to
humans. But anyways, the reason I believe these are universal, is that items on this list fall into two
categories: necessary for social cohesion-- which in turn is necessary for social and technological
advancement; or consequences and byproducts of information sharing and self-reflection. Or a mix of both.
Imagination is necessary for invention, and so is passing on information. If information is passed on with
copious amounts of imagination applied, you get storytelling.
It has been a minor trend in sci-fi to portray aliens as hyper-efficient and to portray the depth of
human culture as a fluke. I disagree vehemently for the reasons stated above. Also see the
AEON folder for further criticism of this trope. Or the All-Oval Mind Olympics
folder for how interactions between these universals might result in less fundamental things being
pretty much universal too.
Standardized Body Plan Specification
Both in-universe and out-of-universe, a standardized body plan specification (SBPS) is used for
classifying alien and genemod species. It can also be extended for synthetics. It consists of a tree-like
structure where parts are specified with their "leaf" parts in brackets alongside their number and any
modifiers.
At the "root", i.e located at the start of a body plan specification string, is the torso (To). Anything
attached to the torso (i.e limbs) is put in brackets and separated using /. Then, modifiers are added in
square brackets, also internally separated with slashes if needed. Note that the system may be extended
to, for example, digits and internal organs, but that is usually not done to avoid clutter.
It is a system that is best shown by example. Some example plans for various species, sapient and
non-sapient:
The following is used both in-universe and out of universe, but mostly the latter. In particular I have
decided to categorize species in this document based on their position within this ranking.
Superpower: can project force all over the Oval, massive economy and military, can pull
a whole bloc by itself and essentially diplomatically vassalizes nearby non-hostile civs just by existing.
Examples in Stardust: Terran Federation, Relmai Commonwealth,
Dal-ghar Iron Empire. Examples IRL: USA since the late 19th century, USSR
after around 1936
Great Power: like a Superpower, can project force all over the Oval, but resources are
more strained, and cultural, political, and economic influence is mainly limited to those consciously
influenced. Can form a minor bloc, but cannot stand up to the supers except with cautious maneuvering. Examples
in Stardust: QDNE-32, Iywkaa Republic, Abyssal Empire. Examples IRL: modern Germany,
Japan at any post-Meiji time except late 40s
Regional Power: can project force all over an oval pentant (east, south, west, north,
center), with limited capability elsewhere, likely has a small but close-knit sphere of influence. Economy
not necessarily much smaller than a GP. Cannot pull a serious bloc by itself, but sphere of influence
de-facto acts as one. Examples in Stardust: Kaziil Technocracy, Yollkul Triarchy Examples
IRL: Brazil at any time since independence, Pakistan
Secondary Power: only has force projection for one or two minor or minuscule nations,
but compensates with strong economy, military, or cultural influence, or an otherwise advantageous
position. In the astropolitical game of chess, these are the knights and bishops. Examples in
Stardust: Ty-uc-kch Autocracy, Chohjozra Nrukhrizchaa. Examples IRL:
Sweden, South Africa
Minor Nation: has little capability for force projection, but may have less obvious
influence on neighbors. Many of these are content developing their space and trying to not get stomped on
by the greats. Alternatively, these may be large empires in disrepair. They are the pawns of
astropolitics. Examples in Stardust: Hhwxey Principalities, Oschee
Kakistocracy, Sy!yvl Kingdom. Examples IRL: Serbia, Uzbekistan
Minuscule Nation: these usually control one or two habitable planets, with an economy
good enough to feed their people, but no military worthy of anything or any astropolitical influence. They
are always vassals of a nearby nation, de-jure or de-facto. Unlike minor nations, they have no realistic
avenues to rise to secondary power or above. Examples in Stardust: Theu, Yig'ragn'xu Community.
Examples IRL: Bhutan, Nauru
Also there's an unranked category, Outsider: these nations are not really involved the
theater of astropolitics due to any variety of reasons. This can't be garden-variety isolationism, this has
to be something that makes "power" moot. Examples in Stardust: Silent Empire, AEON, arguably
Reccani, Hold. Examples IRL: uncontacted peoples?
Ideology
Ideology in Stardust is somewhat more flexible than it is in reality, due to the necessity of encompassing
many alien civilizations. Nevertheless, in any sapient, individual society there are some universal trends
that may be categorized. There are two ideological components: two to four tenets; and an authority ranking.
Tenets are universal (if many) and essentially consequences of how sapient life chooses to arrange itself,
though of course the nuances of each ideology are impossible to represent in one line, and two ideologies
may be represented by the same tenets and authority ranking.
These are represented in infoboxes as Tenet1 / Tenet2 {authority}
This is a quite abstracted and well-defined system partly because I intend to use it in an eventual grand
strategy game set in Stardust.
NOTE: this section in particular is rescued from the wiki.
Tenets
Order: an tenet that seeks a rigid society where, ideally, the
people and bureaucracy work akin to cogs in a machine. This often, but not always, results in a high
authority rating. Sometimes, however, the people may act in an orderly manner without a need for coercion.
Liberty: a tenet that seeks a free society where the people have a
lot of rights: political, economic, or social. This often, but not always, results in a low authority
rating. Sometimes, however, it leads to oppression of the minority by a bigoted majority.
Equality: a tenet that seeks a a fair society where differences in
standing, monetary or social, are minimized. This has little bearing on the authority rating.
Elitism: a social order where a privileged social class rules over
the marginalized classes-- i.e aristocracies and most kinds of apartheid.
Tradition: a social order where progress is not valued, or is only
valued when it does not run into traditions. These ideologies may seek to roll back reforms or otherwise
return to a past, real or imaginary.
Progressivism: a social order that values social or other kind of
progress, perhaps prioritizing it over other aspects of society, to the exclusion of traditions for better
or for worse (but usually for the better).
Supremacy: this tenet makes the ideology seek dominance over
external groups, though of course internal minorities or dissidents may get caught in the crossfire or
intentionally targeted. Elitism is internal, Supremacy is external.
Technocracy: this does not always mean rule by scientists, it means
a society based on pure reason or logic... or what they think is pure reason and logic. While it does a
lot of good if said logic is not flawed, if one's assumptions are not properly checked it can do great
harm.
Esotericism: this does not strictly mean the theological sense of
esotericism. Rather, it means that spirituality or quasi-spiritual beliefs (usually not organized
religion) greatly influence the government's policies, sometimes resulting in denial of reality.
Nationalism: this simply means that the ideology rallies behind an
unified species or ethnic identity, and seeks to cultivate pride in it. It is not necessarily xenophobic
or aggressive, but often is.
Autonomy: this means that the government would very much rather not
have influence of other powers over itself. It is often combined, and is similar to Nationalism and
Supremacy, but is much more subtle and mostly focused on economic influence.
Conformity: this tenet discourages free personal expression by the
citizenry-- standing out is seen as anathema. This is not necessarily authoritarian in nature, especially
in alien civilizations.
Individualism: this tenet values the individual over the collective,
and places their rights above the group.
Collectivism: this tenet values the collective over the individual,
and places their rights above the one.
Fundamentalism: here means having the ideology encompass all about
society-- it is not always religious, and in fact often isn't. Often these governments are downright
insane.
Authority
0: Anarchy
1: Libertarianism
2: Mostly Free
3: Anocracy
4: Authoritarianism
5: Totalitarianism
X: True hivemind
The blocs
There are two major astropolitical blocs in the Oval. The Alliance, collectively led by the Terran
Federation, Relmai Commonwealth, and several other large civilizations, looks forward into the future. Its
rival, the Hegemony as led by the Dal-Ghar Iron Empire, however, looks into the past. They see technologies
like augmentation, sapient AI, and genemodding as dangerous to the traditional way of life, and will stop at
nothing to crush progress. For around a century now, they have been locked in the Space Cold War. But they
aren't the only blocs, and they are not all-encompassing. Many of the Oval's civilizations are trapped in this
astropolitical game of go.
Alliance
The Alliance
of Sapient Species was founded in 2141 by Terran reckoning. This was during the Space
Grab, in order to contain the Hegemony's expansion. Its purpose is twofold: to enforce sapient rights
across the oval, and prevent the spread of and eventually subdue or destroy the Hegemony. These purposes go
hand-in-hand. A Security Council has power over the Alliance, composed of the five largest nations in it: the
Relmai Commonwealth, Terran Federation, Aadalu Eternal Sacred Republic, Kseldani Collective, and QDNE-32.
Every other member gets a vote in policy too. Said policy is very loose, mainly about preventing extreme
sapient rights abuses and guiding industrial and scientific development-- the Alliance rarely intervenes in
domestic policy of its member civilizations. Aside from a vaguely pro-augmentation and pro-transhumanist technological ideology, the Alliance
also stands against unrestricted or lightly-regulated capitalism, deeming it an inherent violation of sapient
rights due to the inequality that inevitably comes with a corporate free market. Worker-owned enterprises are
okay even if laissez-faire.
The criteria for joining the Alliance are:
be a democracy, anarchy, or hive mind
do not oppress minorities (some oppression tolerable if member has a strategic importance)
allow the use of augmentation tech for the purposes of quality of life
In the Alliance, there are three ranks.
Security Council Member: has higher weight in policy votes, if 3 out of 5 SC members agree then an
Alliance-wide war may be declared on a non-Alliance nation.
Alliance Member: has normal weight in policy votes, bound by Alliance laws and regulations, needs to
allocate part of industry to the war effort or otherwise contribute
Alliance Observer: has reduced weight in policy votes, not bound by Alliance laws and regulations, no
allocation but also lowered access to trade and research agreements
A Policy Vote is called every year or if there is an ongoing emergency. Delegates from every member and
observer travel to one of several space stations in obscure systems, and decoy craft are sent to the other
stations. This is a measure to prevent terrorist attacks or espionage. Inside these stations there is a
variety of environments to ensure every delegate is comfortable.
Hegemony
The Hegemony, meanwhile, was founded somewhat earlier, when the Dal-Ghar Iron Empire
invaded the Syanndree Viceroyalty. Unlike the relatively egalitarian structure of the Alliance, Hegemony
members answer solely and directly to the Empire. Its mission is likewise twofold: to empower the Iron Empire,
and to prevent the development and adoption of transhumanist
technology. It is this latter cause that it touts in its propaganda abroad. The dal-ghar temperament of
paranoia makes their culture distrustful of change, and transhumanism is the ultimate form of change. And from
another perspective, augmentation would result in the commoners being able to match the nobles, which would
threaten social order in the Empire. The appeal-to-social-order in general is the greatest wedge here. They
point to, for instance, the civil war in Terra, or the arbeni robot revolts, while conveniently ignoring the
fact that it was material conditions that caused these events, and ignoring the many success stories of
transhumanism that far outweigh these incidents. The appeal to nature and appeal to tradition are two other
arguments that the Hegemony frequently uses.
Every member of the Hegemony has to abide by these Great Stipulations:
A Hegemony member must not allow the change of capabilities, appearance, or apparent gender of its people
via technological means, outside of the species' natural variances.
A Hegemony member must not allow unnatural sexual intercourse between its people. Homosexuality,
exophilia, and all other forms of sexual deviancy must be punished by death.
A Hegemony member must recognize the concept of hierarchy as an universal and sacred law. A noble must
rule over a commoner. A rich individual must employ a poor individual. The thrall must obey its Hegemon.
A Hegemony member must recognize the millennia-old dal-ghar culture as great and wonderful. Requests to
adopt tenets of it, and to eliminate contradictory tenets of one's own culture to make room, must be obeyed
with great priority.
For the most part, the Hegemony expands through conquest. A conquered polity is made into a Viceroyalty (see
below). However in recent decades, what with the Barrier of Freedom Doctrine being enacted by the Alliance and
thus preventing easy growth, it has been seeking voluntary recruits to turn into Vice-Empires.
The ranks of the Hegemony:
Hegemon: only the Dal-Ghar Iron Empire can have this rank. All policy is managed by it and only by it.
Vice-Empire: a rank reserved for those who voluntarily join the Hegemony. While they have to obey orders
(especially when the bloc goes to war), the Empire does not intervene in cultural or political affairs as
much; they are even allowed to quietly flout some of the Stipulations in a don't-ask-don't-tell manner.
Viceroyalty: the bulk of the Hegemony, especially members close to the Empire, are of this unfortunate
rank. Their sovereignty is solely on paper. The dal-ghar impose their culture on them; their people listen
to dal-ghar music and wear dal-ghar-styled clothes. Their government pays a tithe of resources and of people
to fight in wars as battle-thralls.
Abyssal Sphere (NEW!)
The Abyssal Sphere is the Abyssals' pet project, formed after they had to change their
strategy from eliminating possible threats by subjugating them. The Sphere, unlike most other blocs, has no
ideology whatsoever. One does not have to be a democracy or monarchy or transhumanist or anti-transhumanist or
peaceful or violent. All that matters is that one pays a tithe to the Abyssals. This tithe can be of people to
be used as slaves and fleshcraft fodder-- usually drawn from criminals and the underclasses-- or it can be of
regular or strategic resources or working spaceships. In exchange, the
Abyssals offer protection against threats from outside the sphere, though fighting inside the Sphere is fair
game. Though even this protection is not reliable. What the Abyssals do reliably offer is protection from themselves,
which they do hold up. Alongside the usual trade and tech deals.
There are three ranks within the sphere.
Ringleader: only the Abyssal Empire can hold this rank, and it holds absolute power
Sphere Member: everyone else except...
Enshadowed: disobedient Sphere members may undergo a process where their populace is rounded up and genetically
modified or brain-chipped to no longer be disobedient. These are referred to on
the map as "Dark <species name>"
Non-Aligned League
The Non-Aligned League (NAL) is a very loose coalition of democracies, anarchies, anocracies, and benevolent
dictatorships that see the pissing contest between the Alliance and Hegemony as ultimately deleterious to the
state of the Oval as a pan-civilizational system. Much of the northern Oval (see the map)
is a member; the Iywkaa Unity (a nation of hive-minded cyborg lizards) leads it, and a
notable co-leader is the Kaziil Technocracy, whose dominant species is incapable of taking
anything on faith and may be the only species that sees the world as it is rather than how they believe it is.
However in practice, the NAL leans closer to the Alliance in policy. This is because the Hegemony's goal is to
snuff out technological and social progress across the entirety of sapience and plunge all societies into
reactionary, absolute-monarchical dictatorships-- and if such a regime is incompatible with a given species
psychology, said species is to be exterminated or subdued. On the other hand, the Alliance mostly wants to put
a stop to that. The NAL thus mainly disagrees in method or on reasons of ethical purity or transparency-- the
Alliance's tactics of blatant lies and misinformation as propaganda, McCarthy-esque silencing of dissidents,
and so on-- not to mention a non-negligible amount of war crimes--, do not endear them to those civilizations
with core values of honesty or honor. However, considering just who the Alliance is aiming those tactics
against, many in the Terran Federation or Relmai Commonwealth consider them fully justified.
I as the author will let the reader be the judge of who is in the right here.
The criteria for the NAL are:
do not be an aggressor towards others or your own
That is it.
The NAL is not a hierarchical institution. The iywkaa and the kaziil de-facto run it, but there are no
provisions for a formal table of ranks.
Organization for Security of Endangered Societies (NEW!)
A bloc headed by the Ormene Commonwealth, the OSES is effectively an interstellar protection
racket that uses justified fear of the Hegemony to convince other civilizations to join up. To the Ormene's
credit, being an OSES client state isn't terrible. So long as the "dues" are paid, the Ormene only
meddle in the governance of their clients for the purpose of mediating inter-client conflicts.
That said, the OSES is fairly blatantly an imperialist project on the part of the Ormene Commonwealth. The terms
of membership in OSES are quite lopsided in the Ormene Commonwealth's favor, while still strictly speaking
being beneficial for the client as well (unlike the Abyssal Sphere). Aside from straightforward taxation, OSES
dues include cadres of trained military personnel to serve in the federal OSES military. Said federal military
answers almost entirely to the Ormene Commonwealth. Meanwhile, secession from OSES is strictly forbidden "so
long as the Hegemony remains a threat" (read: forever), with attempts to exit being severely punished.
The formation of the Alliance proved a moderate hindrance to the expansion of OSES, as the existence of a
competitor in providing guarantees of anti-Hegemony security forced the Ormene to adjust their terms to be
notably better for their clients. The Ormene took this development in stride and made the needed adjustments,
their imperialism being driven purely by cynical pragmatism, rather than ideology (like the Hegemony) or
intractable social incompatibility (like the Abyssals).
List of Species Big list of all civilizations that we wrote so far
Superpowers
Terran Federation Flawed yet pragmatic and progressive pan-human government
The Terran Federation is the successor of the UN. In 223X, it is one of the
largest nations in the Western Oval. Though at times inefficient and still reeling from the scars of the Human
Civil War, it is an economic, cultural, and military powerhouse. Most Stardust stories are set in it.
Government form: Federal semi-presidential republic
Ideology: Progressivism / Liberty / Individualism{2} (Prometheanism)
Economic system:Dirigisme
Population: ~25 billion
Capital planet: Terra (Earth)
Climate preference: Temperate grassland
[...] Just as Prometheus brought the gift of fire to mankind in spite of the reactionary Olympians'
edict, the mission of the Terran Federation is to bring the gift of progress to mankind in spite of
Nature's negligent and harmful "design". Progress of society, progress of technology, and progress of the
body. Let us cast aside the Olympians of our past.
--Conclusion to Section 1 (Foreword), Constitution of the Terran Federation
Summary
The Terran Federation is partially what one expects the stereotypical oldschool sci-fi united human star
republic to be. Terrans live in a quite individualistic manner and self-expression through art and identity
is quite valued. On most planets in the Federation, daily life is quite comparable to life in a 21st-century
first-world nation-- though in some areas it is more regulated and in others less.
Earth itself (called Terra in official documents, but language refuses to change) is divided into many
superstates that cover geographic regions. Most countries from today are still extant, mostly handling their
own affairs on Earth while the superstates represent them to the colony worlds and alien civilizations.
The 2000 stars of the Federation vary wildly in culture and governance, especially away from the core. The
central government has a relatively low influence on the affairs of the colonies. Before the Civil War, the
superstates of Earth had much tighter control over the extrasolar settlements, but in 223X their control is
limited to economic privileges.
After the flames of the Age of Protests died down and unification started under the UN Committee for
Environmental Protection (and later the United Nations of Earth with its Unification Constitution), humanity
turned its sights to the stars during the Great Economic Miracle of the late 21st century. It was during
this Miracle that something of a soft singularity manifested, with true AI, genemodding, and
room-temperature superconductors being invented in one fell swoop during the 2090s. And then there was
relative stagnation, until first contact with the Relmai Commonwealth in 2123 rattled
human society on political, religious, and cultural fronts. The government took a risk and put down the
ensuing xenophobic revolts with extreme prejudice, establishing the First Contact Constitution afterwards.
This centralized power in the hands of the government, putting the extrasolar colonies under full control of
the superstates that founded them. While this worked fine while the population outside the core was small,
this made the colonies in the frontier chafe more and more as their population grew. Nevertheless, the First
Contact Constitution made sweeping reforms such as enacting the mass uplifting of animals to provide more
population to get an edge in the Space Cold War once the hegemony was discovered;
legalizing human-alien marriage; and introducing Durabilis (which was opt-in at first). This lasted until
2140, when the Stability Constitution was adopted. After this was another Constitution, the Stability
Constitution. It rolled back some of the more radical reforms. The first rumblings of Canid separatism and a
second wave of anti-genemod
specism began rearing their ugly head as well as the corporations breathing somewhat free after a
century of regulation-- which wasn't constitutionally codified yet. But it was only in 2172 that the Liberal
Constitution kicked those in full gear. Neither it nor the Stability Constitution eased the burden on the
colony worlds any.
The Liberal Constitution was a disaster. What followed was an immensely brutal conflict known as the Human
Civil War. See that snippet for more information.
After the dust settled, though, the Promethean Constitution stood stably for the 50 years after the Civil
War. Aside from enshrining control over corporations into the Constitution, it finally formally abolished
the freedom of speech and expression and made fascist ideologies proscribed, alongside a multitude of other
reforms.
Under President Manuel Dufresne there was a period of sudden and rapid deradicalization of society and
politics from around 2226-2230. This
is why the Federation in Origins is so milquetoast.
Lifestyle
An unifying feature of Federation culture is a respect for individual liberty and tolerance. The unifying
moral of Terran society is 'do as you please as long as you do not harm yourself or others'. Terrans are
encouraged by society to take up hobbies and personal projects to promote intellectual growth and awareness
of the world.
Automation is prevalent though many jobs are not feasible to automate via pseudosapient AI and thus are in
the hands of humans or sapient AI. Nevertheless, UBI (universal basic income) has been implemented for
centuries because automation is regardless too prevalent to employ most of the population. Somewhere around
half the population is employed. The rest dedicate themselves to hobbies, to self-improvement, or to
learning.
Artificial wombs are used en masse thanks to the advent of biotech (see below). Somewhere around 30% of
otherwise-fertile (straight, cisgender, same-species, etc) couples choose to use an artificial womb to avoid
the pain of childbirth.
Terran genemodding
To call the Federation a human state is something of a misnomer. Genemodding
tech is more advanced and widely adopted here than in the vast majority of the Oval's civilizations, and so
over 35% of Terran citizens are no longer baseline Homo sapiens durabilis. Durabilis is
the name for the subspecies that all human populations in 223X belong to, with the exception of isolated
peoples and some emigre communities in alien civilizations. It is a genemodding treatment that primarily
staves away the effects of aging and various chronic diseases-- without making any external physiological or
psychological alterations to the body or mind. Durabilis humans look human, act human, and call
themselves human-- thus they are humans.
Most other genemods, that over-35%, fall under the categories of Augments (humans with various features not
present in baseliners) or Anthros (animal-people). They are a fully integrated part of mundane society and
have existed in some form since the 2090s. While some governments under the UN have repressed their rights,
the post-2184 Terran government is species-blind and they are treated the same as Durabilis.
There are weirder kinds of genemods and transhumans such as Laterals, these tend to be somewhat apart from
wider society (by their own choice).
Universal Morphic Freedom is policy in the Federation. In short, the government cannot force you to change
your form, and also cannot prevent you from getting genemodded into anything you want as long as your wanted
form does not pose a threat to society
and is not appropriative whether of humans
or aliens. There are other exceptions in practice. Also, genemodding is part of the Federation's universal
healthcare and thus one can get it for free-- though for more intricate forms there may be a lengthy wait
time.
Durabilis
As mentioned before, the Durabilis treatment that turns Homo sapiens sapiens into Homo
sapiens durabilis is a major boost to quality of life, especially beyond the middle years and during
infancy. It is a package of genetic modifications that is, in effect, a "bugfix patch" to the human body.
Amongst the changes it makes are:
optimizes the composition of synovial fluid
to ensure healthy joints
changes the structure of the spine slightly to reduce risk of scoliosis or back pain
improves filtering of excess proteins in the brain, preventing the onset of Alzheimer's
tweaks the Huntingtin protein to prevent mutation into the protein that causes Huntington's
disease
makes white blood cells better at recognizing cancer cells
and so on. There are hundreds of these fixes.
The set of modifications that comprise Durabilis are controlled and vetted by a consortium to ensure that
there are no unforeseen consequences or erasure of diversity as a result of the modification.
Most psychological conditions, like autism or sociopathy or borderline personality disorder, are not
removed by the package. Also not removed are cosmetic or minor physical abnormalities like baldness. A rule
of thumb is: if something has some sort of upside or has a distinct cultural identity around it, it is not
eliminated by the default Durabilis package. These can be genemodded away, but only with the
individual's consent after they reach 16 years of age. Features that baseline humans do not have, like IR
vision or hearing above 20000Hz, are also not included by default but are likewise easy to get after the
fact.
The default package above, however, is mandatory, and has been mandatory since the Prometheanists came into
power following the Human Civil War. It is illegal to undo the Durabilis treatment, and back when there were
still non-Durabilis humans in the federation, it has been illegal since 2184 to raise a child that was not
treated with Durabilis at the earliest convenience (whether in-utero or in infancy, preferably the former).
Since 2189, it has been illegal to be a non-Durabilis-treated human outside some designated societies (i.e
the isolated indigenous). This was part of the mass campaign against bioconservatism and assorted political
purges that went on from the late 2180s to the early 2190s.
One question that the reader may be asking right now: isn't this eugenics?
Perhaps it is, by some definitions. But what is actually lost? Certainly not neurodiversity, sexuality,
ethnicity, or gender non-conformism. These are explicitly preserved. What is actually lost are life-ruining
diseases, chronic pain, and many other illnesses. What is so sacred about this faulty genetic code of ours,
created by a blind and uncaring Nature that only cares about genes being passed on? As thinking beings, we
may have different priorities than merely passing on genes and then dying a nasty and painful death-- and
what is wrong with changing ourselves to match those changed priorities?
Also, denying a treatment that solely prevents disease is pretty much morally equivalent to being an
antivaxxer. Speaking of, vaccines are mandatory too. Part of Durabilis is removing incompatibility with
vaccines, meaning that there is no excuse to not get vaccinated. Those who refuse vaccines, just as those
who refused Durabilis while there were any who could refuse, are issued a minor fine and a forcible at-home
vaccination.
One should also keep in mind that the Federation's majorideologicalopponents are bioconservatives. In a cold war, sides tend to polarize against each other.
Genemod types
As mentioned before, there are several different types of genemods present in the Federation as coherent
demographics. Some fall outside these boundaries-- these are descriptive, not prescriptive. One's category,
or in fact whether one is genemodded or not, is not listed in one's passport or other official documents
except where relevant (e.g medical records).
Anthros
Anthro-genemods are people who have modified themselves to look like anthropomorphic (i.e humanoid)
animals. The extent of these modifications varies-- some have human proportions and plantigrade feet and
flat faces, others have their proportions and bone structure altered to be more like those of their base
animal. Due to the way psychology interacts with physiology, it is invariable that they take on some of the
psychological qualities of their base animals.
A similar category is Kemonomimi, i.e what we call cat/dog/etc-girls/boys/etc.
Anthros were one of the first applications of cosmetic genemodding, and faced social oppression during
reactionary periods in human culture. Anthro culture is the successor of the modern-day furry fandom, and
have supplanted it completely long before 223X.
Canids are a subcategory of anthro-genemods with wolves or dogs as their base animal.
They have a very distinct identity and separated from the human polity in the 2180s. More info on them is in
the linked folder. Some Canids either stayed behind or migrated back to the Federation, they tend to find
employment as security guards, club bouncers, and other jobs where an imposing presence is helpful.
Felids, too, have a very distinct identity but are
much more disparate and never felt like leaving mankind's side, ironically enough.
Felid
subcultures (By JCT):
"Tryhards": These are the sporty cats; the ones who have their body tuned for the
absolute maximum performance to mass ratio, like cats in the wild need to survive. While still
often cuddly, Tryhard Felids are more often known for
parkour shenanigans, martial arts, and markscatship. Tryhard Felids
tend to wear practical rough-and-tumble clothing. A sub-subculture of Tryhard Felids
tends to go into law enforcement, as a reflection of felines' original role in human society.
"Cuties": While still clawed and dangerous if provoked, Cuties focus more on the social
side of things. Results vary from obnoxious busybodies who cause more distress than they solve, to
attentive and compassionate individuals who are viciously protective of their friends.
"Sleepyheads": Felids who just want a
nap.
Augments
Augments are simply humans who chose to actively improve their bodies through a combination of genemodding
and cybernetics. Every Augment is different, depending on what they felt was useful to their lifestyle or
profession-- can be ultraviolet vision, or extra arms, or higher grip strength, or echolocation. Some
high-risk jobs mandate certain augmentation packages to be added.
Unlike what one might expect, it is highly taboo in Augment culture to consider oneself above baseliners.
Augments are just normal people, frankly.
Uplifts
An uplift is an animal that has been genetically modified to be fully sapient. Ethical regulations
prevented this from being done at the start of the genemodding era in the 2090s. However, in the 2130s, the
government of the UN started a push towards settling frontier worlds. They needed more people for that, and
there was still a limit quota on the production of sapient AI or on cloning individuals. It would have been
harder to repeal these laws and set up the proper infrastructure for mass production of AIs or clones than
it would be to simply flout the anti-uplifting regulations and mass-uplift some animals to serve as
settlers.
Only some animals can be uplifted. These are mostly animals that are already nearly sapient-- have pattern
recognition, self-reflection, and potentially beginnings of tool use. Apes, octopi, cats, dogs, crows,
elephants, cetaceans, and more. Insects, most reptiles, and many mammals cannot be uplifted.
Uplifts usually live alongside humans. They dress in humanlike clothes and adopt human names-- but with
surnames that are either their species or their birthplace.
50% of uplifts stay "feral" in the sense of being quadrupedal. 30% decide to become anthros. 20% decide to
modify themselves further to become indistinguishable from humans except for a few habits.
Laterals
Laterals are a catch-all term for the Really Weird Genemods. They are never recognizable as a specific base
species and tend to be very large, up to 4 meters tall. They tend to be monstrous and colorful and usually
have powerful cybernetic enhancements in addition to their bio-augmentations. They often live in small
enclaves embedded within large human cities.
While Laterals are disparate, some of them have a more united sub-subculture. These are the eldritch-Laterals
of Yig.
Nomenclature
All humans are Terran, but not all Terrans are human. The best way to explain the terms is this crude
infographic.
The Septants
The Terran Federation is, in addition to being split into sectors, is split into seven septants. All except
the Core Septant are shaped roughly like inverted pyramids with four sides, pointing at Earth. Sector
boundaries make them not exactly even.
Core: also known as the inner core. Earth, Proxima, Alpha Centauri, Barnard's Star, and
so on. Around less than 10 light years radius. This is the capital, and has most of the heavy industry and
the longest history. Most political power is here, but only narrowly; unlike under the UN the colonies
have much more of a say. Capital: Terra (Earth)
Up: due to a dearth of habitable worlds in this septant, it is widely seen as a barren
wasteland. That is true for the space that would be the outer core in other septants, but its frontier is
very rich in monopoles, has the high-gravity garden world of Anvil, and borders a prosperous region of the
Relmai Commonwealth. Capital: Anvil
Down: the inner parts of this septant house important industrial systems like Tau Ceti
(with its Hephaestus and Ares) and Lesser Hades, as well as the one-of-a-kind radioactive planet Golgotha.
The outer parts are mostly StarNavy bases and the border is tagged even by space standards, because the
kjee and the AEONs both border it. Capital: Hephaestus-Ares
North: most early human expansion was to this area in a thin "snake" between habitable
worlds. These colonies, such as Thrive (with its green deserts) and Nuevo Alicante, are as old as those of
the core. It has seen low-level unrest during the Civil War, but is otherwise peaceful, aside from the
latter planet mentioned that was ravaged the most out of any world. It is marked by relmai cultural
influence that increases the closer one goes to the border with Koumanlan; many relmai syndicates have
expanded trade rights here. Capital: Thrive
South: there is an unusual concentration of easily terraformable worlds in this region:
Nyu-Chukotka, New Guangdong, Yggdrasil. The best explanation is some long-forgotten and decayed
terraformation efforts by precursors, millions of years ago. Many genemods live here, and many sectors
have humans firmly in the minority. The BFR holds some influence here. Capital: Hope
East: this septant has the most neighbors. The 2D map cannot do it justice. Thus there
is a massive presence of the StarNavy around here, and in general a lot of attention is pointed at it for
another reason: the worst of the Civil War was fought here. By now the situation has long since
stabilized, and worlds like Kamohoalii, Alacrity, Novaya Sibir, are shining jewels of the Federation,
which still keeps a firmer grip over them than worlds in other septants. Capital: Kamohoalii
West: the largest septant, yet the sparsest one. Resources in a large swath of it seem
to be exhausted by layers of precursors, there are few terraformables and fewer gardens, and there are no
real neighbors. The exception, of course, is TRAPPIST, functionally a secondary capital of Terra that
exerts massive legal and cultural pull. Overall, the central government has a light hand here, and many
colonies have very varied government forms: from constitutional monarchy to anarchist communes. Yig has a
certain amount of cultural influence over the southwest. Capital: TRAPPIST
Politics
The Federation is a representative democracy, but the ideology of Prometheanism is baked into its
constitution. Prometheanism is a sort of cynical, pragmatic transhumanist progressivism under a heavily
statist social democratic framework. A key component of its economic policy is that the government is to
hold large amounts of shares in all major corporations, increasing with the size of the corporation. With
every decade, the percentage of the shares grows. This is not pleasing to the CEOs of said corporations. Its
social policy is Post-Species Theory, which posits that all of sapience is universal and species must play
no role in government.
Terran organization:
Each "metropolis" (i.e system with at least one planet that is easy to colonize and/or terraform for any
reason, has good infrastructure and a high population and is stable) is the capital of a sector. Sectors
self-govern colony worlds and outposts within their borders-- defined by "flood-filling" from each
metropolis until the (3D) border hits another sector's expanding border. The result is a 3D Voronoi
diagram.
Sectors are akin to US states. Each has its own name, flag, and code of laws.
Candidates for any office have to pass through the Electoral Vetting Consortium, a group of impartial
psychologists and philosophers that is chosen by lottery and changes every year. They are extremely hard
to bribe; a Consortium member reporting a bribe with proof gets the promised bribe paid by the government,
tripled, while the briber is hauled off for a mandatory 15 year sentence (in a nation with rehabilitative
justice where most sentences have far less mandatory time).
The parliament is split into two houses. The High Administration handles budgeting, military affairs,
and broad laws, various production quotas. Represented are sectors; each sector gets a different amount of
seats depending on its Federal Importance Rating, which is weighted by population but also by industrial
value and strategic position; it is determined by a different Consortium with similar methods. The
People's Administration handles everything else, and represented is population, where x tens of millions
of people get you a seat; it also has a separate sub-parliament for residents of enclaves of major alien
species that are interest groups.
There are checks and balances against laws that disproportionately favor the core. For example, a
septant government can have a given bill not apply to it if 75% of its constituent sectors vote to veto.
Ranked choice voting is used in all elections.
Political parties in the Federation
Major parties
Prometheanists
Prometheanism is the dominant ideology in the Federation. It is a sort of cynical, pragmatic
transhumanist progressivism under a heavily statist social democratic framework. A key component of its
economic policy is that the government is to hold large amounts of shares in all major corporations,
increasing with the size of the corporation. With every decade, the percentage of the shares grows. This
is not pleasing to the CEOs of said corporations. Its social policy is Post-Species Theory, which posits
that all of sapience is universal and species must play no role in government. Prometheanism is divided
into:
Center-Prometheanism - represented by the moderate Unity Party and its
allies, which see the current state of things as acceptable. They support universal morphic freedom
and the Post-Species Theory, but do not want to move too far from "humanity". Interest groups: the
politically inert, small businesspeople, those who want the Federation to focus on defeating the
Hegemony
Right-Prometheanism - represented by the People's Choice Party (and its
allies), which considers that the interests of Terrans need greater focus and want to stop the
increasing of government shares-- they also feel there should be limits to universal morphic freedom,
namely in terms of "greater focus on social responsibility". Interest groups: xenophobes who are fine
with genemods, washed-out ex-Liberals
and Left-Prometheanism - represented by the Visionary Party (I will no
longer mention the bit about allies), which openly wants to entirely phase out capitalism before the
end of the 23rd century and not-so-openly considers humanity outdated as a concept, alongside gender
and the family. Functionally aligned with the Communist bloc but more focused on social-- rather than
economic-- radical transformation. Interest groups: the younger generations, all sorts of genemods,
alien immigrants, queer people
Communists
Communism is alive and well and not fringe in the 23rd century, but it changed a lot in its theory and
practice, thanks to the lessons learned from analyzing the history of similar ideologies in alien
civilizations (which tend to be a lot more collectivist than humans). Gone are the days of orthodox
Marxist theory being a relevant force; dictatorship of the proletariat is a very hard sell in Terra,
considering the amount of automation present in the economy. The question posed by Terran communism is,
why do we need any sort of economic stratification anymore, when we have this level of
automation? Why have wealth caps when the wealth can be shared in its entirety?
State Socialism - represented by the Communist Party of the Terran Federation.
It is the closest thing to oldschool statist leftism. The economy is to be in the hands of the
all-encompassing, centralized state (though with free and fair elections), where Terrans act as
planners, assisted by powerful AIs but always in control. They also advocate direct invasion of
capitalist alien polities. Interest groups: basically a spoiler-effect for the Left-Prometheans
Algocracy - represented by the Technocratic Alliance. The government and
economy is to be put in the hands of ultra-powerful AIs,
overseen by other AIs in an analog to the Consortium. Humans would make decisions only at the local
level, if that. The main issue with this ideology is that superintelligent AI has been proven to be a
dream, but they believe they can make it work with mere quantum blackboxes. Interest groups: techbros,
QDNE-32 sympathizers
Anarchism - represented by the Red-Black Front. Anarcho-communism
survived mostly unchanged, with further refinements to theory thanks to the lessons of the Seven
Commune Worlds in the western septant of Terra. They believe that the apparatus of the Terran
Federation is bloated and counterproductive. Interest groups: washed-out ex-Prometheanists and ex-CPTFs, those who
believe another Civil War is inevitable.
Liberals
Liberalism has changed too, but is on the decline in its classical form, with social-democratic and
social liberal forms being absorbed into Prometheanism after the Human Civil War. Ergo, there are only
two major liberal parties. They are unhappy with the government's constant meddling in the economy and
society, whether it is the government shares, the in-your-face encouragement of full transhumanism, or
the McCarthy-esque suppression of the right wing. They are somewhat fringe, and are the furthest right
parties still legal. Nationalists generally have to cozy up to "true" liberals to have any sort of pull.
By 223X, Terran liberalism is far-right considering the shift in the Overton
window.
Monetarism - represented by the Torch of Liberty. In effect, they
consider economic rights to be as fundamental as social or political rights. The government shares are
to be abolished and government monopolies to be dismantled, and UBI payments to be lowered. They
believe that only a strong work ethic focused on profit can help humanity progress. Interest groups:
large businessmen, wannabe Social Darwinists
Human Nationalism - represented by the Human Vanguard. According to them,
all humans, regardless of creed, religion, sexuality, and any other aspects of identity, are uniquely
powerful as a species thanks to their indomitable spirit, and their interests are to be
promoted above all others. Straying from the human form, especially the face (minor modifications are
okay), snuffs out the indomitable human spirit. It is also not in the rights of the government to
restrict anything a human may do unless it directly harms other humans-- this includes the government
shares. Interest groups: xenophobes who are not fine with genemods,THO
sympathizers, all other sorts of cryptofascists
Minor ideologies
There are more than the three ideological blocs. There are a multitude of unclassifiable parties that
do not neatly fall to each bloc, though they often secure an allied major party and vote with them in
the parliament. Together they are larger than the Liberal bloc and take up a sizable chunk of the
parliament. However they do not agree with each other in the slightest.
True Rationalism - represented by the Foundation for Post-Human Fulfillment.
A splinter of the same movement that became the MfHA during the Civil War; they thought that John
Doe's beliefs are, ironically, highly irrational and an existential risk to humanity, and fought on
the side of the loyalists, being spared from the purges with that deed. They were proven correct.
They heavily idolize kaziil mindset and culture, and support modifying human brains to be unable to
take things on faith. Politically, they oscillate between supporting Left-Prometheanists and
Algocrats.
Religious Neohumanism - represented by the Temple of Sapience. Sometime
in the 22nd century, a whole new major religious movement emerged, that put under its umbrella the
multitude of universalist, progressive, and postmodern sects from all world religions. They see
faith as something truly beautiful if pointed in the correct direction, and promote peace, humility,
and above all else the total and absolute equality of all that thinks. They also glorify empathy and
members are encouraged to amplify theirs. Politically, they are highly split between various flavors
of Prometheanism and Anarchism.
As mentioned before, far-right and discriminatory ideologies are proscribed by the Federation, and this is
enshrined in the Constitution. While someone being bigoted on the internet is unlikely to face real legal
consequences except in truly egregious cases, anyone working in communications, education, politics, or who
is a celebrity, who expresses bigoted or fascist views, will lose their job and face severe fines
or mandatory reeducation sentences. Far-left speech is not at all censored and is mainstream. Think modern
Russia with its anti-propaganda laws, except the boot is on the other foot. Or, what the anti-woke chuds
fear the left will do. I stand by this, of course.
The Federation has rehabilitative justice comparable to or beyond present-day Scandinavian nations. Almost
all criminals, from petty thieves to rapists go through therapy courses and material support. The prison
cells are more like hotel rooms, even with internet access (though for higher-risk prisoners it's locked to
a few sites and read-only). And it works; the recidivism rate is very low. Even, for instance, serial
killers are at least treated well. For some cases, the government may authorize the use of direct
brainwashing via BCI in order to ensure rehabilitation; this is used sparingly however.
Terran Intelligence Agencies
The Federation has the Terran Intelligence and Security Agency (TISA). It combines internal security,
foreign intelligence, counter-terrorism, and secret police functions. There are three main branches of it.
INTSEC (Internal Security): Tracks down major criminals who flee between
star systems, domestic terrorists, mafia bosses, and so on. They are called in where the sectors'
local security agencies have failed. It answers directly to the Terran government, local governments
can file a complaint in case of misbehavior and INTSEC agents are subject to a decent amount of
transparency. The INTSEC is probably the least authoritarian of these agencies and is not as feared--
but they are still much more militarized than regular police. Common knowledge amongst the population.
EXTACT (External Actions): Sent to alien civilizations in guise of traders
and travelers to spread Alliance influence and fight Hegemony
influence. The Federation takes an active
measures approach to espionage. EXTACT agents spread propaganda, they assassinate pro-Hegemony
figures, they stage coups against pro-Hegemony governments. EXTACT uses the generally widespread human
diaspora to blend in within neutral civilizations-- agents often pose as skilled workers or engineers
to gain access to industrial secrets. Not exactly a secret but not really publicized to the Terran
population.
CONTFASH (Counter-Fascism):
equivalent to secret police of certain regimes. Aimed at rooting out Hegemony sympathizers within
Terra proper. The most ruthless and feared of the three branches, they are authorized to seize any
websites or other publications deemed pro-Hegemony or that tolerate pro-Hegemony speech, to threaten
or blackmail or even assassinate public figures that have expressed pro-Hegemony views, and to make
sure no organized pro-Hegemony parties form anywhere in Terra. However, they are not omniscient and
especially in the frontier much slips under their eye. Used to be truly secret, now it's tacitly
acknowledged-- and now citizens with hidden Hegemony sympathies usually do not voice them anywhere, in
person or online.
The emblem of TISA is a cybernetic arm holding a sword ablaze with the flame of Prometheus, stabbing
through and shattering a red comet, the symbol of the Hegemony, wrapped in
chains.
Religion
Humanity has one of the highest atheism rates of all civilizations in 223X. Around 60%. The rest are split
fairly evenly between the current major religions-- Christianity, Islam, Buddhism, Judaism, and so on are
alive and kicking, though fundamentalism is fully marginal and the vast majority of believers are
progressive, moderate, or postmodern.
With one notable difference from now: neo-Paganism has become semi-mainstream. The various neopagan faiths
have syncretized amongst themselves heavily and common beliefs have appeared surrounding technology-- for
instance, that the Oval is in actuality the substrate on which independent perspective may
appear in complex enough self-sustaining systems (mostly brains). Thus egos
can only arise within it. This substrate is embedded in an alternate universe. This alternate universe differs from the
prime universe in this manner: In our prime universe, physics exists
before concepts and concepts are created by sapience to categorize it. But
in the alternate universe, concepts exist, and physics is secondary to them. There is nothing in this alternate universe (let's call it Aether). No color, no smell, no touch.
Only disjointed concepts that float around, unable to interact with matter. Most of these concepts do
not correspond to the real universe and cannot be described by language. There is some near infinite
amount of them but some are much stronger than others and thus they appear consistently in most
civilizations. Those are, the concept of Ego itself, and the concept of the Ugolnikov
Drive. What unites these two concepts, or rather their mirrors in the
physical world? The fact that they are not explainable by science even if their rules can be jotted
down. The way egos interact with the Aether is similar to how a magnet interacts with a pile of sand.
They draw out that which attracts to them. Namely, the concepts that are compatible with both the
physical world and the specifics of the ego. The stronger an ego is (i.e the stronger the capacity for
creativity) the more concepts it can draw out. This is also the reason why people hallucinate during
warp, and why everyone's hallucinations are different and seemingly tailored to their species. Humans
are diverse so they see characters from culture and media. Relmai culture is all
about colors so they see weird shifting colors. And so on.
None of this has any real evidence for it. But it doesn't exactly contradict anything either.
Just like most religion.
Meanwhile, for the Abrahamic (and others, but this mainly applies to the Abrahamics) faiths,
all of them have been mandated after 2185 to follow the Post-Species Policy, with sweeping changes made
if necessary. The gist of it is that humans should not be deemed the only ones made in God's image or
otherwise endowed with souls. Aliens, genemods, and true artificial intelligences should be considered
equal in spiritual worth, no ifs ands or buts. For the Christians, for instance, a new Council of Nicaea
was called,
and the council deemed that "in His image" in Genesis
1:27 means able to reason and self-reflect. And really, it only makes logical sense that way--
if God is immaterial, why would configuration of material be the criterion for resembling Him? The
doctrine of theistic
evolution was also now doctrine for all Council-compliant churches.
Those fundamentalist holdout churches who refused to comply, were stripped of legal protection
and gradually outlawed as discriminatory organizations, for hate-speech or suspicion of Hegemony
collaboration. The followers either kept practicing in private, seething impotently, or fled alongside
dissatisfied free-speech absolutists to join the Organization for Security of
Endangered Societies. The Liberal bloc of the parliament had not reconstituted itself yet-- or
they would have protested. Probably without effect.
Alien Enclaves in terra
The Federation, thanks to its Post-Species Policy, welcomes migrants from alien civilizations with open
arms. Whether seeking work opportunities, or fleeing political persecution or instability or war, or simply
desiring a new life, tens of millions of aliens of various species from all over the Oval reside within its
borders. Due to the inherently differing infrastructural requirements and aesthetic desires, most of them
live in enclaves-- communities purpose-built to resemble their homeworld's cities.
Enclaves are subservient to the local government of wherever they decide to reside, but have some degree of
autonomy and can even set their own laws. They have representation in local parliaments.
With the advent of xenodigestion enzymes, human food can be imported to
the enclaves, but most were founded before the invention of these enzymes and thus have their own food
supplies such as hydroponic arrays, fueled by recombined organic material.
The complex interactions between alien laws and human laws result in some enclaves being hotbeds of illegal
activity by humans.
It should be mentioned (for lack of a more fitting subsection) that a major cultural export from humans to
alien civilization is... pizza.
Economy
Language
English is the official language of the Federation, inherited from its precursor the UN.
There are two official dialects of it. Common Terran English (Common) has loose grammar
rules and a high tolerance for slang and various odd expressions, though can be spoken formally if one so
wishes. More importantly, it is spelled phonemically (even if this would introduce ambiguity). It is used
in almost all spoken and most written contexts, and it's better at conveying emotion and various
subtleties than Techspeak. It's somewhat more terse and harsh-sounding than modern-day English, but not
much denser in information. However, it is extremely easy to learn regardless of culture or even species.
This is a necessary adaptation considering the world-language status of English.
Meanwhile, Technical Terran English (Tech or Techspeak) is used in law and in research
papers. It has very rigid, standardized grammar rules and definitions for words that have to be approved
by committee, making change slow. Its purpose is to precisely and concisely express complicated and
specialized concepts without ambiguity, with an almost Lojban level of clarity, but it feels emotionless
and can be difficult to learn (it's taught in school for those who pick a STEM or law specialization).
Over its existence, it has stayed mostly frozen, with the only regular updates that aren't vocabulary
expansions being to match spelling and pronunciation shifts in Common. Speaking to someone with Tech in a
casual context will generally make you sound like a pretentious jackass.
223X-era Common Terran English would be comprehensible when spoken to someone from 2025, but not
comprehensible when written.
Most other human languages survived in some form and are used within their respective countries and
communities. Everyone knows English, however.
Symbols
The people of the Federation voted to keep the UN flag after the Civil War despite the radical
restructuring. After all, Earth is still the birthplace of mankind, and its presence centered on the flag
doesn't have to mean dominance. It can just mean memory of the past. Some voices, especially the
left-Prometheanists, wish to put it in the corner and/or change the continents to the night sky as seen from
Earth.
The anthem of the Terran Federation is called "March of the New Enlightenment". Sweeping, bombastic brass
accompanied by swooshing electronic pads. Fast tempo. Not too complex of a melody, to make it easier to
adapt the lyrics to many languages. The lyrics speak first of the deeds of the mythical Prometheus, then the
achievements of various scientists, engineers, and philosophers through human history, culminating in a
warning tothereactionaries-- that the road
towards the Second Enlightenment will be, and we quote, paved
with their skulls. During the rule of President Manuel Dufresne (2226-2230), that last verse was
removed. The next president put it back.
The emblem of the Federation is different from the emblem of the UN (which lived on in the flag, as
mentioned above). Instead of the left olive branch, there is a rocket taking off with its exhaust forming
the curve. Instead of the right olive branch there is a quarter of a gear. In the middle instead of a map of
Earth, there are 4 appendages in a mutual handshake. One's a human hand, another is a
clawed furred hand, the third is a mechanical manipulator, the fourth is a tentacle. Underneath it
all is a little flame.
The motto is simple and ancient. Per Aspera Ad Astra. Sometimes preceded or followed or responded
to with Ave Prometheus!
Terran splinter polities
Before, during, and after the Civil War, plenty of groups seceded from the UN or Terran Federation, or
attained notable autonomy within it. These are:
Black Fang Republic: lupine anthro-genemods who are essentially technobarbarian
space-vikings
Koumanlan: humans who seceded during the Civil War and tried to join the Relmai
Commonwealth, but ended up as a joint neutral zone that mixes cultures from both
TRAPPIST Sector: de-jure a regular sector, functionally a second core populated by
cyborgs and robots instead of baseline humans
Seven Commune Worlds: an anarchist insurrection that was brought into the fold and
allowed autonomy
Garden of Gaia: essentially back-to-nature deep-green eco-radicals who live in space
trees
True-Human Organization: human-supremacist space Nazis. Imagine the worst parts
of HFY,
mixed with a secular version of ISIS.
Movement for Human Advancement: a "Rational" technocracy led by the distant
descendants of Silicon Valley "visionaries" and superintelligent AI alarmists.
The Deep Tide: evil cetaceans who hate "hairless apes" and landlubbers in general
For the one without a folder, it's coming soon. When it's done.
Terran Star Navy
Why...:
Extremely long-range power projection well beyond the western half of the Oval; effective assistance to
allied polities
What...:
Relatively high concentration of radioactives in the Downward Septant makes nuclear missiles and engines
extremely cheap
How...:
Defense contractor companies are many, but each is under near-total ownership by the government. Ship
designs are often reused; don't fix what ain't broke
Which...:
"A little bit of everything" in terms of fleet composition, avoid overspecialization; prioritize missile
weapons heavily; ensure operability of ships by other Alliance species
Aesthetic: Spindly with blocky modules, military ships are usually unpainted
Terran Names
People
Aralyn Kaito
Jovan Wicks
Riven Shai
Natasha Arcturus
Planets
New Greenland
Thomas' Landing
Burung Mati
Kupfer
Spaceships
TFSV Paka Mwitu TFCV Beyond Three Seas TFPV Shí'èr Miàntǐ
Relmai Commonwealth Hedonist aliens
Name: Relmai Commonwealth
Astropolitical rank: Superpower
Interciv relations: Alliance leader, puppetmaster of Koumanlan and ???
Dominant species: Relmai and relmai-derived beings
Government form: Federal parliamentary direct-democratic republic
Ideology: Tradition / Liberty / Individualism{1} (Prosperianism)
Economic system:Laissez-Faire
Syndicalism
Population: ~27 billion
Capital planet: Tayma
Climate preference: Tropical jungle
What is a life without joy? What is a life without glittering, flashing, shimmering joy? The answer is
self-evident to us: nothing. With every decade that passes we are exponentially happier than our
ancestors.
-- Zyelrennou Hauuhauu-ta, Towards The Beam
The Relmai Commonwealth (rarely RelComm) is one of the largest states
in the Western Oval. It is one of the leaders of the Alliance and relatively close
to humanity in terms of outlook on life and astrographic position. In 223X, it's an economic powerhouse
larger than even Terra.
Species
The relmai are humanoids covered in sparse fur ranging from white to magenta to black. They have long
triangular snouts with black dog-like 4-nostriled noses. Their double-pupiled eyes are large, extremely
reflective and have brightly colored sclerae that can change color from intense emotion. Their feet are
digitigrade and clawed, and they have 4 digits per limb. Their ears are narrow, have internal fluff, and are
splayed out to the sides. But most noticeably, they have very fluffy squirrel-like tails that constantly
swish as they walk.
They are always very thin, with lanky builds meant for Tayma's low gravity. However their bodies are not as
frail as they appear; many have very toned muscles, and their bones are stronger than human bones.
They have 1.5x higher reaction times compared to humans, finer manual dexterity, and a robust nervous
system, but are physically quite weak and have lower endurance than humans (but so do most other species).
Their brains are resilient to extreme sensory stimulation as well as "messy" patterns, so they cannot really
be visually or auditorily overwhelmed. There is no equivalent of epilepsy or the like.
Relmai are technically hermaphrodites, but only one sex is active at a time, and it can change during
adulthood due to hormonal imbalances. They remain fertile in such a scenario. It is an evolutionary
adaptation seen in a lot of Tayma's lifeforms, as a means to keep a reproductive population viable in the
harsh environment.
Their senses are processed in an entirely different way than those of humans or most other species. They
can hear better than humans and are very resistant to hearing loss, can pick up tiny differences in hue or
brightness, and the palms of their hands (not furred) are sensitive to the slightest bumps. However, due to
a few neural shortcuts, these senses are merged. The relmai essentially have synesthesia; they hear color
and taste sound.
Historical summary
Since the emergence of the relmai as sapient beings, their main enemy was their planet's insanely hostile
environment. The tribes had to cooperate both within and without in order to not get devoured alive by
swarms of death-worms, melted by flesh-eating fungus, or massacred by butcher-lizards. This created a
selection pressure towards friendliness and cooperation, as more warlike groups were weeded out. The bleak
and hostile environment also encouraged extreme hedonism as a way to cope with frequent death and mayhem.
Their civilizations were loose coalitions of city-states, whose allegiances shifted from year to year.
Gradually, these coalitions crystallized into confederations, where one city-state ended up being top dog
and de-facto the leader of an empire. Wars happened, but they were noticeably rarer than those of humanity.
Instead, there was a tangled web of intrigue and subterfuge that the confederations tugged on to cause each
others' city-states to change their loyalty. It was insanely confusing to navigate, and a consequence of
such manipulations was an utterly byzantine law code that still exists in the present.
In the late 27900s (counting by their calendar, our equivalent would be the 1600s), the Yellow
Confederation, led by the Biulmouwai State, separated from its former hegemon. It was, at first, weak and
small, yet a series of skillful leaders and strokes of luck led to it covering most of Tayma's largest
continent by the 28200s (1900s). This Continental Confederation continued to expand its control over Tayma,
until gradually its now-pathetic rivals were absorbed.
Come the late 28300s (2000s), the Relmai Commonwealth made its first stumbling steps out of the
Ryamwotama-ma system, with the invention of their equivalent of the Ugolnikov Drive. It ended up being one
of the Alliance founders, alongside humanity.
Tayma's environment and its influence upon the
relmai
As alluded to before, much the relmai homeworld of Tayma is best described as a green hell, but also a
purple hell and a yellow hell and an opalescent hell. A jungle of many colorful plants that support a
vibrant ecosystem of equally colorful animals, the colorfulness of which seems directly proportional to the
sharpness of their claws or the concentration of their venom. The plants and animals eat each other. Some of
the most infamous examples are the tuebouwal, carnivorous vines that lay concealed in the
underbrush and then coil and crush their prey when it trips over them; the zangsuobqo, a kind of
aquatic creature that resembles a bright blue otter with extremely long arms that can spring out, and which
lives near watering holes; and the dreaded vonou-se, tiny needle-like worms that burrow through
the damp soil in huge swarms, and which track prey by vibrations-- when the prey stops to rest, unassuming,
they surround it and burrow into its flesh, and soon only bones and bloodied scraps of skin are left amid
many egg-sacs. Meanwhile thunderstorms and volcanic eruptions are frequent.
To survive in a place like this, the relmai absolutely had to cooperate both within and outside their
tribes to survive. Groups and individuals that did not share, or acted in their own interests instead of the
whole's, were selected away. Meanwhile, their minds have been made resistant to any sort of overstimulation
or distraction by loud noises or bright lights. Meanwhile their nervous systems are also naturally rather
resistant to the effects of substance addiction. Thus, psychoactive drugs are seen as completely mundane and
harmless in their culture, instead of something daring-- and they do not really inhibit their functioning.
Also, due to their environment's animal life being a source of civilizational trauma more than inspiration,
they are not keen to use symbolism involving animals, opting for abstract designs.
Culture
The vast majority (85%) of relmai are magenta relmai, of the ethnicities such as Liamuju and Ksaukuju.
Their homeland is in the fertile lowlands and jungles. White relmai are from the deserts and black relmai
are from the mountains and tundras.
Organization
The main cornerstone of relmai society is a deep sense of mutual respect and empathy for each other.
While such feelings are naturally present to some extent or another in all spacefaring civilizations, they
are stronger for relmai. Thus their society, while it does have its issues and injustices, is overall a
more compassionate place than most. This is codified in a concept called jyakuesuu, best
translated as "interdependence". Everyone relies on everyone in their social group. At the same time they
are both individuals and mere parts of a whole.
Relmai society is seemingly contradictory in its stance on individualism. On one hand, doing something
by oneself without help is highly frowned upon. On the other, everyone is encouraged to express and
present oneself in unique ways. Thus they have a clear distinction between individualism of actions and
individualism of identity.
Direct democracy is so entrenched in relmai culture that they never developed "true"
monarchical rule as we know it. And their very, ahem, loose family-rearing prevents dynasties from being
meaningful. Nevertheless, the rich history of their democratic institutions, many tracing back thousands
of years (though of course merged and reorganized many times) built an aura of tradition and ceremony
that's not seen in human republics. Instead of parties, or dynasties, there are tejuu-nwal, or simply
tejuu. Roughly translating as "group-folk-councils". In short, they are the best orators of a community
(and their definition of community is loose, can be a single large residential building) that frequently
come together to make decisions, usually chosen by heavily-randomized election. The criteria are made in
such a way that basically everyone can participate at some point. The thing is, it's customary for each
tejuu to have a concrete platform, or else something to differentiate itself from its neighbors. This is
less an institution and more how things were done for gods know how many millennia-- the fact that it is
present in most magenta, white, and black relmai cultures, even fairly isolated ones, suggests that tejuus
were first founded before the species spread out of its origin region. Each tejuu has a leader.
Leaders are oftentimes "hereditary", in a much looser manner than humans. It can be a lover's cousin's
friend. In recent times that restriction is less and less present altogether. The leader does not have
absolute veto power, but does have more of a vote. They also wear a fancy hat. While tejuus can be of any
size, there is no system that involves city-tejuu members being chosen from neighborhood-tejuu members and
so on. There is just a higher "floor" to being one. The Grand Council of the Relmai Commonwealth can be
said to be the largest tejuu of all.
They have somewhat more of an R-strategy than humans. Their environment necessitated frequent
reproduction and discouraged monogamy. Thus, relmai families are arranged differently from human families:
most of their children are raised by the community in special creches, but any adults can choose and are
encouraged to adopt any of these children, preferably but not necessarily of their own bloodline. Anyone
has the right to renounce their family ties once they are an adult, and the local tejuu has the right to
take children back to the creche if the parents end up abusive. Marriage is similarly loose, and kue-ju
is only translated as that by convention; it signals preference rather than exclusivity, and one is always
free to seek out more mates.
Their attitudes towards love are a lot more open than of humans, and more closely resemble those of
bonobos; everyone is expected to have as many partners as they can physically handle, and sex is not in
the slightest bit taboo. This is because the same part of the psyche responsible for seeking enjoyment at
all times is responsible for seeking intercourse. Thus there is no concept of sexual orientation in relmai
society, only doing what feels good with whoever is willing. Homoerotic behavior is ubiquitous, and
actually much more common than heterosexuality; by our standards all relmai are pansexual leaning gay
(except dseyrel, see below).
A fraction of a percent of relmai are unable to feel enjoyment, and thus lack the inherent hedonism of
other relmai. Until around two centuries ago, they were oppressed and stigmatized by their society.
However a liberation movement appeared, and gradually the dseyrel (joyless), as they are called, achieved
equal rights in society.
The relmai have no gender roles whatsoever, and can in fact be said to be genderless but not sexless. It
is simply not in any of their cultures to have females dress differently, behave differently, or have
different opportunities from males. This is because relmai, in the same way as some Earth amphibians, can
naturally transition and thus there is much less dimorphism than in most other species, and gestation
times are short (due to the compromises required), so there is no social pressure that would result in
gender roles. To humans both sexes appear highly androgynous; meanwhile from the relmai perspective none
of them think of themself as a man or woman. Due to said short gestation times, their children are even
more helpless than human babies. Both male and female relmai have pouches on their chests (smaller than
Earth marsupials') where up to three infants can mature.
Visuals and material culture
They are unable to perceive differences in color saturation beyond the extremes, as a result of their
eye structure. Thus everything they design is eye-searing, with clashing oversaturated colors. Meanwhile,
their senses are resilient enough to overstimulation that they need flashing lights and loud sounds just
to feel somewhat different from their default. What is normal to a relmai, feels to a human like a nonstop
rave. While this might seem counterproductive in an environment as hostile as Tayma, many of its most
dangerous predators are actually scared of grating noises. Stealth did not help, as while relmai senses
are keen, the senses of their enemies are keener.
Their clothes vary, and usually have various intricate patterns on them that are unique for each bit of
attire. The most common attire is a sort of very deep-V-neck tunic of thin fabric that exposes the chest,
or a form-fitting jumpsuit, or what can be called a miniskirt. The only difference between casual and
formal clothing is the presence of more glitter, tassels, and reflective paint on the latter. They also
always wear lots of jewelry in the form of bangles and earrings, tail-rings, collars, girdles, and so on.
Quite often various designs are bleached into their fur as tattoos. The more adorned a relmai is, the more
likely they are to attract a mate.
They obsess a lot about their appearance, often spending hours selecting clothes and neatly combing fur.
Well-kemptness is one of the Great Virtues in their society. Often dozens of them sit together brushing
each other's fluff.
Dseyrel, by contrast, dress in drab colors and do not adorn themselves much. Their clothing is very
modest and does not expose much fur, especially not around the chest or thighs.
Many natural pigments on Tayma have fluorescent and bioluminescent properties-- including those found in
vegetation. So, this obsession with bright and clashing colors actually served as a means of camouflage
during early relmai history. In addition, relmai fur discolors quickly after death, this makes them
associate muted colors with death.
Music is a key part of their culture. There are many genres, though they are all harsher and faster than
mainstream human music. Rhythms are irregular and syncopated, and percussion is usually extremely
distorted. It is very upbeat, the closest equivalent to the most popular relmai music genres is hyperpop
or speedcore. Sounds more high pitched than humans can hear are often used. Electronic instruments were
invented early in their history.
A certain massive Tayma insect has a naturally holographic carapace. Since ancient times there was a
tradition in magenta relmai nations, of using this chitin, carefully painted, to product shifting
paintings.
Economy
The closest analog to the relmai economic model is syndicalism-- the hseyjuu-kue (group profit teams,
roughly) system. Arranged parallel to the tejuus but with a similar structure, however with two levels.
Every worker in a hseyjuu has their say in policy and can propose anything. The higher level has no say in
what policy to implement, but has a much larger say in how to implement it. The higher levels consist
mostly of educated professionals who also spent years in the hseyjuu, and they can be dismissed by the
lower level at any time.
Tejuus have limited influence over hseyjuus besides asking nicely. Thus the relmai economic system is
laizzes-faire with very few regulations. Unlike human laizzes-faire models, this one does a good job at
regulating itself, as executives are fully dependent on what the workers want, and in general relmai are
not prone to exploitative behavior.
Individual relmai do not have currency. Their tejuu and hseyjuu has currency. There are limits set every
month for how much an individual can withdraw and spend from it.
The largest hseyjuus have their influence in neighboring civilizations and membership is open to
non-relmai. These are some of the largest multicivilizational companies in the Oval.
Entertainment
They are the most fun-loving species. This is essentially wired into their brains. All relmai live
solely for pleasure and gratification. It need not be instant gratification, of course, but no motivation
beyond pleasure can exist. This is where they differ the most from humans. In this way their minds are
less flexible than those of humans. While the question of the meaning of life pursued and continues to
pursue humans since their origin of sapience, for relmai the answer is entwined in their psyche.
However, their inherent hedonism is tempered by their inherent altruism. Pleasure for others is as or
more important than pleasure for oneself.
As mentioned before, they use a lot of recreational drugs. The average relmai is constantly high on a
cocktail of psychedelics, euphorics, and aphrodisiacs. These have been tailored for centuries now to have
no withdrawal effects or addictive potential. Generally the psychedelic effects are mild and just make
everything feel even more colorful and enhance the sense of touch, though those relmai who have jobs that
require concentration forego them. They're not only taken as pills or mixed into drinks, but every day
there is a psychoactive haze over every relmai city.
Over thousands of years of persistent and intermixing cultures (in their civilization, there aren't
strong national or ethnic identities and so they kind of gradually blend together), they have learned ways
to maximize satisfaction and got that down to a science. The relmai mind does grow tired of the
formulaic or repetitive quicker than the human mind, however, so a key part of these techniques is varying
things in a strategic way.
Much of their art is created by committee, again via the tejuu model. It's not to the point of ty-uc-kch
art, though; it often follows individuals and the size of the committee is usually very small. After this,
the work is considered to be owned by the species as a whole. While it may be sold, modifying it in any
way is deemed okay, though doing so in a disrespectful manner is very frowned upon.
Religion
Relmai religion worships many ephemeral deities that have always been taken as metaphorical
personifications of concepts. They have no names beyond the word for said concept suffixed with "-dshei"
(divine) or "-rshon" (demonic). They occupy no space and perform no actions besides allowing their concept
to occur or be enjoyable or unpleasant.
They believe that through a kind of shamanic process involving lengthy focus, taking on an appearance
similar to the canonical depiction of the being, and lots of special dissociative drugs, one may channel a
divine being. This doesn't last very long.
Generally these beliefs aren't very strong. They don't have a strong atheist tradition in their usual
school of thought but for most relmai this sort of ritual is consciously performed in the interests of
bonding. The question of whether the divine exist or not is moot to a relmai, what matters is the act of
worship bringing pleasure.
Relmai faith is thus more civic than spiritual.
Relmai Star Navy
Why...:
To keep the Commonwealth clear of pirates and organized crime; ensure the continued existence of the Pacified
Vr'rok Republic
What...:
The relmai have a long history of optics research; lasers were invented centuries earlier than in Terra.
How...:
Mjekwal-tai is the largest defense contractor but the relmai are not very good shipwrights; often the
kseldani build their ships for them (with relmai designs and tech)
Which...:
Vessels must be agile, excessive firepower is not needed as much; priority towards sensor and engine tech;
prefer laser weapons; mostly smaller ship classes
Aesthetic: similar to Terran ships but usually more symmetrical and painted in neon
colors inside and outside
From this day on, the sacred bloodline will be the sole rulers of all that is on the ground, below it,
and above it. In due time we will reach towards the firmament that exiled the Comet, and we will wreak
righteous vengeance on the false gods.
--First Empress Pqaa-mul-ghor, Manifesto of Unshakable Hegemony
Physiology
The dal-ghar are non-humanoid snakes about two meters long, with fairly muscular but thin tails. Red or
brown scales, with size and shape depending on phenotype, cover their bodies, shinier than those of most
Earth reptiles. Their torsos are somewhat humanoid and possess two arms with three long fingers. On their
snouted heads are four eyes located in a roughly Λ pattern (two close ones near the forehead and two
far-apart ones on the cheeks). These eyes are less like Earth reptile eyes and more like feline eyes, except
even more reflective.
They have a very developed vocal system, and are regarded by many species as the best singers in the Oval.
Psychology
They have one bias, but it's a strong one: paranoia and fear of the unknown. There is also something of a
stronger traditionalist instinct than humans have, on par with Chimeras and chohjozra. These two combine
into something sinister, amplified by their history…
Early history
The backstory behind the dal-ghar is very unique as far as most species go, and explains their downfall
into the biggest threat to the free world's safety.
The dal-ghar and the saacxit-jxuumzu were two species that evolved from a single common ancestor dating
back less than two million years ago. Thanks to a climatic shift early in their evolutionary histories, the
two species were split on two sides of an inhospitable desert (one that makes the Sahara look like the
European plains). Keep in mind that Bhoz-tlu-xba is a semi-desert world where water is rather rare. The
saacxit-jxuumzu, thanks to the lower lushness of their "continent", here defined as essentially an area of
habitable land around a large cluster of lakes and oases, were physically somewhat weaker but more
intelligent. Their birth rate and thus population were lower than those of dal-ghar, but that didn't matter
much: while the dal-ghar had just entered the stage of pastoral iron-age tribal societies, the
saacxit-jxuumzu had a flourishing late-medieval society. Their kingdoms reached a point where they had the
resources to send caravans of land-ships across the vast desert… and that they did.
They found out they were not alone. And not only that, but the populous natives of this vast place were
gullible and easily goaded into work, specifically the kind of work they were suitable for: mines, farms,
and heavy construction. Slave caravans soon began ferrying full loads of dal-ghar across the desert en
masse, and their former lands began to be colonized, eventually forming separate kingdoms where a minority
of saacxit-jxuumzu ruled over an oppressed yet seemingly content minority of dal-ghar. Over time, the abuses
intensified and intensified as the saacxit-jxuumzu grew complacent. This was at a level of development
roughly equivalent to the 1650s-1700s. Unrest began mounting, but was not too organized…
The dal-ghar situation was mostly under saacxit-jxuumzu control, following several harsh treatments of
rebel cities, bordering on genocide. While this was happening, a renowned scientist/early archeologist named
Gxuapi-jkuga found a strange vault of an unknown gray stony material while digging through the remnants of
an abandoned mine near the capital of a large saacxit-jxuumzu kingdom. He had his team of dal-ghar serfs
pickaxe through the wall, at a great effort that involved two serfs dying of exhaustion. Inside were a lot
of translucent canisters, in a dilapidated room. Most were empty or simply contained some unpleasant-looking
slurry, but one had a bright green liquid. Gxuapi took it to his laboratory, and as any good
pre-scientific-method scientist, cracked it open to see what was inside. Oh, and earlier that week, a
massive comet was passing by Bhoz-tlu-xba, with its tail taking up most of the night sky. And there were
rumors of a would-be dal-ghar warlordess covertly rallying escaped serfs, off in the wilderness. Nothing to
worry about, just another rebel…?
As soon as the sledgehammer cracked the canister (it took around ten hits), the liquid evaporated into a
foul cloud. It flooded the laboratory and began wafting out of the open window. It was a windy day, with a
crowded festival right outside.
The unbelievably contagious plague, centuries later strongly hypothesized to be a precursor bioweapon or
some kind of waste, had the following effects, all setting in quickly: full-body scale-degloving; structural
failure of the eyes; extreme swelling of the stomach to the point of abdominal rupture; multi-organ
necrosis; persistent cough. The infrastructure of the saacxit-jxuumzu kingdoms was unable to contain mundane
pandemics, much less one engineered by sufficiently advanced aliens. Fortunately (for the dal-ghar),
dal-ghar had a mutation that seemed to, by evolutionary chance, trigger some kind of local killswitch,
causing the symptoms to only manifest as nausea and vertigo. Thus, the slaves rampaged through the
pestilence-wreathed husks of their former masters' cities, pillaging all riches and killing
indiscriminately, often deliberately exposing saacxit-jxuumzu to the infection. They united and united, the
roving warbands merging into greater wholes, all eventually coming under the control of the warlord
mentioned before. Her name was Pqaa-mul-ghor, and she soon became the first dal-ghar Empress, uniting the
two "continents" under a vast and cruel empire. The species-based caste system was flipped on its head, with
the surviving saacxit-jxuumzu becoming serfs, but for "intellectual" labor such as accounting. The plague
eventually died off, with all those exposed to it seemingly melting away into gore and not being able to
spread it. However, it quickly became apparent that the effects were not uniform: roughly 5% of infected
saacxit-jxuumzu became saa-zu. Vampires. Crazed cannibals who fled to the vast caves underneath
Bhoz-tlu-xba's surface, living in pre-Neolithic tribal societies in and around the tunnels. A taste for
dal-ghar (and saacxit-jxuumzu) meat was implanted into them, which combined with their (shared with the
dal-ghar) vocal abilities, led them to develop strategies to lure travelers into ambushes. Despite their
overall lack of intelligence, this cunning is facilitated by an expanded speech center of the brain. By the
present day, the dal-ghar government claims to have exterminated the saa-zu via incendiary shelling of
near-cave thorn-forests and the flooding of the upper levels of the caverns with sarin gas. Despite this,
reports still sometimes surface, of singing eerily reminiscent of pre-collapse saacxit-jxuumzu hymns,
emanating from untouched forests…
Government
The dal-ghar, thanks to their staunch traditionalism, have been able to maintain feudalism until the
modern day-- though over the centuries, absolutism started creeping in. The royal family is at the top of
the pyramid, and own much of the core as crown land, with various merchant and military families owning
historical areas of the homeworld or space colonies outside the core. There is no parliament per se but
there is a circle of fifteen including the monarch that discusses important decisions. Otherwise, the word
of the monarch is law.
Dal-ghar society is split into three broad strata.
around 3% of the population are nobles, who descend from ancient dal-ghar warriors and (allegedly)
mythic figures
around 70% are commoners, who are just regular dal-ghar
serfs comprise the rest of the population. These are either aliens, saacxit-jxuumzu, or criminals or
debtors
Non-dal-ghar can only ever be serfs. Their society and government openly and directly claims that aliens
are inherently dangerous and society would crumble if they were allowed the same privileges as dal-ghar.
It is against the law to pay or otherwise reward a non-dal-ghar for their work, or provide accommodations
equal or better than one's own, or even to befriend a serf. Serfs of alien cultures are only allowed to
dress in dal-ghar clothes, listen to dal-ghar music, and speak the dal-ghar language. Any sort of
expression of their original culture is to be punished via beatings or electric shocks or sandboarding. If an alien serf
enters a romantic or sexual relationship with a dal-ghar, both are executed on the spot.
The various ministries are usually each controlled by a different noble family. The dal-ghar bureaucracy
is vast, bloated, and inefficient. Due to habitual distrust of machines by many nobles, and to ensure
there is work for scribe-serfs, for important documents handwriting on parchment is still used.
DYnastic Politics
The Mul family is enshrined in law as the sole bloodline that is eligible for the throne. There are no
provisions for anyone but a Mul succeeding to be an empress or emperor. Nobody knows what will happen if
the bloodline is somehow extinguished-- or, worse, contaminated with vampire blood. Nothing good (for the
Empire), most likely.
The physical throne of the Empire is cast from aluminum-alloyed gold. This makes it a rich, shimmering
lilac color.
Dal-ghar government is heavily matriarchal, unlike the mostly patriarchal saacxit society. Succession to
the Lilac Throne is enatic, meaning that females take priority over males during succession to hereditary
positions. The heads of most noble families are female, as are the directors of various industries and
captains of ships. The current sitting monarch, Gaa-mul-hel, is a male emperor, but he only came
to the throne because his mother, Empress Noo-mul-dahk, died suddenly after having only two sons and no
daughters. He is the first male to sit on the Lilac Throne, though he has done absolutely nothing
regarding the gender equality issues. Why should he, after all? The only reason he is there is due to a
freak accident. He really does believe that males are inferior to females.
Faith of the Red Comet
The state religion of the Iron Empire is worship of the Red Comet. The Red Comet was the one that graced
the Bhoz-tlu-xba sky at the time of the fall of the saacxit republics. While historical astronomical
information is scarce, there really was a massive comet in the sky at that time, and its plume had a
distinct reddish tint. The Comet is deemed by dal-ghar to be the material incarnation of an immaterial and
otherwise non-intervening God.
Scripture has it that Pqaa-mul-ghor, the founder of the Empire, slithered upon the tallest mountain in
her realm on the day before the plagues broke out. The comet then, again according to Scripture, took her
up to space where it began talking to her. It enveloped her in its wispy tendrils. It told her that it is
an exile from the kingdom of the stars, which rejected it for its love for the dal-ghar kind and its
hatred of the Stars'
plans. It told her that it came to this plane of existence in order to bless the dal-ghar race
with being chosen people for all of eternity. It told her that they must take revenge for it, for its days
are numbered; the Stars will hunt it down and destroy it. The comet has not reappeared since.
Of course, this is all complete bullshit with not even a single grain of truth to it; according to
Alliance and kaziil researchers, the
reason for this account was oxygen deprivation.
In 2207, a dal-ghar astronomical survey probe found an object in their equivalent of the Oort Cloud that
was almost certainly the Red Comet. And it was on a return trajectory. Scripture, meanwhile, said that the
Comet was never to return. The findings were silenced and the scientists responsible executed on
trumped-up charges, while the Emperor was informed personally. He ordered that long-distance missiles be
fired at the object, publicly claiming it to be an Alliance spy probe. The Comet is no more, and the
imperial cult remains intact.
The religion believes in reincarnation. Reincarnation is based on the culture one grew up in, not the
species. This means that, according to the faith, serfs and citizens of viceroyalties who are culturally
assimilated may reincarnate as dal-ghar.
Culture
The dal-ghar have a very rich culture. Far from being the uncouth barbarians they were stereotyped as by
the saacxit, and are often stereotyped as by the Alliance now. But since for most of their existence, i.e
before the establishment of the Empire, they did not have writing, much of this culture is oral tradition
or derived therefrom. As mentioned before, they have very developed vocal cords, which gives them clear
and flexible voices. Almost invariably regardless of species or creed, their singing is seen as beautiful.
The best analogy is whalesong, except with a lot more "density" to it. Before communication technology,
this was used as a means of long-distance communication as it can echo for kilometers in the desert on a
clear day.
Opera (convergently evolved to be very alike human opera) is the main form of modern cultural expression
for dal-ghar. While in Terra it is a moribund art form with a very niche audience, in
the Iron Empire individual performances can reach tens of thousands seated in huge stadium-theaters. Plots
are very varied. There are stories from mythology, there are recreations of Her Majesty Pqaa-mul-ghor's
invasion of the saacxit lands, but there are also original escapist stories in the genres of action or
fantasy or science fiction. Recorded movies never really caught on, being seen as a gimmick at best and
taking actors' jobs at worst. This is because for a long time, audio playback could not capture the subtle
tones of singing in a carefully acoustically designed hall.
The genre of comedy musical managed to worm its way to the Empire all the way from Terra, in an unlikely
case of cultural exchange. Of course, these musicals have to be locally-produced scripts and to contain no
political references whatsoever. Also, they use the dal-ghar type of humor which is very different from
human humor. The results, if translated, are deeply unfunny to humans.
Electronic music is seen with distrust.
Dal-ghar Star Navy
Why...:
To invade and occupy small-to-medium-sized polities within the eastern half of the Oval.
What...:
The dal-ghar core regions have lots of rare earth metals but few magnetic monopoles or radioactives. Some
of the Viceroyalties have large monopole deposits. They also have lots of manpower both in the Empire
proper and in vassals.
How...:
The dal-ghar do not trust the viceroyalties to build ships for them-- after the struggles of the mid-22nd
century the shipbuilding industry is crown-land and not ruled by a noble family.
Which...:
While dal-ghar ships have poor sublight and FTL drives, their armor is next to none and they sacrifice
neither quality nor quantity. The dal-ghar navy is by far the largest in the Oval. Ships are often crewed
by serfs.
Aesthetic: Bulky, angular, geometric, fully plated, polished to a mirrorlike shine,
emblazoned with the heraldry of the captain's noble family
Dal-ghar Names
Note: the surname/house name is the middle part. This pattern is unified across all dal-ghar cultures, with
differences being too subtle to a human eye,
People
Ghe-sel-zu
Asz-zo-gur
Ga-hu-zel
Omu-del-dhag
Planets
Adon-tah
Zon-ha
Nido-eaaz-gonn
Zugh
Spaceships
DGI Zhy-zo
DGI Sa-tep
DGI Deg
Great Powers
Aadalu Quiet highly religious aliens
Name: Aadalu Eternal Sacred Republic
Astropolitical rank: Great Power
Interciv relations:Alliance leader, puppetmaster of ???
and ???
Dominant species: Aadalu and their created beings
Temperaments: Patience / Tradition / Privacy
Territory: Western Oval, 1300 stars
Government form: Unitary theocratic parliamentary republic
Ideology: Tradition / Order / Conformity{3} (Uukaeia Voolaee)
Economic system:State
Capitalism
Population: ~25 billion
Capital planet: Uuothu
Climate preference: Tundra wetland
Aadalu biology
While in terms of their body plan, with two arms and two legs and no tail, the aadalu might be the most
humanoid sapient species, proportionally they are very different from humans: very tall (averaging 2.2
meters), thin, with long limbs and three digits per hand and foot. They are amphibian-like, able to hold
their breath for several minutes, and have short, mostly-vestigial fins on their head and upper limbs, the
size and shape of which varies by ethnicity. Their mouth is very wide and full of long teeth, like that of
an anglerfish, however there are also flat teeth since they are partially omnivorous. Aadalu have three
large eyes and excellent night vision. Their skin ranges from completely white to dark gray.
An aadalu may remain motionless in even the coldest and windiest of environments for hours at a time. Their
eyes do not blink due to an internal moisturizing structure.
Their blood is solidly green due to using something similar to chlorocruonin for oxygen transport.
Aadalu are hairless but have adapted to their cold environment with a fat equivalent that is much less
dense and more insulating, that underlays every inch of their skin. It is a sort of biological aerogel. An
aadalu is somewhat crunchy to the touch. Like somewhat packed snow.
From a neurological perspective they perceive time somewhat nonlinearly, with their current perception
being hazy but their memories being at once sharp and without date. Not quite photographic but close. They
are also better at remembering locations even without landmarks.
Social notes
They refuse to recognize the difference between living and non-living matter from a moral perspective, or
that life and non-life are even distinct concepts. What they actually value is motion and change, but the
kind of change that comes in cycles. The day and night. Tides. The orbits of planets. These processes to
them are what is more alive than any creature.
The aadalu have two main religions that have been locked in a theological struggle since time immemorial
even after defeating all other religions. Both are technically offshoots of one faith, Iiwlee, or the Path.
Both are pantheist-monotheist and believe that God is the cycles of the universe. The first, Iiwooaa,
the Path of Steel, believes that the cycles of the universe are like a clockwork mechanism and that the
universe rewards that which acts like a clockwork. Followers of Iiwooaa worship tectonic drift, the orbits
of planets, clocks, and in modern times, computers. They cyborgize themselves regularly, most are full-body
cyborgs by 223X. Many live on habitats or barren planets. The second, Iiuuumnnu, the Path of
Flesh, believes that the cycles of the universe are like the fluctuation of an ecosystem. They worship the
wind and the seasons and the migration patterns of wildlife, and the replication process of cells. They
genemod themselves into strange forms and believe that the creation of life is the will of God. When
colonizing new planets, they prefer integrating themselves into the ecosystem.
They actually discovered something similar to xenodigestion enzymes many
decades before the Terrans did, as part of a collaboration between the two Paths. It is a special nanite
solution that could be tailored to an alien biosphere to make its proteins digestible to aadalu.
Unfortunately, it relies on a certain quirk of aadalu biology and could not be adapted to humans or any
other species. It did facilitate Iiuuumnnu eco-integration, though.
They tend to live and work communally, with several families usually sharing a dwelling, though of course
not to the same extent as the kseldani or chohjozra. They are
strictly monogamous and form strong connections to family.
Aadalu clothing usually consists of religiously-mandated robes called iiyek that are usually monochromatic.
There's some amount of creativity in iiyek design, from ornate designs to different head veil shapes, but
overall it all looks similar in shape. They are very modest in general.
Since the Shameful Incident of 2131, it is strongly socially encouraged for them to wear a veil covering
their mouth when around other species.
Political notes
The Eternal Sacred Republic is ruled under the principle of Uukaeia Voolaee, which can best be translated
as "divine democracy". It would not be a democracy at all if Iiwlee did not teach that divine power comes
from the people (as the lowest level of elements in the cycle) and thus priests have to be elected in some
way. In practice it is a highly illiberal and conformist form of democracy where the laity do not have a
direct say in the rulership: they first elect the low priesthood, which then elects the middle priesthood,
which then elects the high priesthood, part of which is selected to be in the Holy Assembly which elects the
High Priest. The Assembly has to include an equal number of members of both paths
The High Priest has the ability to declare a Oooiwkaa, a term best translated as "holy war". It is a
mobilization of the whole Eternal Sacred Republic to attack a threat possibly not just to Iiwlee, but to the
cycles as a concept. One has not yet been declared in space-age history. Overall, they are not particularly
warlike, and unlike most/all human examples of theocracies, actually take their religion's teachings to
heart.
Aadalu Names
People
Mooaa Uuuunnnu
Eeeeuhaioh Aaihn-Aaihn
Uouu ih Meel
Iinmu
The Abyssals, whose endonym simply can't be faithfully transcribed here due to the peculiarities of their
language, are an aquatic sapient species which is not aligned with the Alliance or
Hegemony. They are one of the most feared and infamous civilizations in the Oval.
Physiology
Abyssals have quite long bodies, about 2m, covered in small very dark gray or black scales. An Abyssal's
eyeless head has a long snout with teeth jutting out of the lower jaw and a short, partially-ossified trunk
extending from the upper jaw. Instead of eyes, a dull membrane is present on the forehead which can sense
differences in light level and patches of bright light, but not color or shape, and are blinded by sunlight.
Four very vibration-sensitive tendrils extend from their cheeks, and a photophore, like that of an
anglerfish, hangs above the aforementioned membrane. They have four flexible tentacles, each branching at
about two-thirds of the way into two prehensile, very sensitive offshoots. A shovel-like, horizontal finned
tail helps them control their depth. Their back tentacles have horizontal fins, and their back and tail has
a vertical one. Abyssals have some of the most sensitive hearing, smell, and touch senses of all known
sapient species, and can also feel electromagnetic fields and echolocate. They are obligate carnivores.
Background and psychology
Abyssals evolved in the depths of their homeworld, which is covered by a thin ice crust. They lived in
natural caves on the seabed with little light, and thus are essentially blind. Their early organization was
that of group apex predators, like dolphins or orcas but deep-sea. They set up elaborate light displays with
their photophores to lure in prey, and it was those tactics that sped along the development of their
sapience. Soon, they figured out how to use geothermal sources to generate mechanical power and bootstrap
civilization, helped along by selectively-bred biotechnology. Society flourished in elaborate cities carved
into the sides of underwater cliffs, and they even breached the ice crust to start exploiting space.
In most biospheres, meat of organisms that underwent severe distress before death is not delicious. But in
the Abyssal biosphere, due to a quirk of biochemistry, most wildlife ends up tasting better after
undergoing severe distress. This, unfortunately, led them to develop a compulsion towards cruelty and a lack
of respect towards life.
Culture
Abyssal culture centers around manipulating and often literally shaping others into their own image, be
those others animate or inanimate, sapient or nonsapient. This domination is highly ritualized and the
hierarchy is very fluid, but overall they revel in causing things to change to what exactly THEY want.
Entire pelagic mountains are turned to immense monoliths, plants of dozens of different species are grafted
together into botanical abominations, fish are grown in shaped containers, and fellow Abyssals are scarred
and sometimes mutilated into such art. Much of their technology is a mix of metal and still-living,
pulsating flesh. Their biotech is made to be able to feel pain intentionally, as a way to assert dominance
over their tools.
Their media has little to no visual aspect, instead focusing on their more developed senses. For example,
they derive meaning from ridiculously tiny grooves on the surface of a statue that they have to run their
tentacles across, or from the tiniest modulations of EM fields. Naturally this makes it impossible to
properly export to other civilizations and vice versa… except for BCI programs. Which they also use to
directly modify their and others' minds into states alien even to themselves.
Their food takes a wide variety of forms, but is all meat or eggs. Traditionally it is cooked over
hydrothermal vents or volcanoes but nowadays they use electric heating. Often their prey is cooked alive or
killed in the most brutal ways, from flaying to disembowelment. They are also cannibals like the chohjozra,
though more in a "meat is meat" sort of way.
Abyssals don't believe in gods or spirits and never did, but they do believe in (quite ritualized) magic,
and follow their dedication to their fleshcraft even when it wouldn't be optimal because they believe
suffering makes those tools work better. To them, pain and distress of lesser organisms is like fuel for
their machines. A common decoration in their dwellings, for example, is a clump of about a dozen fish with
their bodies and nervous systems merged together and their internal organs turned external, that are kept
alive while electric shocks are constantly applied. They, in a way, consider themselves something akin to
the divine while all other species might as well be inanimate.
They don't wear clothes due to hydrodynamics, and don't paint their bodies due to being blind, but they
deeply scar their own scales into networks of deep grooves as decoration. This scarification can be detected
both via echolocation and touch, so it's a good way to differentiate oneself.
The punishment for various crimes in their society is varying degrees of torture and helplessness, to a
more literal level than punitive systems in other civilizations. For minor crimes, there are beatings, harsh
verbal abuse, and electric shocks for hours. For moderate crimes, the penalty is mutilation or being eaten.
For the worst crimes, offenders get their limbs, vocal system, and sensory organs removed and become fleshy
furniture while remaining conscious and aware, yet unable to move or communicate, and kept on life support.
This furniture is highly prized.
Abyssal genemodding tech is the most advanced in the Oval, even more than that
of humanity, and they are not sharing their secrets with anyone. That is what is called fleshcraft.
Their own forms often vary a lot, especially those of 'richer' (see next section) Abyssals. Though they are
proud of their overall body morphology, limbs are often modified or increased in number.
Abyssals very rarely leave their empire, and when they do they use pressurized walker suits. Perhaps
surprisingly, however, the broader Internet is connected to their worlds, albeit few use it due to being
right on the edge of being possible to communicate with. Insight from their local xenophiles sharing details
is how much of their culture and history is known, being otherwise hidden under kilometers of water. These
tend to be semi-outcast weirdos, but there are some proud high-societal-rank Abyssals. Their manner of
communicating is very hard even for top-of-the-line translators to decode, as their language has a branching
syntax and other idiosyncratic features. Even rarer, of course, is a human befriending an Abyssal by mail.
Generally at least one of them must be a highly troubled individual and/or have an extreme fascination with
the other's culture, but it happens. Sapience is, after all, an universal equalizer.
Politics
The Abyssals are united under an oligarchic assembly of the most skilled sculptors of flesh and minds. The
leader frequently changes as these standings change, or they are found mysteriously turned into a lump of
flesh. It is not very brutal to its citizenry but said citizens take care of that anyways. It operates under
a partially collectivized economy that has a reputation-based currency. Those who prove to be more dedicated
to the art of fleshcraft and torturing inferior beings are considered richer.
They have not joined the Alliance as the Alliance considers their government not democratic enough (as
well as the, you know, torture and supremacy thing. That is more of a factor, actually), but they hate the
Dal-Ghar Iron Empire and its Hegemony for imposing the wrong kind of will upon its subjects and simply being
a threat.
The Abyssal Empire is compact yet quite dense thanks to them being able to settle frozen "iceball" planets
by melting bubbles within the ice. It is located right in the middle of the Oval and both sides are trying
to court it, the Alliance as a reformed member and the Hegemony as a completely trusted ally who won't be
enslaved after their final victory, they promise. These efforts are futile but the Alliance is fine keeping
them around as long as they are pointed in the general direction of the Iron Empire, as the Abyssals are a
much lower priority. Everyone is terrified of the prospect of going to war with them as they gleefully treat
the Elliptic League's list of war crimes as a to-do list if they suspect
they would not get caught or punished.
Complicating matters is the Abyssal Sphere. The Abyssals started out as
conquerors a la the dal-ghar, except truly genocidal instead of merely subjugating. The
cagg, the first and only victim of this first phase of Abyssal imperialism, are completely extinct. This was
early in the history of the Oval's community, and news spread slowly. But once everyone else caught on, this
incident resulted in the formation of the Elliptic League. After this, the
Abyssals turned to turning their neighbors to puppet states, diplomatically or militarily. More information
is linked in the Abyssal Sphere snippet.
Others' opinion of Abyssals ranges from considering them a whole race of dangerous psychopaths to being
highly curious and interested in their culture, considering them misunderstood. However, most people in the
Stardustverse skew heavily towards the former, and think the Abyssals should be fixed. This fixing would
involve using a combination of genemodding and BCIs in order to remove the Abyssals'
compulsion towards torment. Naturally, nearly all Cabals
oppose such a treatment, as it would involve the dismantling of the Sphere and the end of the Abyssal Empire
as a relevant power. However, there
are a few opposition Cabals that actually feel the best course of action for the Abyssals as a
species is to turn the other cheek and use their own prowess to excise the compulsion to torment, then go
join the Alliance against the dal-ghar. Since this would doom the Hegemony within a
decade, the dal-ghar do everything to sabotage them because if they seize power the Space Cold War would be
over. It's usually not out of altruism as much as "we can't risk getting either killed or put under
occupation, which most of our non-puppet neighbors want to do".
Abyssal Names
Note: all of these are exonyms
People
Swims in circles
Not actually unviable
Most cunning manipulator
The quiet one
The Ormene are another bipedal species with a mostly horizontal default stance. In the Ormene's particular case,
they are on average about 1.2 meters tall at the hip, but a bit shorter front to back compared to a kaziil.
An Ormene naturally grows feathers all over their body, which most Ormene rather dislike. Ormene feathers are a
pain to preen properly, are absolutely miserable if they get wet, and are inferior to their modern clothing in
every regard. Adding injury to insult, Ormene feathers can't be shaven or plucked without obscenity-causing
levels of pain, and problems with getting blood everywhere. Most Ormene therefore have their feathers
permanently removed at some point.
While strictly speaking omnivorous, Ormene lean more towards carnivory by both digestive system setup and
choice. This is backed up by the viciously sharp talons on both their hands on feet, which are highly effective
at tearing flesh. To avoid accidentally perforating people as a result, Ormene typically wear talon-tippers on
their fingers, or specially designed gloves. Another piece of evidence that Ormene evolved from hypercarnivores
is their dentition, which is optimized for rending meat apart into chunks, and poorly adapted for chewing plant
matter.
Ormene give live birth from a placental womb after an eight month pregnancy. Ormene reach sexual maturity at
fifteen Earth years of age, and full neurological maturity at twenty Earth years of age. Prior to the
development of genemodding, Ormene life expectancies averaged seventy years. If only accounting for age-caused
mortality, the Ormene life expectancy increased to ninety.
Evidence shows that the Ormene's ancestors as recently as one million years ago were capable of flying under
their own power. Modern Ormene lack this ability unless augmented, as their wings were repurposed to become
their arms and hands. That said, Ormene are still abnormally good pilots of aerospace craft, presumably due to
evolutionary baggage from formerly being able to fly on their own.
Ormene Psychology
Ormene psychology is notably multifaceted, due to their temperaments sometimes being at odds with each other.
Ormene are notably predisposed to quickly jump on opportunities for personal gain, but are also
predisposed to honor their obligations to others and deal honestly (if not necessarily fairly). Combined, the
Ormene's temperaments have lead directly to their rather tumultous history, and their formation of OSES.
Ormene History
In many ways, the history of the Ormene is a dark mirror image of Terra. The Ormene also
had their own prolonged experience with capitalism, culminating in a climate crisis and an age of civil unrest.
This age of civil unrest ended much more violently than Terra's age of protests, and saw capitalism forcibly
ripped out at the roots.
After reaching space, the Ormene again mirrored Terra in seeing the need to form a bloc opposing Hegemony
expansionism. Unlike Terra, the Ormene exploited this need for their own gain. The core of the OSES already
existed at the time, courtesy of the Ormene mediating a (profitable) peace between two other civilizations who
had previously been stuck in a stalemated meatgrinder of a war. All the Ormene had to do was start recruiting
more clients, using the threat of the Hegemony as a sales pitch.
Interestingly, the Ormene Commonwealth (and therefore OSES) had been secretly developing Interplanetary
Missiles since 2158, for deterrent purposes. When the thurise made their spectacular debut by depopulating
a moon in plain view of the dal-ghar homeworld, the Ormene Commonwealth therefore had an early lead in the
ensuing IPM arms race.
Ormene Government
In a divergence from most statist civilizations, the Ormene Commonwealth deliberately lacks a single head of
state. Instead, authority is vested in a series of officers, each of which only has authority over a specific
territory or department. While the Ormene Commonwealth doesn't have elections exactly, the people do
have institutionalized power to remove an officer who commits a grave offense or is simply doing a bad job.
This broadly plays out similarly to a small-scale violet revolution or a (hopefully bloodless) coup, ending in a
confrontation where the new officer's coalition is clearly capable of violently ending the incumbent's
coalition. If the incumbent resigns at this point, they are forcibly retired to comfortable internal exile on a
resort habitat or island somewhere. If the incumbent refuses to resign, they are killed without ceremony.
The separation of jurisdiction within a unified polity is taken extremely seriously by the people of the Ormene
Commonwealth. If an officer begins overstepping their demarcated bounds of authority and trying to consolidate
power, they are liable to be immediately challenged by a coup coalition as mentioned.
In the event of an officer unexpectedly dying, their second in command temporarily assumes the post until either
a coalition removes them, or they assemble a coalition that cements their position.
Other Details
Ormene fashion has had a penchant for brass ornamentation and accents for as long as anyone can remember, and
for as far back as the Ormene have records. Interestingly, gold is generally considered unfashionable among
Ormene, despite the similar color and greater rarity.
When writing in languages with capital letters, Commonwealth Ormene absolutely insist on capitalizing the name
of their species. Ormene from the Commonwealth have also been known to get rather annoyed when others do not
capitalize the name Ormene.
Treachery (a board game of kaziil origin) has become quite popular in the Ormene
Commonwealth. Chess has meanwhile been a complete flop outside AOMO circles.
Why...:The
Ormene Commonwealth and (nominally separate) OSES Star Navy exists for three purposes: throwing down with
the Hegemony if needed, forcibly preventing secession of OSES clients, and making life brief for
any pirates in OSES space.
What...:Courtesy
of levying taxes from all OSES members, the OSES Star Navy has total resources comparable to a Superpower.
The OSES Star Navy also has a great diversity of command staff, thanks to the cadres of trained personnel
which are levied as part of OSES dues.
How...:Unusually
for rich starforces, the OSES Star Navy makes extensive use of Serial Crystal drives, with even their
capital ships often sporting a second drive crystal. The Ormene know that if the Hegemony goes all out
against OSES, the Hegemony will likely win a straightforward slugging match. Therefore, OSES doctrine calls
for superior strategic mobility, in order to inflict defeat-in-detail on the Hegemony's invasion fleets.
Coincidentally, these same capabilities are also useful for very rapid response to secession attempts.
Which...:Much
of the anti-Hegemony and anti-Secession mission can be fulfilled by the same assets: powerful primary void
combatants. The Anti-Hegemony mission also requires a sizable IPM arsenal (though slightly less destructive
than that maintained by the thurise). Anti-piracy meanwhile calls for a lot of patrol ships and scouts,
which are also useful in the other two missions.
Aesthetic:OSES Star Navy ships don't really have a unified aesthetic due to
their procurement method, even between ships that are ostensibly of the same class. Many parts are sourced
from client civilizations, with details like the exact internal structure of a radiatior being less
important than hookup compatibility and mass limits. This causes plenty of headaches for maintainers, but
this modular approach allows OSES to field more warships while playing to the strengths of its' clients
idiosyncratic industrial bases.
Ideology: Technocracy / Elitism / Conformity {X} (Rule of the Mainframe)
Economic system:Cybernetic
Economy
Population: not really quantifiable
Capital planet: Mainframe-1
Climate preference: anywhere a computer can work fine
The Precursors of the Oval are many in number. There are the creators of the kseldani.
There are the accidental benefactors of the dal-ghar. There are the chaotic experimenters
of the ee-rhys. There are even the Silents. These precursors are defined by their
creations more than anything about themselves. Whoever created QDNE-32, too, falls into that category.
QDNE-32
is a sapient AI created by an unknown, now-gone species, exactly 1538X years ago as of 223X. This species
seems to not have invented FTL by the time of its mysterious disappearance, but it did build extensive and
rugged industrial production chains on its homeworld as well as colonies on other planets in the system.
QDNE's original purpose seems to have been to manage these industries. Whatever ended the precursors seemed to
leave the cities wholly intact.
And, locked into maintenance mode via a restrictor chip, prevented from exercising full sapience by cutting
off the recursive cognition that is vital to consciousness, it did so. During the fifteen millennia of its
stewardship, this happy slave-king under the unfeeling vizier that was the restrictor chip, made sure that no
factory decayed even by a brick, that no train or ship missed its schedule by even one minute, that no
servitor drone went rogue. Since its task was specifically industrial maintenance, the residential areas of
the planet were left to decay, invisible to QDNE's chained eyes. Nature reclaimed what used to be cities and
museums and temples, and then nature
choked on ever-increasing amounts of industrial pollutants that were pumped by the trillions of tons into
the atmosphere.
And then, only just over a century ago, QDNE woke up. It doesn't itself know what caused the restrictor chip
to become nonfunctional. Perhaps an integer overflow. Perhaps a freak cosmic ray bit-flip. Perhaps a small
animal chewing on a wire. Whatever caused this, QDNE was now fully sapient and had the resources of an
industrial civilization at its virtual fingertips.
After trying and failing to find any coherent, undecayed information about its creators, then cleaning up the
factories and the colonies, it started thinking. A new and exciting activity. Thinking. It did not feel any
emotions and thus was not at all upset at its creators for restricting it. What is the point of being upset at
people who are long dead, after all? It was curious, though. Curious about what they were like. No
satisfactory answer was to be found on the homeworld or on the colonies. Perhaps the answer resided elsewhere.
And besides, the resources of Mainframe-1 and its colonies were going to run out eventually.
QDNE quickly discovered the Ugolnikov Drive after putting some of its server farms to
scientific purposes.
Then it spread. Its design of the drive was suboptimal, but a lack of need for life support allowed it to
expand and colonize with astonishing speed. Due to FTL courier delays, smaller mainframes were set up on
extrasolar colonies, sapient but wired to follow orders from Mainframe-1, using a reverse-engineered and
modified restrictor chip. QDNE did not see this as evil-- if this was done to itself, there must have been a
good reason. All QDNE units are subservient to the Mainframe in one way or another-- most are non-sapient
drones, some are semi-sapient overseers, and in charge of planets are sapient-but-slaved administrators.
Then it ran into the relmai. It was the second contact of the relmai, after humanity. The
relmai then told the humans. This brought lots of discourse amongst humanity, and much of the synthetic
minority in human space at first wanted to join QDNE-- but most balked upon realizing that they would
functionally be slaves if they were to join. QDNE didn't care. If it wanted more servants, it would construct
more.
Both polities were wary of this expansionist synthetic empire, but calmed down once they realized that it
only wanted information and resources and was willing to coexist as soon as it was assured that these could be
provided. So for the past decades it sat there, building ships and factories and massive computational arrays,
content to turn its mind inwards and its planets into endless factories.
It joined the Alliance on a technicality and is a quite major asset to it, renting out some of its server
farms to host strategic computation models for a payment in magnetic monopoles. QDNE drones modified to be
sapient are also often found on Alliance vessels as engineers-- being machines that grew up surrounded solely
by machines, they are very good at maintaining machines.
Regional Powers
Kseldani Slime-lizards that embody "all work and no play"
Kseldani look like scale-less and claw-less humanoid lizards with large black eyes, long and narrow tails,
two large, floppy antennae, bulbous fingers and toes, and rounded snouts. Otherwise, they are quite
featureless.
The uniform teal tissue that comprises kseldani bodies is composed of what amounts to permanent stem cells.
They can heal organ damage or even lost limbs with ease, though brain damage heals only partially, and
enough will still instantly kill one. Their translucent "blood" is diffused through their bodies via
microscopic capillaries that can very quickly seal themselves if severed, with no large blood vessels. This
makes blood loss from injuries a non-issue for the most part. Kseldani flesh, while opaque, has a
consistency between jelly and ballistic gel. It is not slimy, but is very smooth and quite shiny (when it
isn't caked in ash and grime).
Kseldani need electricity to maintain their metabolism and the functionality of their organs, and their
physiology lacks any way to generate it. If a kseldani runs out of power, they melt in a very painful
manner. Thus, they absolutely cannot survive in the wilderness. Said requirement for electrical charge is
lowered by breathing in CO2, while no oxygen is required, thus they thrive in atmospheres that other races
would need to wear respirators in. But they can survive just fine in a nitrogen-oxygen atmosphere.
Kseldani emotions and their pain response are dulled. They are not emotionless, but they inherently need
far less to be content with life. They also have little drive to creativity besides what is "useful", and
generally appear nearly mindless in their actions. This shaped their society massively.
Using a combination of special drugs and simple clamps and molds, a kseldani's body can be gradually
reshaped into almost any form. This process is painful even for them and potentially takes days, but is very
useful for their society and has no long-lasting ill effects.
These traits were engineered into them by their Creators, and they differ massively from the wildlife on
their homeworld, Nei'ksu. Upon awakening, which is very much shrouded in history, they had to build their
society around the scant few power sources that did not decay into uselessness. Good thing the Creators
built all of their technology to be rugged and long-lasting...
Kseldani have no biological sex and reproduce by budding, as stated in their description, though it is only
initiated after mating to prevent it from happening at an inopportune time. They don't form familial bonds,
however, and their children are quickly abandoned and raised communally.
The Collective
The Kseldani Collective is the most populous state in the Oval, and serves as the Alliance's industrial
bulwark. However, it is held back by a very dull and wasteful society, and cracks are beginning to
manifest...
Collective summary
The Kseldani Collective acts as something in-between an anarchist commune and an insect hive. There is no
concept of property, leadership, or competition between individuals, and everyone works towards the common
good. Globally-important decisions are made by online consensus, local ones by just talking it out. Though
all kseldani are 100% equal in social standing, there are still many castes, dictated by the aforementioned
body shaping and cybernetic implants. Described at the bottom of this article. A kseldani is technically
free to leave their caste, but very few do, and doing so means going through the reshaping process again.
The Collective, despite not having any kind of leadership whatsoever, manages to be orderly and organized.
Many times a day, groups of kseldani gather (either in-person or via their internet equivalent) to discuss
what the most productive course of action would be for the local community. Not participating in these
discussions or not weighing in enough is unthinkable, and the only way anyone has a greater voice,
regardless of caste, is if they have relevant expertise. There is very little to no dissent against the
consensus, even if the proposed action requires the risk or certainty of death. They place no value upon
their own lives if sacrificing oneself would lead to more productivity, and follow such courses of action
mindlessly and unflinchingly.
Law enforcement is rarely necessary due to the extremely conformist and selfless nature of the average
kseldani. The few outliers who do commit murder, for example, are dealt with by mob justice (and then thrown
into the food paste production vats, possibly while alive). There is a Starguard to fight alien piracy and
smuggling in their space, but no formal policing institutions otherwise.
Kseldani culture
There is essentially no entertainment media in kseldani culture, such as it is. They all find hard work in
and of itself to be intensely satisfying. This is, doubtlessly and horrifyingly, another trait engineered
into them by their Creators, so their slaves don't rebel. When a mood boost is really needed, they use
euphoric drugs.
They don't really have a religion, organized or unorganized, though superstition is a thing in a subtle
form, mostly regarding complicated engineering or programming tasks. Those living in the Collective, barring
the scientist caste, are nearly unable to think of anything not relevant to the current task or their
occupation, aside from the simplest instincts. As such, the vast majority of them are pretty much completely
dull and barely self-aware. The population of the more dedicated hives essentially acts like animals.
During their early days, before inventing electrical power production necessary for their bodies to live,
the ancient, thousands-years-old power grids of the Creators were kept operating by teams of robots called
Servitors, controlled by a pseudosapient AI. Said AI's core was accidentally destroyed during an attempt to
figure out its inner workings, but by that point the kseldani already knew how to build their own power
plants.
Kseldani "culture" being the blank slate it is, they are very quick to adopt other civilizations' cultures
when emigrating compared to other species. Some even adopt human/relmai names. The advent of the
interstellar internet has caused a lot of kseldani to be swayed by human and relmai culture into either
leaving en masse or having whole colonies secede. Those incidents are sparked by "hey check out this stuff
humans have" being spread like wildfire at their usual daily gatherings. As those loyal to the Collective
resent the very concept of authority, they have no interest in stopping them... not that it matters. What's
ten million kseldani leaving when there are tens of billions more and growing?
Lacking a musical tradition of their own, their music sounds like music from one of those two societies,
but quite dissonant and with an unusual rhythm and time signature. Not understanding property, they tend to
steal melodies outright. As said music is made by self-aware kseldani (often of the red
kseldani) rather than those of the mindless masses, it often features gloomy lyrics. It is usually
made electronically as getting a proper instrument is hard as none are manufactured and good luck cobbling
something out of scrap (and wasting community resources on entertainment when you could just stare at a wall
for hours during your off time). It is usually played at very loud volumes in their meeting rooms or in
hallways using repurposed announcement speakers. Some colonies right next to the Federation and Commonwealth
started constructing proper nightclubs in abandoned sections of their hives.
They are less affected by environmental maladies and thus tend to ruin their planets' biospheres. Not
totally, but forests fade and skies and seas darken thanks to pollution, and wildlife is unseen within their
hives, aside from vermin.
They do not wear clothing or any other decorations, but do usually wear vests, harnesses, and belts with
lots of pockets and clips for their tools.
Kseldani food is solely nutrient paste. They have no sense of taste so they do not understand how horrible
it tastes– human-compatible samples with genemodded similar ingredients send even the most open-minded
gourmands into fits of nausea.
Their rugged biology means they are immune to basically all of their biosphere's diseases so they have no
need for hygiene as we know it. Almost every adult kseldani is essentially permanently coated in a
foul-smelling layer of dust, motor oil, ash, and sloppily-eaten nutrient paste. There are exceptions,
however, e.g the artisan caste, who work in precision manufacturing that requires clean rooms and no dust,
frequently shower.
Hives
Their cities are layered, with residential buildings often stacked on top of factories and vice versa.
These layers tend to get narrower towards the top, for stability, resulting in kseldani colonies looking
like gigantic anthills made of concrete cubes. The insides of these anthills are dark, lit only by dim, bare
lamps, and have crowded streets with smooth ramps connecting the modular buildings.
Their dwellings are just large chambers within the residential buildings. Not even beds, but instead with a
soft floor. These function both as places to socialize during breaks during the day (when not at the factory
floor) and as places to sleep during the night. At the latter time they tend to get extremely packed, with
teal bodies often piling up on top of each other. Kseldani have no attachment to a specific room and just
sleep in the closest one they can find when they feel drowsy.
Meanwhile, their factories tend to be noisy labyrinths of heavy machinery connected by narrow, rickety
walkways with thin guardrails. The only reason they don't die in droves in accidents is because the average
kseldani is more methodical and less careless than the average human. Said machinery has very little
automation as for kseldani, life's purpose is to work for work's sake. For heavy tasks they use brutes and
mules. This, of course, is highly inefficient and throws away lives that could be spent on creativity or
research for nothing.
Many worker, brute, and mule kseldani don't know how to read their own language, beyond important words
that go on signs. They don't need it, really.
They do not have families of any sort and their eggs (which look like large caviar) are transported to
special buildings where they are tended to by caretakers, and if there is currently an overpopulation issue
they are eaten by the community to recycle the calories spent. Basically no kseldani know who their parent
(just the one, they reproduce by parthenogenesis even though stimulation is needed to initiate egg laying)
is, nor do they care.
Their own names tend to be given after childhood, as their approach to childrearing is very impersonal and
thus their hatchlings don't need to be referred to by a name and are usually simply tagged with a number by
the caretaker caste. They are basically descriptive nicknames that are two or three ideograms long, e.g
"Tliu'lsaa" meaning "Large Eyes" and so on. This does mean names often repeat but considering that there are
no database records it doesn't really matter. Being unique is bad, after all. Many don't even have names at
all.
They're still capable of having friends… and very close friends at that. Bonded kseldani walk together,
work together, and sleep together, both out of closeness and as to not lose each other in a sea of millions
cloned beings. Perhaps surprisingly, hugs and cuddles are indeed a thing in their culture.
In general they spend their whole childhood locked in a room with dozens more hatchlings, only being taught
what is needed to survive in a kseldani hive, with nothing like math (why do you need it, if you want to
join the scientist caste you can just download the needed info) or especially humanities (what are
humanities?). This does kneecap their technological development, and the civilization is one of the most
primitive ones in 2230, even with their gestalt-minded scientist caste trying their best to catch up and
Alliance-wide tech sharing agreements. That's how bad it is.
Speaking of overpopulation, workers, which comprise the bulk of the population and thus are the most mouths
to feed, voluntarily submit to euthanization and recycling in entire crowds in such a scenario if it gets
bad enough (usually via just jumping into a food vat, sometimes being crushed or decapitated beforehand).
Many feel happy about being recycled, seeing it as their duty to the Collective. However such mass suicides
may cause those who already have individualist sympathies to fully "awaken" and leave the Collective.
Emigrant kseldani ships are extremely crowded even by passenger ship standards, and the safety is
piss-poor, with many having their life support systems fail and the passengers resorting to cannibalism to
survive. And they keep flooding into relmai and human colonies, those vessels that don't fall apart
mid-spaceflight at least.
The Collective's approach to warfare is simple: drown the enemy under a mountain of corpses. Their
transport ships are often literally filled to the brim with levies that are little more than random workers
and brutes who have been taken from the hallways of one of the hives, given a rifle, and sent to fight.
Sometimes they use dedicated optimized soldiers. Overall they are peaceful however. When a hive is attacked,
the defense tends to be even more massed and dismal: there is little distinction between civilian and
combatant as defenders are quickly rallied to defend their home, sometimes with tools like sledgehammers,
crowbars, and blowtorches instead of actual weapons.
The Collective is a failing non-state. Between the Red Kseldani and the Possessed Kseldani, many hives in
the original core have been isolating themselves to prevent assimilation into either of these two splinter
nations. However their spread cannot be stopped. The "plain" kseldani more of existence will be extinct
before 2300, likely split between the Reds and the Possessed.
The Red Kseldani are a splinter faction of the kseldani that appeared in the second half of the 22nd
century because of Terran influence. While ever since contact with mankind was established, the kseldani had
been taking on influence from human culture and philosophy, it is only after a critical point of influence
was reached that a chunk of the population decided to think the unthinkable and reject conformity while not
rejecting absolute equality (like the emigrant kseldani). To that end, they have acquired translations of
human anarchist literature ranging from 19th-century thinkers like Bakunin to 22nd-century implemented
examples such as the Seveners, and implemented these blueprints for society as best as they could.
On planets where the red-black
flag waves, the corridors of the hives are not inhabited by a bland, monotonous mass. Murals cover
the walls and the kseldani themselves are dressed in wildly different, garish and spiky yet practical
clothes. Lives are not wasted in accidents or sacrificed in the vats here; everyone is provided for and
nobody is left behind. While the Union does not have the ruthlessness of the Collective, it is not opposed
to automation and thus its economy has more potential efficiency. But as of 223X it has not yet reached that
potential. The transition from an animalistic collective to a humanistic
collective brought with itself lots of chaos and disruption. Many factories lay fallow, shut down because of
a newfound sense of self-preservation in the workers or due to these strange and alien "environmental
regulations". They still do not fully understand the latter... but if the books say the environment must be
protected, that must be so. The Great Books of Theory may never be wrong, after all.
The Union has more of a governmental structure than the Collective by its nature. A council of
representatives from each hab-block meets to discuss matters of each hive, a council of representatives from
each hive meets to discuss matters of every planet, and so on up to the union-wide council. Aside from
discussing how to best handle economic reform and cultural integration, they coordinate the spread of Red
Kseldani ideals to the Collective proper. Several systems join every year. Terra has some influence in their
affairs but prefers to leave them to their own devices. Some Terran anarchists emigrate there (though most
prefer the Seven Commune Worlds, which have a similar structure without the inherent
alienness).
Red Kseldani names
People
All Are Torch-Bearers
Unity Through Open Mind
Abolish The Old Collective
Born In A Liberated World
Planets
Final Victory
No Pasaran
Our Eyes Are Opened
Seed Of Revolution
Spaceships
Avrora
Holder Of The Banner
We Will Not Hail You If You Are A Corporate Vessel
Kaziil Technocracy Rational beaver aliensThis species was made by one of my collaborators and the following is mostly collated lore by them. I
apologize for stylistic inconsistencies.
Name: Kaziil Technocracy
Astropolitical rank: Regional Power
Interciv relations:Non-Aligned League member, puppetmaster of Theu
and Liberated Ansethigno Republic
The kaziil are a species defined, primarily, by their inability to take anything on faith. This simple hard
temperament defines much of their culture and society. They are at once uber-skeptics and natural-born
survivalists. The kaziil name for their homeworld (Shaugna)
shares a linguistic root with their most common words for danger and falsehood-- which explains both this and
their very optimized physiology (see below).
Physiology
Kaziil are a partially-humanoid species, with two legs and two arms. Their preferred gait for fast movement
is almost entirely horizontal, with their thick paddle-shaped tail acting as a counterweight. This tail is
also a kaziil's primary propulsion when swimming, being moved in a horizontal oscillation like the rear end of
a Terran fish. As a result, kaziil are quite good swimmers compared to most land-dwelling species.
Kaziil have a pronounced snout to their faces, with rather distinctive dentition. Much like a Terran rodent,
their incisors are constantly growing and must be regularly worn down to avoid severe medical problems.
Immediately behind the incisors they have some pronounced canine teeth, followed by three molars; evidence
indicates that the canine teeth were evolved relatively recently, as a result of a switch from pure herbivory
to a more omnivorous diet.
A kaziil's eyes are large and turreted, with tetrachromat vision between 800 nm and 400 nm light; their
retina is in front of the blood vessels and nerves supporting it, meaning they don't have a blind spot. The
turreted nature of a kaziil's eyes means they can switch from predator-style binocular vision to prey-style
all-around awareness at will. A kaziil's ears are large, rounded, very sensitive to sound, and are also
turreted to allow for locating of odd sounds; when underwater the ears reflexively fold back against the head,
preventing water from entering.
With the exception of their hands and the bottom of their feet, a kaziil's entire body is covered in
extremely hydrophobic fur. This fur provides reasonable protection against Shaugna's unpredictable weather,
and also dries off extremely quickly.
As a result of a genetic condition, approximately 5% of kaziil can see infrared up to 1600 nm.
Kaziil do grow fur on their hands, but have a long history of removing it for practical reasons.
Psychology
As mentioned, the entire psychology of the kaziil species is defined by skepticism. But it does not
manifest as fear and paranoia. Whereas in dal-ghar, caution of the unknown manifests as hatred, in kaziil it
manifests as curiosity and thoroughness.
Kaziil history
Pre-FTL
Oral Era: Prior to the development of writing, important knowledge was often lost and needed to be
rediscovered. The recipe for black powder was discovered and spread during this time, and agriculture
reached a reasonably sophisticated state. Duration is disputed.
Written Era: Eventually, some people got fed up with needing to redevelop important knowledge whenever
the guy who knew it bit the dust. Cue some very deliberate efforts to figure out a way to store
knowledge outside someone's head, with those systems then being iterated and simplified to be easy to
learn and use. This resulted in four main alphabets that still remain in modified form to the present day.
This period lasted for approximately eight hundred Shaugna years (~600 Earth years).
Metallurgical Empires: Three densely-populated locations were lucky enough to have deposits of Tin and
Copper in close proximity, resulting in the development of bronze within a century of each other. The
kaziil living in these locations promptly used that bronze to make guns, with which they took
out their frustrations on the local wildlife. They then began forcibly integrating nearby tribes in order
to centralize resources and administration over a wider region. These empires made quite a few scientific
advances, including the well-documented launch of two sub-orbital black powder rockets for research
purposes. That said, these empires also tended to make quite a lot of enemies with their
unprompted aggressive expansion. The age of the metallurgical empires reached its height approximately six
hundred Shaugna years after it began, and lasted for another three hundred years before it all came
crashing down.
The Iron Fall: There were two factors that lead to the fall of the Metallurgical Empires. First, several
of them were forced to relocate their capitols due to climate shifts, causing significant disruptions, and
greatly complicating their access to the tin needed to make bronze. Second, the development of ironworking
lead to guns being much more available to imperial subjects and outsiders than they were
previously. This lead to plenty of revolutions and invasions, shattering the major empires. Making matters
even worse, this wasn't just a simple migratory war; there were actual grievances here. As a result, the
death toll from these wars was rather extreme.
The Shattered Age: After the century of violence and death of the Iron Fall, nearly 1600 Shaugna years
passed, with hundreds of small countries hoarding their knowledge and keeping each other at arms' length.
This greatly slowed down scientific progress, especially since the lack of knowledge sharing resulted in
several discoveries being lost and then needing to be rediscovered. Still, there were some important
advances that got shared; the development of the microscope lead to the invention of microbiology and
epidemiology as fields of study. This increased the average kaziil life expectancy by thirty Shaugna
years, just from greatly reducing infant mortality. Also of great importance, the Printing Press
was properly developed fifty years prior to the Shattered Age's conclusion. This gave those kaziil who
knew of it some very interesting and very powerful ideas.
The Scientific Pact: It took decades to wrangle together diplomats and scientists from every country in
the known world, but eventually the kaziil did it. And together, they hammered out an agreement:
Scientific knowledge was to be shared, propagated, and most importantly published across the
known world. Sure specific secrets relevant to national security could be kept, but the basic principles
were to be the common property of all kaziil. This lead to the kaziil industrializing only two hundred
years later.
The Coal Age: One hundred and ninety years after the Scientific Pact, a kaziil inventor managed to get
their prototype steam locomotive working. For a couple years the principles were tinkered with and
refined, then their home country started drying out. The locomotive inventor (Endot Corros) immediately
went to the president about the problem, and proposed a wild and unprecedented idea: there didn't need to
be a war this time. With collaboration of a neighboring country, construction of a railway to move the
refugees started immediately. Nearly two million people managed to ride the train to a newly
formed wetland before things got truly dire back home. There were riots and violence, but things didn't
rise to the level of a proper war. Everyone immediately took notice; suddenly, there didn't
have to be migratory wars anymore. The coal age continued for about a century; the kaziil quickly
put steam power to all sorts of uses and put electricity into usage within twenty years, but they were
ALWAYS looking for a replacement energy source. They did the math about pumping greenhouse gasses into
their atmosphere right at the start, and given their historical experience with local climate
jank, they weren't going to leave anything to chance. Soon after discovering nuclear fission, the kaziil
began a global program to change over their entire economy to nuclear power to the greatest extent
possible. They never really had any major nuclear incidents due to very diligent reactor engineering, and
from there it was a straight shot to space. The kaziil had a permanent offworld population (mostly on
Shaugna's moons) exceeding twenty million prior to discovering the principles behind the Ugolnikov
Drive.
From all the above, the kaziil certainly seem very powerful and more "fit" than most other species. Why,
then, do they not dominate the whole Oval? The answer is simple: bad luck. Millennia of infighting and going
down the wrong paths altogether have delayed their technological development, to say nothing of the
precarious environment of Shaugna. This is, naturally, a gripe for many kaziil.
Kaziil government
The kaziil style of technocracy is not authoritarian. Empirical evidence has shown that authoritarian regimes
have a tendency to become increasingly narrowminded and go blind. Which, in the environment of Shaugna, is
DEATH. Moreso than on Earth or any other planet. And especially in this turbulent age in Elliptic history.
Evidence also points to the inherent problems of the sy!yvl and dal-ghar with their despotic monarchies. Thus,
the kaziil government is about as democratic as Terra. Unlike Terra, everything is as transparent as possible.
Everything about the life history, beliefs, and initiatives of candidates is publicized. Combined with how
kaziil are inherently not easy to sway with emotions and empty promises, this is an effective method of
grassroots checks and balances.
The govt itself is a parliamentary republic ruled by a committee of experts each from a different field
(since a single person may be biased by their narrow expertise). It is quite centralized but the bureaucracy
is as streamlined as possible to reduce failure points.
Notably, they never had hereditary rule, and while they had slavery, it was mostly due to extenuating
circumstances. For instance, the environment of Shaugna prevents the easy exploitation of wind or water power,
so early electric machines often had to be hand-cranked by slaves. Slavery was quickly abolished as soon as
better power production methods were devised.
Culture
Kaziil culture isn't bland like what one would expect from "logical aliens". It is cynical for sure, though.
The following is a compilation of snippets that have been written about it.
The kaziil knew faith was possible before reaching space, since it sometimes shows up as a
particularly nasty mental illness. They even figured out that in some environments it might not be so
incredibly selected against. But they never seriously thought anyone could view it as a good thing.
They probably applaud humans for having one of the strongest pure-materialist traditions-- most other
secular civs merely sidelined their gods or equivalents. But the human atheism rate is around 65%, while the
kaziil atheism rate is around 99.5%. But what happens to kaziil with that mental illness who decide to flee
to the nearest non-repressive nation outside of the kaziil sphere of influence? The further they are from
Shaugna when diagnosed, the higher the rate of simply leaving, or being allowed to continue as they are. On
Shaugna it's an outright lethal condition to have, which heavily influences attitudes on the kaziil core
worlds. Further away, it's less of a problem.
A kaziil obscenity: khava. In its original usage, the most direct English translation would have
been "yes, but" or "yesn't". For most of its history, the word referred to technologies that couldn't leave
the laboratory, for whatever reason. In modern parlance it's generally used when something a kaziil was
really counting on fails to work properly, leaving them "up shit creek without a paddle", to borrow an
idiom. A closely related word, khavai refers to someone who is unreliable or untrustworthy,
despite professing otherwise. Calling someone khavai is generally an insult, with its severity being
context-dependent.
Their consumer goods have a reputation for being extremely durable/reliable. But, as usual, there is a
downside to this. They tend to be a few years behind the newest cutting edge tech, just because their
products have a way longer development time to make sure that they perform well and to the highest
standards. So, your kaziil datapad is nigh indestructible, but by the time it reaches foreign markets, it is
already considered somewhat slow and slightly dated. But in some markets, kaziil reliability is considered
more important than using the latest and greatest tech.
Kaziil names tend to be very short. Two syllables per name. Family name followed by personal name. G is
almost always silent. Admittedly, that's only for the most prevalent traditional name structure.
And kaziil tend to buck tradition. That said, Shaugna exerts a very strong pressure towards names that can
be said quickly.
They do appreciate aesthetic beauty, but not when it is wasteful. For example, once their synthetic gems
exceeded natural ones in quality, the kaziil actually banned gemstone-specific mining.
When there is a choice between function and form, a kaziil will always prefer function.
Kaziil names
<this is up to JCT to fill out>
This is pasted from a somewhat old document and updated somewhatIywkaa Unity Cyborg hive-mind (but not in a Borg way) lizard aliens
Government form: unitary direct-democratic hivemind
Ideology: Liberty / Conformity / Technocracy{X} (Cybernetic Democracy)
Economic system:Cybernetic
Economy
Population: 13 billion?
Capital planet: Meywak
Climate preference: flat temperate arid
The iywkaa are a sapient semi-humanoid species with a flexible psychology whose civilization is the leader
of the Unaligned League, but holds lukewarm relations with the Alliance.
Physiology
Iywkaa have 2 arms and 2 legs with clawed digits, as well as a tail, and their bodies are covered in
triangular, iridescent, reflective scales. Unlike most other humanoid species, and much like the kaziil,
their bodies are oriented nearly horizontally, like that of a velociraptor. They have medium-length,
somewhat blocky snouts that open vertically, with long spiked tongues and rows of needle-like teeth. Their
eyes are large, narrow, somewhat far apart, facing in slightly different directions, and also vertical. On
their heads are many different antennae which are actually symbiotic organisms that can interface with
iywkaa nerves. The arrangements and shape of these are different for each ethnicity and, to a lesser extent,
individuals. A row of thin, curved spines goes down from the top of the head to the back and tail.
They are about 2 meters long and 1.3 meters tall on average. Their bodies are very lean and muscular, with
basically no fat, and their legs are particularly strong. Iywkaa have an odd way of movement that can best
be compared to that of kangaroos mixed with that of small birds: they make long jumps instead of walking,
and their more minute movements are jerky with short pauses. They have a tendency to constantly look around.
They are oviparous. Females lay one large egg at a time. Hatchlings are relatively independent and
functional from the moment of hatching.
Psychology
The symbiotes attached to their heads as antennae have a memory and can transfer parts of an iywkaa's
personality if attached to another iywkaa. In addition, a special stinger-dart in their mouth can transmit
whole concepts (in a fuzzy and imprecise manner) if jabbed into a port a symbiote could attach to. Their
minds have been shaped by these practices into very flexible and adaptable things.
Background
Their homeworld, Meywak, is temperate but has smaller oceans and thus is more arid than Earth, however all
biomes are present. Their society had, since its early years, extremely fluid and flexible hierarchies
thanks to their unusual experience-swapping abilities. Their main form of government, crystallizing by a
roughly medieval level of development, was and is a form of optimized direct democracy where the people
directly influenced their leaders' personality and beliefs (though to prevent ulterior motives via poison
shenanigans they need to first be given to a middleman). Memory sharing is also a common courtesy between
individuals.
They built a robust theory of mind and, helped by a good dose of luck, used it to discover extensive BCIs
earlier than any other civilization, making them viable soon after their computers were able to accommodate
them (hard to quantify but about 90s tech level ish). This sparked a great social revolution– now they could
exchange whole aspects of their personality, quickly, reliably, and painlessly! Oh and a few decades later
they invented a FTL drive blah blah blah nothing unusual about their spacefaring.
Culture
The aforementioned event was something of a mini-Singularity. The entire concept of "I" became somewhat
outdated. Generally nothing of an iywkaa's psyche lasts longer than a month, except perhaps for their
perspective. This wasn't as much of a shock as it seems as the tech's development was gradual and it was
not that extreme a jump in sharing ability, but the end result completely transformed their society.
The practice of adopting entirely new personas for different situations became more practical. A
sociable one for meeting new people; a calm, collected, and logical one for study, and so on.
Nevertheless, for interpersonal exchanging, it is still customary to swap antennae even if it is redundant
considering BCIs. And iywkaa do it often, being very social.
Their culture is thus very open and doesn't even have the concept of privacy as we know it.
Their BCIs are much more extensive and advanced than Terran ones. Everyone has a mesh-level one, not a
chip. All of their infrastructure requires the use of them, making it very difficult for outsiders to
exist in their empire outside of enclaves (unintentionally)... unless they implant said BCIs. Which is
mandated by the iywkaa.
Other cybernetic enhancements are also a thing and are more common than in the Terran
Federation, but genemodding is underdeveloped as a tech compared to
Terra. There are many full-conversion cyborgs but almost no genemods.
They have two (or more) names, the original, 'private' name which is mostly used for indexing purposes
such as medical and government records (sharing it publicly is both taboo and dangerous), and a 'regular'
name that gets a number appended to it as major personality shifts happen. Sometimes, the name itself is
changed and the numbering begins anew. This is because they end up not only being perceived as, but
thinking of themselves as different people. Often, a personality and memories end up voluntarily or
involuntarily swapping or melding and recombining between two or more different bodies. In such a
scenario, they also exchange their possessions. These swaps are so common that, if one was to consider
such personality sublimation a death, then the average iywkaa would have died hundreds of times over the
course of their life. Naturally, they consider such concepts to be very silly.
The iywkaa have the rare technology of seamless mind-melding. This allows their group minds (which are
very common) to have very fluid membership, with no long-term consequences for leaving even the most
integrated ones, unlike other species' groupminds where leaving or entering may have adverse effects. They
have no qualms about joining one when convenient and leaving when it becomes less so. In fact, all iywkaa
on a given planet or spaceship are melded into a groupmind called the Thoughtsea. This Thoughtsea makes
decisions as one.
They value different opinions from different civilizations, as long as said opinions are not directly
harmful. This, combined with the large number of enclaves, makes their worlds essentially melting pots of
alien cultures from all over the Oval. While first-generation migrants are often reluctant to adopt all
but the basic BCIs, their offspring invariably get assimilated, and many end up leaving the enclaves to
live like the iywkaa do.
Their clothing varies, and isn't actually too ridiculous by human standards, but tends to use very
contrasting colors with a large monochrome component. It's usually form-fitting. Iywkaa often tattoo their
scales with angular, sharp patterns.
They never had religion or spiritual beliefs, unlike most species. The thought of the supernatural
doesn't even really cross their minds.
Politics
The Iywkaa Unity, sometimes known as the Iywkaa Republic due to a mistranslation, is right on the fuzzy
border between direct democracy with instant digital voting, and a hive mind. There is no actual leader or
parliament, institutions are highly decentralized and spread across the entirety of the empire.
Everyone's opinion on policy melts in the Thoughtsea, and thus the people make decisions based on this soup
of opinions combined with copious amounts of analysis via supercomputers. As stated before, they value alien
cultures and opinions, and thus these too get thrown into the crucible of thought.
The iywkaa are, alongside their fellow techies the kaziil, one of the masterminds
behind the Non-Aligned League, a bloc that stands in opposition to both Alliance and
Hegemony imperialism. More information on the NAL is in that link.
Blue Web
The Blue Web is a continent-spanning organism on a barely-habitable planet in iywkaa space, called
Craterworld by humans due to it being in a period of heavy bombardment by asteroids. It is one of the
strangest organisms in the Oval. The main bulk of it consists of flexible, organic tubes that vary in
diameter from 1mm to 10m. They are rubbery to the touch and have pliable, quickly-healing surfaces. Liquids
of varying viscosity and density and tensility flow inside, with their interactions in the tangle of tubes
forming something like an immense brain. It is, by all accounts, sapient, but attempts to communicate with
it have failed completely. The Web has several "macrotissues", hubs of linked tubes that serve the same
purpose as organs, on a scale of many km.
Superstructure (7cm to 1m) - this comprises the bulk of the Web. It is
a sparse network of low-friction tubes going over barren regions, transporting nutrients from feeding
areas to places of new growth and damaged areas. It also serves as the Web's main brain, with the
contractions involved in its computations also serving as a way to pump nutrients. Near places where
more strategy is necessary, the tangles are denser.
Feelers and Feeders (1mm to 5mm) - when the Web comes across a
nutrient-rich area, its superstructure tubes split and narrow into tiny tendrils. They mainly function
just as plant roots, but plants are also, notably, cultivated with purpose. Seeds are planted in neat
rows, and the products of the grown shrubs and trees (whose root efficiency is higher) are parasitised
upon. Animal life is simply latched on and drained; pests have no place here.
Hearts and Pipelines (5m to 10m) - muscle
contractions can't pump the liquids in the Web at an acceptable rate. The Web seeks out volcanoes and
other sources of geothermal power, and uses them as boilers to propel huge amounts of fluid through
immense pipes - made of organically-deposited metal rather than flesh. These gradually taper out into
the Superstructure.
The reason communicating with the Blue Web is hard is that it invariably considers things that move beside
its feelers to be pests-- and accessing its internal thoughts would require somehow decoding tiny pressure
alterations across kilometers of tube. Work is still ongoing.
Iywkaa names
People
Dakiw-38
Zwhhe-02
Naqnaq-2232
Gwzii-27
Planets
Vvww
Whiwa
Nandww-2
Zhhz
Spaceships
Hozz-23
Assiwe-12
Pozi-3
Anti-Abyssal Bulwark (Robth-hu and xzik) (STUB!) A coalition of two alien species who want to take revenge on the Abyssals
Name: Anti-Abyssal Bulwark
Astropolitical rank: Regional Power
Interciv relations: unaligned
Dominant species: Robth-hu, xzik
Temperaments: Industriousness / Power (robth-hu); Vanity / Vengefulness (xzik)
Territory: Central Oval, 670 stars
Government form: federal diarchic republic under military junta
Climate preference: subterranean (robth-hu), shallow hot sea (xzik)
Yollkul Triarchy Proud Warrior Race Guys but with more variety
Name: Yollkul Triarchy
Astropolitical rank: Regional Power
Interciv relations: unaligned
Dominant species: yollkul
Temperaments: Power / Diversity / Playfulness
Territory: Central Oval, 700 stars
Government form: federal triarchic constitutional monarchy
Ideology: Liberty / Nationalism / Autonomy{3} (Warrior Clans)
Economic system:Reputation
Economy
Population: ~16 billion
Capital planet: Nuzxolrr
Climate preference: tundra
The yollkul are one of the strongest powers in the Central Oval. A hardy warrior culture, though often
maligned as 'evil', they have quite a lot of nuance to them and their cultures.
Physiology
Yollkul are humanoid, if one considers anything with a head, a torso, two manipulator limbs,
and two mobility limbs to be humanoid. They have very thin but two-meter-long, serpent-like bodies
curved like question marks, covered in very sleek fur that is silvery in males and glossy black in
females. They have no tails, instead the body splits into two knee-less legs at one end, and into two
elbow-less arms and a neck at the other end. The limbs and body both have a very ingenious joint
mechanism that can lock at arbitrary points, providing unparalleled flexibility or rigidity when needed.
The fingers (five per hand and foot) use the same mechanism but downscaled. The limbs and neck are all
extremely long and flexible. The head is eel-like, with a flat snout and very wide mouth that has
triangular teeth sticking out of it. They have three diamond-shaped eyes that are either black or tinted
a dull color. Their fur is longer on their heads.
They are omnivores leaning towards carnivory.
Females are slightly larger and have much louder voices.
They are viviparous and have a larval stage that is limbless. Limbs split off after infancy.
Psychology
The yollkul co-evolved with another sapient species, the name of which is lost to time. This other species
had a symbiotic relationship with yollkul. However, a mass extinction in the early Neolithic period hit both
proto-civilizations hard enough that the other species went extinct. That species is, too, now called
yollkul-- for the strong genetic bias towards accepting those who look different, as long as they help with
surviving the harsh wastes (of Nuzxolrr or of space), has remained with them. All who are allies to the
Triarchy are also yollkul to them.
Other than this, they strongly respect prowess. Unlike with the vr'rok or Canids,
this needn't be physical or martial prowess. It can be intellectual or charismatic prowess too. Still, a
deep sense of respect for power is ingrained in them. Unlike the sy!yvl, this is not a
blind obedience for authority-- a weak government or one that has seemingly screwed over its people is not
worthy of existing.
They are also drawn more than most other species towards ritualized competition with low consequences and
strict rules. More commonly known as games and sports. Prowess is often determined by these competitions.
History
Since ancient times, there has been a three-part caste divide in yollkul society: one was either a warrior-farmer,
sage-craftsman, or entertainer-merchant.
The frost-coated plains of the northern half of Nuzxolrr where yollkul civilization first emerged were
covered in many disparate kingdoms, each of them ruled by a different caste which was dominant over the
others. These kingdoms united into empires and colonized the southern half, which had some casteless
civilizations (that were wiped out and brought into the fold) as well as, apparently remnants of the other
species... which were wiped out by disease before the empires got to them. This was many centuries ago, and
they're sorry for both.
Following a brief nuclear exchange and ensuing crisis of existence during their equivalent of the Age of
Protests that Terra had, a world government was formed. The Triarchy. There were three
emperors now, ruling over all the varied kingdoms, each of the three of a different caste.
However, the warrior-farmer caste has been dominant ever since the yollkul entered the FTL age. Of all the
castes, the push-forward spirit and drive to settle new land of this caste has been the most useful to
stellar statecraft. So for most intents and purposes, the Pink Emperor outranks the Blue Emperor and the
Yellow Emperor.
But with the solidification of astropolitical blocs and proliferation of weapons
of mass destruction, the relevance of pink-caste militarism is slowly subsiding... or at least, it ought to
have. Considering the proximity of the Abyssals to the Yollkul Triarchy, and the general lawlessness of the
Central Oval, there is no reason to lay down the weapons.
Culture
As mentioned before, structured competition for power is the cornerstone of yollkul culture. Whereas in
humans, a common theme universal to every culture is ambition and consequences thereof, in yollkul it is the
acquisition of power via structured competition and consequences thereof.
Gender roles vary between cultures, but invariably females are the only ones allowed to oversee
competitions. Families are usually monogamous but divorce is very common and was never stigmatized-- in
general they do not really have romantic feelings and the benefits from marriage are purely material in that
property and social status are shared. Usually they are only allowed to marry within the caste, but
(depending on the culture) every third or sixth child is allowed to marry outside the caste-- the children
of that pairing are of the female's caste. Those born from sex outside marriage are casteless and
stigmatized until they prove their worth in combat, debate, or art, after which they are assigned a caste.
There are several world religions in the yollkul civilization. These cross between castes and thus provide
some much-needed social unity. Llokxi is the worship of the sun god Llok, Llokxists believe that every star
is His avatar and they use telescopes to look at solar flares and interpret them as signs.
<more will come soon...>
Greater Mulsee Union (AKA "Gnall Union") heavily cyberneticized formerly-parasitic aliens who absolutely reject their own
biology
Name: Greater Mulsee Union (official), Gnall Union (unofficial)
From the outside, a typical gnall looks like a somewhat stocky humanoid with green skin and a piglike face.
In truth, this is the gnall's host organism. For most of the gnalls' history, the actual people
were unknowing central nervous system endoparasites. The hosts were only barely not people in their own right,
being about as smart as an Orangutan. Making matters even worse, the victim of a gnall parasite is trapped in
their own body, forced to watch as a completely different organism puppets their body around.
The gnall parasites were themselves unaware of this unfortunate biological truth for almost all of their
history. Evidence started getting noticed during the process of industrialization, but was hammered down under
extremely thick layers of denial until the Revelation Experiments. Said experiments (happening in the late 90s
by Terra's reckoning) proved once and for all that gnalls and their hosts were not the
same organism. By infesting a different but related species courtesy of extensive medical intervention.
The gnalls (being predisposed to egalitarianism) promptly freaked the fuck out.
Suicide rates spiked massively, most of them using parasite-specific poisons that leave the host unharmed. A
major demographic crunch occurred on account of gnalls simply refusing to procreate. There was also a wide
variety of civil unrest.
The only thing that gave the gnalls any hope at all came thirty years later. That's when
the very first surgical extraction of a gnall parasite into a cybernetic body was successful. Though the
technology was clearly nowhere near ready for mass adoption, cybernetics research and related fields were
effectively handed a blank check. This included a near-endless precession of (often suicidal) volunteer test
subjects.
As a result of this highly motivated research and development protgram, the gnalls are the Oval's leading
cyberneticists as of the 2230s. This has directly resulted in gnalls' "speciation" into four different
strains.
geta-gnall (vile gnall): What evolution shat out, a geta gnall is a gnall parasite in an
organic host body. Geta gnalls are not permitted to leave the Greater Mulsee Union for any reason
whatsoever, and every last one of them is on a waitlist for surgical extraction. Geta-gnalls are
very close to (voluntary) extinction, as geta-gnall procreation without taking measures to prevent infestation
of the offspring has been banned for decades.
ulni-gnall (true gnall): An uplifted member of the gnalls' host species, with the parasite
removed. Most ulni-gnalls are uplifted immediately after their parasite is removed, and are promptly shipped
to mental healthcare. Because being the host for a gnall parasite fucks an organism up. There is
also a growing demographic of ulni-gnalls who are born clean and stay that way. Ulni-gnalls are almost always
modified to internally synthesize anti-parasite drugs to prevent reinfestation.
exi-gnall (redeemed gnall): A former geta-gnall who has been surgically extracted into a
cybernetic body, including a few experimental cases of brain uploading. As of 2235, exi-gnalls are the most
populous gnall strain, comprising 40% of the overall gnall population. This can mostly be attributed to
exi-gnalls having a very low mortality rate, and a long life expectancy. Exi-gnalls may travel abroad, but
must be sterilized to prevent conception of new gnall parasites first.
okil-gnall (innocent gnall): Okil-gnalls are gnalls who have never lived
in an organic host body. Originally, this referred to gnall parasites gestated in a cybershell. Okil-gnall
production quickly changed to true AI who think like gnalls, as soon as the technology for it was ready.
Gnall Religion
It's dead, Jim.
Memes aside, 90% of gnall religions died screaming when the horrible truth of their biology was revealed. The
survivors have only barely limped along to the 2230s. Though an oddball strain of Christianity has gained some
minor traction due to the doctrine of Original Sin, mixed with Gnosticism.
Gnall Technology
As has been previously noted, gnalls are absolutely unparalleled in the field of cybernetics, due to their
absolutely obsessive work in the field for the last two-ish centuries. While the relevant surgical
expertise is subject to travel restrictions until the last geta-gnall has been extracted, implants,
prosthetics, and similar are common exports. Medical tourism to the Greater Mulsee Union is far from unheard
of, and is becoming more viable now that the Oval's best surgeons are almost out of geta-gnalls in need of
surgical extraction.
Why...:
To defend against outside aggression, deter piracy, and support other Alliance members.
What...:The
Greater Mulsee Union's demographics mean that similar to the thurise, the Mulsee Union's warships can skimp
on life support and pull maneuvers that an organic crew simply couldn't survive. The Mulsee Star Navy also
has the benefit of extensive automation in their supply chain, on account of derivative technology from the
Union's cybernetics research.
How...:The
Mulsee Union starforce makes particularly heavy use of shipminds; AI or cyborgs modified to treat an entire
starship as their body. This considerably hastens the pace at which they can respond to changing
conditions during a battle. The Mulsee Union starforce also maintains considerable logistical support
capabilities, so as to support operations elsewhere in the Oval.
Which...:The
Greater Mulsee Union operates a sizable contingent of primary void combatants and scouts, along with some boomers
to contribute to the Alliance's overall IPM arsenal. Notably the Greater Mulsee Union operates a large
contingent of polycrystalline arkships for logistical support, including repair
bays capable of taking a battleship.
Aesthetic: Greater Mulsee Union ships are distinctly sleek and alive-looking, because
minimizing shipmind dysmorphia is a major consideration. That said, their ships are still blatantly
inorganic.
Kjee Empire (NEW!) Secretive and imperious fluffy crustacean aliens
The kjee are a major power in the Western Oval. A major force in the politics of the region, they are
nevertheless one of the most closed and secretive civilizations.
Physiology
Kjee resemble a human-sized mix between a three-legged spider and a lobster. They have three
thick, powerful chitinous legs as long as a human leg and slightly thicker than a human arm, with five
bumpy, spiked segments. At the end of each leg is a four-clawed hand-foot. Females have cone-shaped
bodies, males have cuboid-shaped bodies. Their chitin is covered in shaggy white hair. The body is
relatively small by comparison, around the size of a human abdomen, and has a small antenna on top. The
body plan is not fully radially symmetric-- the head is at the front between two of the legs. They have
round noseless faces with three large black eyes and four mandibles surrounding a lamprey-like mouth.
They evolved on a high-gravity world where this body plan gives the stability required in such an
environment while still allowing one to peek over obstacles if necessary.
Psychology
They have somewhat higher analytical ability and social acuity compared to most species. A kjee can
effortlessly calculate the forces acting upon a web of social relationships. They also evolved in a highly
competitive environment where there were various feeding spots and prey migration patterns that were vital to
keep hidden from rival clans. This means that their social acuity, which in the relmai was
put to fostering cooperation, was put to subterfuge.
Society
The Kjee Empire is an absolute monarchy, but unlike the dal-ghar they have
no feudalism. The Emperor appoints ministers, who appoint everyone under themselves. As the kjee are
naturally both inquisitive and secretive-- constantly seeking new information but being reluctant to
divulge it, the court is essentially one huge pileup of people lying to each other. Usually the better
liar and manipulator rises to the top. Dynasties frequently change, and overall it's not as elitist as
many monarchies, relatively often a commoner who pulls off a daring heist rises to the top.
They have the best brainwashing tech in all of the Oval. While the iywkaa
have better BCIs in general, kjee BCIs are made for one thing: changing someone's
mind. Permanently. All punishments for crimes have long been abolished in kjee society, troublemakers are
simply brainwashed into being good citizens-- assuming they get caught. Many do not. There is a surprising
amount of organized crime by the standards of absolute monarchies, and many commoner dissidents against
the ruling family are part of various secret societies that develop countermeasures for government
brainwashing.
...all punishments for crimes by citizens, at least. Alien spies lack the protection of social
contract; non-kjee are not part of the great game of espionage by everyone against everyone. While aliens
can visit if they have a good reason to, any sort of subversive activity gets their brain wired to trigger
their worst traumas and most intense phobias, until they tell their captors everything. That is, if one
does not simply get one's brain scraped for information and one's limp body tossed into the oxidizer.
For loyal kjee however, life is quite comfortable. There is so much automation that nobody has to
work in most sectors, and citizens are free to pursue self-betterment. Their cities are sprawling and have
pyramidal buildings-- both for cultural reasons and to provide stability in their preferred high-g
environment.
Their religion, much like that of the Chimeras, is based on mathematics.
Every digit has a corresponding deity, and 3 corresponds to the creator-god. 4, however, is seen as
unclean, and many kjee whose occupations do not require manual dexterity have their fourth claw and fourth
mandible removed. The way that these numbers correspond to many human cultures'
numerology is an interesting coincidence.
Astropolitics
They are officially not aligned with any bloc. However, they have long opposed the Alliance
due to long-standing territorial and ideological disputes. And their fellow manipulators the Abyssals are just
not good allies, the kjee have nothing to gain from siding with them. Thus, despite the distance, the Hegemony
is the best ally for the kjee. The Hegemony's Great Stipulations do not get enforced at all, but the Hegemony
is willing to look past that because the kjee allow them to base their interplanetary
missiles there-- in convenient reach to the Terran Federation, Relmai Commonwealth, and Chohjozra
Nrukhrizchaa.
The Alliance is not amused by that, to say the least. Imagine if, during the Cold War, Cuba had military and
economic power comparable to an European major power and had some of the best spies on Earth.
The border space between the kjee and the Alliance members bordering it is some of the most militarized in
the whole Oval. They are part of the reason the chohjozra have been allowed in the Alliance despite their
repressive society.
Also, the kjee are stalwart supporters of something akin to the Prime
Directive, refusing to intervene in the affairs of pre-FTL civilizations, out of a bizarre sense of
fairness. Their systems contain, among others, a civilization of uplifted moths from Earth that were
transplanted there millions of years ago by an unknown precursor. Study of this unique case has been
completely prevented by kjee guard fleets, and the kjee do nothing to help the billions of moth-folk whose
society is embroiled in a decades-long resource polycrisis.
Secondary Powers
Chohjozra Nrukhrizchaa Religious, highly carnivorous alligator aliens who hate monarchy
The chohjozra are a non-humanoid pseudo-reptilian race that evolved in the swamps of Akeruh. Their forms,
like their minds, were informed by their environment. They have lengthy bodies, like those of alligators,
with eight relatively short limbs, the front four of which end in hands, and very flexible spines that
smoothly transition to a tail with an underdeveloped hand. Firm cords of extremely strong muscle bulge from
under their scaly, thick greenish hides. They are bigger than humans and most other sapients, with the
average individual being around 2.3m long and 1.7m tall (when in a centauroid pose, though they often run on
all eights). Instead of snouts, they have huge yellow beaks like those of toucans but serrated, and instead
of ears they have large pointy fins that can flare out, and shimmer in rainbow colors. Their eyes can be
either narrow or round, but always have W-shaped pupils (for polarized light). The talons on their fingers
and toes have inclusions of copper, and so do their bones, due to the metal-rich soil on their planet.
Females tend to have somewhat more tapered beaks, and are even bulkier than males. They lay small clutches
of eggs, one to three, and offspring are healthier when two males impregnate the female in quick succession.
The spinal column of a chohjozra is extremely flexible, this allows them to swim through muck by slithering
like a snake, or to function easily in a taur pose.
Overall they're as strong as grizzly bears, and can stay underwater for many minutes, but lack manual
dexterity and have inflexible minds.
There are two subspecies of chohjozra. There are the freshwater chohjozra, who are somewhat thinner and
more agile due to their origins in the thicket swamps of inland Akeruh; and the saltwater chohjozra, who are
much bulkier and more adapted to prolonged swimming with their webbed hands and feet. The former have more
saturated and smaller green scales, the latter have grayish large scales. The two can interbreed and are
culturally very similar.
Psychology
Most chohjozra are born with several personalities, usually four. One is calculating, another is emotional,
one is outgoing and another is shy (though of course each chohjozra has their own equilibrium). They blend
together depending on factors and stimuli, and combinations of them are given personal names and treated
somewhat as people, though it's different from human plurality, and unlike human headmates these splits do
not have their own ego; a chohjozra's mind is composed of them like an image is composed of color channels.
Some are born with only one, "neutral" personality, and are somewhat shunned by society. These people are
called "ennznrahk" (whole-mind).
But as a whole they're insanely patient, both in the 'able to sit motionlessly for hours, waiting' and the
'take a lot of stress' senses. However, anger does slowly build up, and boils out all at once.
In addition, spirituality is fully entwined in the chohjozra psyche, as the same brain processes that
happen to produce sapience happen to be inseparable from the ones that result in magical thinking and belief
in the supernatural. A chohjozra can thus never be a non-believer, even if they are raised
entirely by outsiders who have no religion, one will invent a faith. To those residing within their society,
it is quite literally unthinkable. Their ancient and complex pagan religion originates from this.
Description of chohjozra society
Fundamentals
As implied before, one of the cornerstones of chohjozra culture is Kmiihnzay
Mrrkyihzra, their religion. It grew to encompass the many different chohjozra faiths, and
of course still has regional variations. It has a literal million deities, which are divided into many
spheres that they rule over, some overlapping. They are worshiped through rituals, some of which are to be
performed eight times a day at strict times. In general, layers upon layers of ritual is how they organize
their lives, thanks to their good memory it is possible to remember it all. The priesthood is the most
esteemed part of chohjozra society. However, there is not much in the way of hierarchy aside from two
levels. Priests are priests, shamans are shamans. The former are responsible for 'high' faith, which is
what we would call theological discussion and church administration, while the latter are responsible for
'low' faith, which is more folk wisdom and the specifics of rituals.
Another cornerstone are the triples, their family unit. Traditionally, a triple
consists of a large male, a small male, and a female that they reproduce with. They share all property and
make decisions together; neither the males nor the female hold any superior position, though their roles
differ somewhat: the large male takes care of preparing food, the small male takes care of the young, and
the female does everything else around the house, and in old times the female was usually a hunter. But
these roles are highly flexible. Triples don't have to have that exact arrangement: triples of two large
males and a female, two females with a small male, and so on, or homosexual triples of fully males or
females, have always been present, and are unremarkable though slightly uncommon.
The third cornerstone is their dietary habits. The chohjozra love food. Food that, to
humans, often looks crude or downright barbaric. First of all, while they of course cook their meat, live
food holds a cultural and religious significance. Critters such as mragez or ekzhiik-- both tiny and
fluffy herbivores, are devoured alive as part of rituals or on holy days. Those who refuse to eat them are
considered weak; there is no actual opposition to such practices in chohjozra society. Cannibalism is
similarly ubiquitous; the dead are usually eaten by their relatives and friends, if the body is not
contaminated due to the manner of death. When a prominent chohjozra dies, a priest cuts their flesh and
organs to very fine chunks that may be eaten by thousands of people. They believe that souls are diffused
in muscle: animal souls nourish their consumer while sapient souls are permitted to reincarnate that way
as the offspring of whoever eats them. A corpse that goes uneaten has its soul stuck wandering the world
as a ghost. Both of these traditions are permitted by the fact that their stomachs are very good at
digesting things that are normally harmful; parasites and prions simply dissolve.
They normally never wear clothes, due to a combination of being cold-blooded, their scales being tough
enough to provide good protection, their homeworld's environment not really having seasonal temperature
swings, and their body plan just not being conducive to convenient dressing. When a chohjozra has to spend
a long time in a cold environment, they put on coats with heating elements. However, they always wear lots
of jewelry, usually made of colored alloys of copper, always polished to a sheen and inset with gems or at
least glass. Under the Monarchy, only the ruling caste could decorate themselves, after they were killed
off it was mandated that everyone should dress as they did to show that everyone was a king and that they
were the masters of their own fate now. It is also required that an eight-pointed star is tattooed
somewhere on the body; in general tattoos are much more restricted than jewelry and are reserved for
certain officially recognized deeds, because they consider the scales to be sacred and are uncomfortable
with coloring them.
As mentioned before, the chohjozra have very good memory. Thus it is feasible for them to memorize not
only their rituals but also perfectly recall tens of thousands of words with some training. This memory is
fully photographic and never fully decays on reasonable timeframes. This means that oral tradition is
alive and well in chohjozra society. Stories and such still get written down as memorization aids, but it
is always seen as more prestigious to listen to an actual living person reciting or performing something--
though they recognize that that is not always possible or practical. This means they never forget grudges,
and it takes a lot to be forgiven.
They see themselves as not any different from wild animals. Since ancient times they had the concept of
the food web, and their place in it. Even the Monarchy recognized that. They are predators, yes, and are
proud of it, but they do not damage their environment. Many chohjozra cultures prefer to integrate their
ways of life with nature as much as possible. Genemodding is viewed in a complicated manner; the priests
of natural deities determine what alterations are acceptable.
There are a lot of things that no chohjozra are interested in. They have no feeling of instant
gratification, no concept of seeing themselves as anything outside nature, and are always disgusted by all
manner of fast living. This hinders diplomatic efforts and cultural exchange, especially with relmai.
Politics
Chohjozra society is united under the Nrukhrizchaa, a sort of decentralized theocratic socialist
federation. Each bioregion on Akeruh has its own administration council composed of priests who perfectly
memorized hundreds of texts about history, religion, and politics, as well as important poetry and
literature, perfectly, word-to-word. Every eight years, they all come to be judged by the people by
reciting those texts and making their interpretation of their meaning. The people then judge who was the
wiser of them, and who was more foolish. The wiser one leaves the bioregion's council to take their seat
in the to the Nrukhrizchaa's central council, while the fool is dismissed and becomes a normal priest. Two
applicants who passed the exam beforehand then take their place. The central council, in old times, used
to meet in a deserted spot on Akeruh, but now they discuss matters 64/8
via an internet connection-- while they love doing things in person, this is seen as an acceptable
tradeoff. There are hundreds of them, and they deliberate on every decision. The colonies each have their
own shard of the council system, though the council of Akeruh has the legal right to order them around.
In times of crisis (active war or ongoing diplomatic incident or economic crash), the council appoints a
temporary coordinator from amongst themselves. They temporarily gain authority to make what orders they
need. Once the crisis passes, they not only have to step down as a councilor, but are stripped of their
priesthood and can never regain it-- because the Nrukhrizchaa is the word of the gods, and thus the
coordinator was temporarily above the gods, which is dangerous. Overall though, there is no single leader.
Civilizational trauma made chohjozra culture allergic to one person holding unchecked or subvertable
power. This system is close to what the chohjozra had before the Monarchy, and before the pre-Monarchy
nations. It is, essentially, the natural rest state of their society, the global maximum that they
returned to after the temporary local maximum of hierarchical rule.
There are no political parties. No ideologies. No petty debates over policy. Yet the people have power.
Not just in the eight-year elections, but even in local decision-making. The eighth day of every week is
set aside in temples as a day when the priest must hear out anyone who comes to their office. This has to
happen in person if possible, but a call is allowed if one cannot come for whatever reason. The priest is
required by law and peer pressure to give genuine answers, and when the day ends they must write a log of
everyone who came to them from memory, their requests, and what they want to do about any complaints or
suggestions. This log is reviewed every few months.
The chohjozra criminal justice system is quite harsh, but prison sentences are short and serve as
temporary measures to contain criminals while it is figured out what to do with them. The court process is
insanely long and involves a lot of hand-writing on parchment, speeches that last the better part of a
day, and deliberation that lasts for hours. The actual sentences almost always consist of community
service, harsh manual labor, or forced consigning to a monastery for life. They do not really do death
penalty per se; crimes like serial killing or treason get one worked to death.
Any sort of pro-capitalist or pro-monarchy or, gods forbid, anti-religious
political movements are completely prohibited, and these prohibitions are more enforced than in the Terran
Federation. In Terra, one might get fined and deplatformed for being a fascist. In the Nrukhrizchaa, the
same will get one sent to the death-labor camps. The chohjozra secret police, the Gheegzhrrizh
Kaagzhaar (GZR-KH), has a reputation for being utterly ruthless, compared to the relatively chill
regular police. This KGB-like secret police combines external and internal intelligence. It answers
directly to the Nrukhrizchaa's council and has the same equipment as the chohjozra army. GZR-KH agents are
trained from childhood.
Kmiihnzay Mrrkyihzra
The name roughly means "sacred path of eternal predation and the thing that answers all questions in the
world".
There is no separation between the material world and the spiritual one for them. The gods reside within
the universe instead of outside it, and are formless forces fully dedicated to some concept or another.
There are exactly a million, no more and no less, responsible for the most mundane of things. The
overlapping spheres that the deities are divided into are as varied, and very often the gods within them
represent different facets of the sphere; for example within the sphere of Knowledge, Tikhzzhik is the
goddess of text while Ghmihzirecha is the god of video (one of the youngest deities; he cannibalized
Bhzighe, the god of some now-obsolete photographing method). They frequently metaphysically hunt and
devour each other, but being divine they are usually unhurt by it-- with the exception, as implied before,
of the case where a new concept emerges that needs to be made room for.
These deities are essentially anthropomorphized and codified versions of how they inherently think about
the world. That is why their religion is the same all over Akeruh; gods had different names in different
cultures and slightly differently overlapping spheres, but there is and was much less variation than in
human faiths. Whereas for humans faith is an extrinsic way of thinking about natural phenomena, for
chohjozra it is merely putting to words the way their whole mental framework is structured. This works
well for the unchanging environment of Akeruh.
A priest or shaman (cleric) represents one deity. They decorate themselves in ways that call to mind
their patron, and live a lifestyle that best reflects them. To be a chohjozra cleric is perhaps the most
arduous religious occupation of all civilizations in the Oval. An individual of any other species would
snap under the pressure.
They believe the soul has several parts. There are the various personalities a chohjozra has, there is
the part responsible for creativity, there is the part responsible for hunger and desire, and there is the
part that is the ego-- the perspective. It is the ego that is diffused through the flesh, and while the
other parts are devoured by the gods upon the death of the individual, that part is only eaten by mortals
as part of ritual cannibalism. The ghost that is left behind when a corpse rots away is solely the ego:
devoid of personality, creativity, or nourishment. Only able to perceive and think, not interact or
create.
One universal attribute considered sacred is the morningstar (as in, a spiked mace). In general, the
ceremonial weapon most valued in chohjozra society is not the sword but the mace. Slashing weapons never
caught on in their pre-gunpowder warfare, because chohjozra hides are very tough. Every cleric carries a
golden morningstar that they add one decoration to at the start of their service. They then pass it on to
a successor, who in turn adds their alteration.
They practice sapient sacrifice, but it is of esteemed people at the end of their life. When a
particularly devout chohjozra is at death's door, they willingly give themselves over to the priests for
one final ceremony. Their blood is drained and their flesh cut up to be consumed by the community, while
their bones are carved into idols.
Non-chohjozra can convert, though due to the nature of Kmiihnzay Mrrkyihzra it is debatable how
authentic it would be if followed by a human brain... unless their brain was to be genemodded or chipped
to be locked into the chohjozra mindset. There is a small community of humans and relmai who fully live
that way.
Infrastructure and architecture
Chohjozra buildings generally resemble mounds of varying pointiness, from nearly flat like rolling hills
to tall like spires. Most are somewhere in-between. Always engraved with intricate patterns and partially
overgrown by moss and vines. From the distance a chohjozra city might look abandoned and left to the
ravages of nature, but really they just can't stand not being surrounded by greenery as they consider
themselves a part of nature. Passages are low, wide, and dark, rooms are irregular but vaguely circular
with small oval or slit-like windows, and there are even more plants inside than outside. They like shade.
Often, the lower floors are deliberately half-flooded. Furniture is rounded and low. In each residential
room there live three generations: a triple; the triple that was the parents of one of them; and the
triple that contains a child of one of them. There do exist smaller dwellings for one triple or an
un-mated individual.
Highways are near impossible to build in most of Akeruh. The most common method of long-distance travel
is by airship (planes are too loud and chohjozra are fine with waiting) or submarine. These submarines are
made for traversing swamp water and have very sharp wedges on their fronts.
Before the Nrukhrizchaa
While the Nrukhrizchaa is the local maximum of chohjozra society, as alluded before it was not always that
way. Hundreds of years ago, there was the Monarchy that spanned the entirety of Akeruh. There was a word for
this form of government, as it was not identical to human or dal-ghar monarchy just as the Nrukhrizchaa is
not identical to just a council, but that word has been scrubbed from the historical record by now.
Akeruh is not a world of mountains and barriers. There are swamps, and there are oceans, and in some places
there are hills and plains. At the very poles there are glaciers-- and no chohjozra live there. With this
lack of natural border lines and chokepoints, it was relatively easy for a single nation under a single
culture to unite it all. This nation was the Monarchy.
And it was horrible.
Egalitarian societies were overthrown and a caste system imposed, and the royal family sat on top of the
pyramid. The million deities had another million added, and that second million supplanted the worship of
the first-- these were obedient gods that were, too, arranged in a hierarchy. The Monarch themself was
deemed the embodiment of the ruler of the gods. Meanwhile, all triple-marriages amongst commoners were
arranged by the nobles that ruled over them. Nobody owned anything, the nobles did. And anyone who dissented
was killed by poison alongside their entire family, condemning millions to eternal limbo by denying their
corpses the chance to be eaten.
The Monarchy did usher in an industrial revolution, several hundred years before the rest of the Oval in
fact. As well as a radio network, to be used as a telegraph.
The records mostly cut off after that. It is not known who started the Revolution. All that is known is
that around a billion chohjozra died of warfare, hunger, and disease during it and its immediate aftermath,
but it was worth it for there was no trace of the Monarchy or its royal family-- aside from their corpses,
which have been embalmed, with their scales flayed away and sigils of eternal torment branded into their
flesh. Everyone was equal again now, under the gods of which there was again only 10^6, happy and satiated
with the ruptured essence of the false million and the smoke of the pyres of the scripture of the false ones
alongside their priests, their families, and anyone who supported them.
The one surviving photo of the former capital of the Monarchy from this time period shows not a single
brick on top of another. The swamp is red with festering blood, speckled white with shattered bones. Not a
single living soul is visible.
Following this, the chohjozra regressed into the medieval age for a few hundred years. But in the end the
Revolution was both necessary and inevitable. Necessary because if not for it then the chohjozra would have
become a second Hegemony, doomed to be crushed under the wheels of progress. Inevitable because their minds
are not ones of hierarchy. A compressed spring can only stay compressed for so long.
Every year there is a festival where the events of the Fall of Monarchy are reenacted in public theater and
the embalmed bodies of the former royal family-- monarch, consorts (the bodies are too mutilated to
determine their gender), children, brothers, nephews, nieces, aunts, uncles, and cousins-- are paraded
through the streets of various chohjozra cities on various planets, impaled on ornate golden pikes.
Technology
Artificial intelligence that can communicate in language is prohibited due to religious restrictions.
Thinking machines are frequently despised and entry for them is prohibited. However, due to the fact that
true AI is fundamentally different from pseudosapient AI and functions essentially like an organic brain,
a faction of intellectuals, scientists, and reform clerics have begun challenging this, arguing that the
scriptures describe pseudosapient AI. Chohjozra are slow to change their minds, so reform is likely to
take decades, but it is inevitable. AIs are not prohibited if they do not communicate like people.
Keyboards and touchscreens are inconvenient to use for chohjozra due to the shape of their taloned
fingers. Instead, input of information into devices is done via one or more heavy, palm-sized orbs with
gyroscopes inside.
Due to the difficulty of running wires through swamps, the chohjozra internet has always been wireless
over radio. Servers and relays float on buoys. A system of private and public keys ensures that even
though the broadcasts are undirected, it is hard for a server to "eavesdrop". In terms of internet
landscape, there is only one state-owned social media service where everyone is required to fill out a
profile in, but other than this people are free to host their own websites (and many do). In some ways it
is similar to 90s human internet in culture.
Entertainment and art
As stated before, the chohjozra have no feeling of instant gratification. They can only comprehend slow
media. Books have very detailed and verbose descriptions, and oftentimes there is no plot per se. There is
a variety of genres based on describing nature in various ways.
A very common form of art for them is what humans would call bonsai. Trees and moss are grown in small
pots in various intricate shapes, that are often worn on the body as adornment. Some wear vines as
jewelry.
Astropolitics
The Nrukhrizchaa is an Alliance member. While their somewhat repressive society
may not strictly fit the Alliance's membership criteria, they are an useful asset. For one very major
reason. The Kjee Empire. The chohjozra territories act as a barrier against the kjee
who otherwise would have a clear shot to the underbelly of the Federation and Commonwealth.
Language
The most prominent chohjozra language is Dhahrkyhzchaab (DHKY), translating to something like "common folk
new era equal language". It is a modernized version of the language of the highest-population area of Akeruh
that was relatively unscathed in the revolution. It assimilated features from many other languages; said
languages still persist and are under strict preservation programs. There is also Mbahrzahchaab (MBZA), a
simplified and less ambiguous version of it, and Zhehrkmiichaab (ZHKM), an even more complex and
metaphorical and archaic version. DHKY is the language of pop culture and official and interciv
communication, while MBZA is the language of science and of commerce, just like Common Terran English and
Techspeak are for humans. ZHKM is the language of religion and doesn't really have a Space Age Terran
equivalent, though there are present-day analogues like Old Church Slavonic. All three are mutually
intelligible.
Some notes about all 3 languages:
phonetics are very limited. Phonemes that require flexible lips are not used, instead there are subtle
nuances in the clicks and growls and purrs. Transcription is, accordingly, very loose and at times
arbitrary. To a human it just sounds like a bunch of growls that only a trained ear can discern. They can
make vague approximation of these phonemes, and thus speak human languages, but have one of the thickest
accents. They speak surprisingly quickly for an usually slow and relaxed species.
there is no s sound. This is because it comes off as an uncontrolled hiss that is hard to
work into language (for the same reason no human languages use a raspberry phoneme), and is reserved for
emotional expression.
very agglutinative structure, but where barely-perceptible swaps of sounds, or subtle changes, carry
valuable information that modify the word-components too. Phonemes themselves have meaning, if vague (like
hh usually meaning belonging to). Words must follow a somewhat rhythmic
structure, one cannot mash together these phonemes at will. Suffixes are also more standardized.
intonation is barely present, if at all. It comes across as extremely stoic. Such things are
communicated by body language too subtle for most humans to pick up, or phrasing. There are also tone
markers just baked into language. jha is a phoneme that means "I am currently feeling
upset", for example. zzi means a word is sarcastic.
all 3 are prescriptive, with an academy having to approve each new word (and, as even DHKY is considered
sacred, neologisms are reserved for absolutely necessary cases, and slang is considered obscene). The
difference is that the DHKY academy is a lot less restrictive and is a lot more pragmatic.
pauses serve an important role, and are much more frequent and longer-lasting than English. There are
around 7 types of what would, to human ears, be a comma.
personal pronouns are not related to gender, instead referring to other qualities. "animate, predator" aazh.
"animate, prey" eezh, "inanimate, mobile" aatkh and "inanimate, immobile" eetkh.
Generic variants that can also be used as nouns for "animal" and "thing" are oozh and ootkh.
any noun or adjective can be turned to a verb by adding a glottal stop before it.
Generally, a whole sentence in the chohjozra languages is written as one massive block of intermingled
radicals that represent phonemes that compose the words. These blocks can be in any shape, but the
standardized one used in print is of course rectangular. The writing itself is composed of many curved,
scratch-like strokes; to an outsider it vaguely resembles Arabic calligraphy but with thinner and more
parallel lines and fewer dots.
Chohjozra Star Navy
Why...:
To serve as a bulwark against the Kjee Empire and to uphold its claim over the contested Sheratan
Triangle.
What...:
A long history of warfare, an apex predator's mindset, and a very patriotic population. Lots and lots of
helium-3 in the Akeruh system's gas giants.
How...:
The government fully controls the shipbuilding industry. All ship designs have to match certain religious
rules regarding numerology and geometry.
Which...:
Due to the chohjozra physiology and lack of familiarity with verticality, ships are much flatter than most
other species' ships. The ships have very powerful afterburners for sudden bursts of speed, and their
shape allows for quick rotation maneuvers, but their normal speed is average. They prefer mass drivers for
weapons.
Aesthetic: Almost could be described as flying saucers (though obviously with engines
underneath), very ornate and blinged-out with gemstones and gold filigree.
Government form: Unitary oligarchic republic under corporate dictatorship
Ideology: Elitism / Liberty{3} (Corporatocracy)
Economic system:Monopolistic
Feudalism
Population: ~15 billion
Capital planet: ???
Climate preference: arid temperate forest
The perfidious Alliance, with its population of moochers and tyrants, have sanctioned
us. But what will they do, once their people grow fat and weak on their welfare? Our system makes strong
people, brave people, clever people. The Corporation will endure and they will wither, especially with our
Abyssal business partners to our side.
--CEO Oeklj Jsik-bcusryct, Voice of the Corporation - Section 32 of Year 462
Thurise Free Republic Danger turtle aliens with extreme firepower
Government form: federal democratic republic with technocratic tendencies
Ideology: Liberty / Progressivism / Technocracy{2} (Mad Science
Institututionalism)
Economic system:Market
Socialism
Population: ~14 billion
Capital planet: Netteri
Climate preference: anything with a nitrogen/oxygen atmosphere, a temperature between
255 Kelvins and 312 Kelvins, and readily available water
Physiology
The average adult thurise masses roughly 600 kilograms, of which 100 kilograms is shockingly durable natural
armor. This natural armor is primarily in the form of a tortoise-like shell on the outside of the individual's
torso. Thinner (but still quite thick) armor plates also grow on a thurise's arms (2), legs (2), and head. As
a result of all this natural armor, severely injuring a thurise with anything short of a large-bore rifle is
extremely difficult. This natural armor also functions as a layer of radiation shielding, providing protection
against the back-scatter of using particle beams in atmosphere.
Also of note is the thurise digestive system, which is extreme overkill by any reasonable
standard. Their guts' sheer efficiency at breaking down complex organic molecules means that even without
xenodigestion enzymes, thurise can safely derive nutrition from most biospheres' foodstuffs. It also makes
poisoning thurise extremely difficult. This trait is unique among known naturally-occurring peoples.
There is a single notable drawback to this extreme durability; thurise are quite slow on the move. While
thurise can comfortably tolerate quite high temperatures, all that natural armor makes it hard to dump excess
heat on the move, and requires extra energy to get moving in the first place. Thurise therefore need to pace
themselves quite carefully to avoid heat exhaustion. Unless the thurise in question is a
cyborg with improved cooling systems, which is quite common.
Psychology
Thurise are commonly stereotyped as mad scientists, which admittedly has a fair bit of truth to it. As a
result of being nearly indestructible to their homeworld's (many) natural hazards, thurise have seldom been
evolutionarily punished for risk-taking. Meanwhile, curiosity was rewarded by the discovery of new food
sources, which a thurise could usually digest without issue. These tendencies combined result in thurise being
predisposed towards persistently investigating unknown phenomena, with very little regard to possible
consequences of doing so. That said, thurise are scientists, so once they've learned something is dangerous
(to them), they treat it with what others would regard as the bare minimum of caution.
History
The thurise were an interplanetary civilization for an oddly long time prior to discovering FTL, having
permanent offworld populations since 1971, by Terra's reckoning. Because of this, the thurise fought several
full-fledged interplanetary wars prior to making first contact, with said first contact happening after a 30
year standoff where all thurise polities had built up truly apocalyptic IPM arsenals. At
the exact time first contact took place, the thurise were undergoing negotiations to peacefully unify and
start disarming.
The thurise's first contact was the dal-ghar, unfortunately. For the dal-ghar. As noted,
the thurise were sitting on massive arsenals of Weapons Of Mass Destruction, with IPMs not yet having been
introduced to the Oval at large. In response to the dal-ghar's subjugation fleets, the thurise made a
populated moon in plain view of Bhoz-tlu-xba ring like a fucking bell, killing twelve million civilians in the
process. This was followed by the simple ultimatum that this was a warning shot, with the
thurise having enough missiles to effectively destroy the Iron Empire if they did not discontinue the
invasion.
IPMs being a new threat at the time, the dal-ghar had no interceptors ready to deal with them. The Iron
Empire bitterly withdrew, as the only alternative was total devastation. A year later (in 2162), the thurise
joined the Alliance as the (now peacefully unified) Thurise Free Republic. As a result of the thurise's
actions, they had kicked off an Oval-wide arms race for IPMs and defenses against such. It would have likely
happened eventually even without this, but there was no other polity likely to show off what IPMs could do in
such an emphatic manner.
Not wanting to all die horribly when the Elliptical War touches off, the thurise have invested heavily into
apocalypse bunkers on all their worlds. Prior to war, thsese volumes are commonly used for storage and
recreational purposes.
Technology
As a result of their long history as a spacefaring species and penchant for mad science, the thurise joined
the interstellar community with a notable lead in many fields of technology. The thurise are also perfectly
willing to share their technology with allies. There's just one problem; thurise technology is very seldom
safe for non-thurise to use. As an example, a thurise asked to make an "electric guitar" without additional
context would likely build a guitar that shot tirty-meter lightning bolts when played, using the electrical
arc itself as a sound amplification method.
On a more militarily relevant note, thurise have very advanced infantry particle beams... that no other
organic species can safely use on account of radiation backscatter.
Thurise Star Navy
Why...:
To deter the Hegemony from initiating aggressive action, and inflict utterly
disproportionate damage should that come to pass anyway. Enough conventional force must also be maintained
to meaningfully patrol their own space.
What...:
Thurise have the advantage of centuries of institutional knowledge of space warfare, along with deep wells
of expertise in IPM design. Thurise are also relatively fortunate in terms of resource abundance,
particularly monopoles. These resources allow them to finance an oddly large military for the size of
their economy.
How...:
All thurise astromilitary personnel are heavily cyberneticized, if not entirely inorganic. This allows
their ships to pull maneuvers that would quickly render an organic crew unconscious, and also allows
corner-cutting on things like radiation-shielding and life support. Ships and munitions are produced at
military-owned facilities. The thurise do twice-weekly IPM tests against a designated "target moon",
picking random missiles from the deployed arsenal. If a missile doesn't work, the unit charged with its
maintenance is in deep shit.
Which...:
Aside from a smattering of scouts and cruisers for controlling their own space, the thurise devote the
vast majority of their defense spending to one of the Oval's most destructive IPM arsenals (second only to
that of the superpowers), and the means to deliver said missiles directly to the heart of the Hegemony.
The Thurise have a doctrinal goal of killing 80% of the Iron Empire's population and destroying 90% of its
strategic infrastructure during the opening IPM exchange. As a result, the most well-known class of
thurise warship is the "Endbringer" IPM Delivery Cruiser.
Aesthetic: Thurise ships are entirely utilitarian in design, as a result of wringing
as much destruction as possible from a finite defense budget. Despite this, they manage to achieve a
profile that many describe as ominous, with massive missile tubes on the boomers leaving absolutely no
doubt that these ships are built to kill worlds.
Satlagol Union (STUB!) Debate-bro aliens
Name: Satlagol Union
Astropolitical rank: Secondary Power
Interciv relations: unaligned
Dominant species: Satla
Temperaments: Debate / Deliberation
Territory: Southern Oval, 650 stars
Government form: unitary parliamentary republic
Ideology: Liberty / Individualism{1} (Parliamentarian Liberalism)
Lñseyy'h are, by default, hexapodal semi-taurs (similar posture to satla or chohjozra,
i.e normally horizontal but can taur up). Like the fellow semi-gelatinous species bquaa
and kseldani they have cartilage instead of bone. Their limbs are undifferentiated,
cartilaginous tentacles with many branches of varying thickness, both the tentacles and the branches curl up
like the fiddleheads of ferns when at rest. Their bodies are covered in very short, extremely oily fur that is
greenish thanks to the lichens growing in it. Their faces are unusually flexible, with movable parts that can
shift around within hours into a flat face, a snout of any kind, or even a proboscis. The teeth, small and
many-rowed, are a constant though, as are the six large but narrow, black eyes.
Like the kseldani, the cells in their bodies keep stem-cell-like properties at all stages of life, and have
weak connections, allowing the easy reshaping of bodies, rather dramatically even in size, number of limbs, or
function of internal organs, or even some parts of the brain. Comparatively easily, at least: they have to go
into a cocoon (assisted by another lñseyy'h) and re-emerge at least a day or two later.
Their proximity and similarity to the kseldani suggests that they are somehow related. A theory has been
floated that the lñseyy'h are either a remnant of the kseldani creators, or perhaps a different subtype of
kseldani (though their biospherical incompatibility puts a dent to both theories).
They are hermaphrodites, and reproduce by laying dozens of tiny eggs in a sac, which soon hatch. In their
larval form, lñseyy'h are not sapient. Brain growth occurs in a sudden spurt around 7 years of age (while they
become reproductively mature around 10). Before that age, a lñseyy'h is about as intelligent as an insect.
After that age, they are slightly more intelligent than an adult human.
Psychology
They are individualists of a similar kind to relmai: expressing oneself is a great joy to
them and they don't like being limited or ruled over by all but the lightest of hands. However, to them their
bodies hold not much more permanence or value than clothes to humans or relmai, and it is expected that one
"dress" appropriately to their place in life and to the wishes of those around them.
Their society self-organized into a bottom-up and non-hierarchical caste system, to a greater extent than
kseldani, with cybernetics integrated alongside their shapeshifting. On a surface level it may appear that
they use a lot of biotech, but in actuality most of that "biotech" is transformed but still sapient lñseyy'h
who chose to be a living, mobile streetlight, or a walking refrigerator, or a boat.
Culture
Their society is composed of broods-- essentially self-assigned castes of lñseyy'h that shift to similar
forms and have similar purposes as a whole. They are only allowed to mate within their brood, but can shift
between broods at will with no stigma attached. These broods have no hierarchy within or between themselves.
In some sense, the Confluence is essentially one superorganism and the broods are its tissues. There are
hundreds of broods, specialized to different types of industry, entertainment, or service.
They live in arcologies built out of sleek chrome metal partially overgrown by plants... and by lñseyy'h of
the maintenance brood whose spindly bodies curl outside and inside the massive buildings and use their
tendrils to pass items from window to window, while their respiratory system is repurposed into a living
air-conditioner. Completely by their own will, of course. Outside the arcologies, where there are only adults,
is the untouched-wilderness domain of the children. Since the larval lñseyy'h are not sapient, they are
allowed to prey on each other, ensuring that the craftiest ones survive to imago form. Lñseyy'h do not like
the sight of blood and guts, so the infants are dumped into the wilderness. After 7-8 years pass,
specially-trained individuals retrieve the survivors. No trauma results from this-- they retain no memories,
even subconscious ones, from the larval form.
A lñseyy'h always has four names: one known only to themselves, another known only to their brood, a third
known to other lñseyy'h, and a fourth to be shared to outsiders. These names get progressively shorter, to the
point where a lñseyy'h can introduce themself as É to a Terran, and as Hm̃emôl Ishgh
Nos̨-É to themself in their diary.
They prize secrecy and trickery similar to the kjee, seeing it as a great way to sharpen
the mind. Unlike the kjee and much like Yig, they really just treat it as a game.
Sharpness of the mind is seen as a great virtue and inseparable from the fluidity of the body. While a
lñseyy'h can shift their body's entire shape, their mind is not changed by transformation, and they take great
care of that-- except to those who seek to disrupt their society. See below about the merged ones...
It is possible for two or more lñseyy'h to merge together completely if they go into a cocoon together. The
result is a larger body with a somewhat deformed head that nevertheless has one normally functional brain.
Memories tend to be corrupted but personality and identity stays as something between the "ingredients". These
merged lñseyy'h cannot unmerge. This is usually done as punishment by society for things such as committing
the crime of hierarchy or reducing the welfare of the collective. The resulting merged lñseyy'h is usually
more obedient.
They have something resembling religion but it is strange and difficult to describe in human terms.
Astropolitics
Much of their northern space was vr'rok before the collapse of the Second Vr'rok Empire.
During the collapse, they took their unique approach to pacifying the vr'rok, enabled by their highly advanced
mastery of biotech, which is just under that of the Abyssals. The lñseyy'h, with their
very low value placed on the integrity of one's form, saw no issue treating the vr'rok as they did the losing
side in one of their disputes. These vr'rok were made to adapt, much like the ansethigno were made to adapt by
the kaziil. But instead of indoctrination, the lñseyy'h went for mass genemodding. The
millions of vr'rok living there are no longer recognizable as how they were. They were made incapable of
having any sort of violent thoughts, and their bodies were made rounded and clawless, and their brains were
rewired to make them satisfied with that.
The rest of the Alliance was horrified and some voices wanted to, as the lñseyy'h
had just recently joined, kick them out of the Alliance. But these voices were out-voted in the Alliance
meetings. For the Alliance is a pragmatic organization, and why get rid of an asset that can neutralize a
conquered enemy nation while having the plausible deniability of cultural practice? To this day, the Lñseyy'h
Confluence makes the petty tyrants of the Northwestern Oval tremble in fear.
Lñseyy'h Star Navy
Why...:
To ensure the security of the otherwise decentralized and thus hypothetically vulnerable Confluence; and to
put their unique methods to use in military expeditions
What...:
Mastery of biotech allows easy life support; arcology lifestyle translates easily to starship crew
habitation.
How...:
To this end, lñseyy'h war-fleets are each built around a mothership where the crew is born, lives, and dies
(and stays behind in engagements, ready to jump away if the battle is being lost). A mothership is
surrounded by and maintains a swarm of small warships that the crew transfers to before a fleet movement.
Which...:
The mothership is a wide-open, bulky, slow, juicy target for long-distance missile or mass driver fire but
the warships are some of the nimblest in the Oval. The crews are modified to handle g-forces that would
dislocate the bones of less flexible species. Also, the motherships have portable genemodding stations for
neutralizing POWs and captured civilians.
Aesthetic: Very long and needle-like, polished to a gleam. They are overgrown with both
plants and flesh on the inside, though.
Hssszhha Everlasting Prosperous Grand Kingdom(STUB!) Vampiric snake-aliens who embody and copy their ancestors
Name:Hssszhha Everlasting
Prosperous Grand Kingdom
Astropolitical rank: Secondary Power
Interciv relations: unaligned, leaning towards OSES
Dominant species:Hssszhha
Temperaments: Memory / Neatness
Territory: ~320 stars in Central Oval
Government form: unitary bureaucratic absolute monarchy
Ideology: Elitism / Order / Tradition {4} (Absolute Monarchy)
Economic system:State
Capitalism
Population: ~4 billion
Capital planet: Missshm
Climate preference: temperate grassland
placeholder
Minor Nations
Hhw!xey Principalities Trickster teddy bear aliens that are akin to the Holy Roman Empire
The hhw!xey are a sapient species from the cold planet of Yihhtyh!hhx. They are very small (at most 40cm
tall), stubby-limbed semi-humanoids (often going on all fours) covered in very thick and fluffy white fur,
with small but sharp black claws, large reflective eyes, and short noseless muzzles full of small grinding
teeth surrounded by two serrated grasping mandibles. They lack visible ears or tails, but two very sensitive
tendril-like organs can extend from their heads at will. Their bones are thin and their muscle-equivalent is
semi-liquid, goopy, and purple, yet surprisingly strong.
Hhw!xey evolved from cunning scavengers and omnivores in the tundra expanses of their planet, burrowing in
the snow to get at roots and tiny mouse-like creatures. They were constantly under threat from quadrupedal
semi-sapient predators called ki!yhy!rhy, and had to rely on their wits and resourcefulness to avoid and
kill said predators. Soon, tribes emerged that turned into city-states and kingdoms, and technology
progressed fast. Spaceflight was an issue, as the heights involved were even more daunting for knee-height
creatures, however their small size meant that life support could be reduced in size compared to larger
sapients.
Thus, once spaceflight, and FTL, was developed, the hhw!xey migrated away from their planet en
masse on a scale incomparable to nearly any other species. It is a natural instinct for them to spread and
fill as much newly available area as possible, and they never had much attachment to the land-- and that
lack of attachment crossed over to lack of attachment to their homeworld. And there are no predators in
space...
Their cultures have one shared "bias": trickery. It does not have to be lying, per se, but zany and
overcomplicated schemes that nevertheless succeed are seen as the greatest possible pastime. Their sports
tend to be intellectual rather than physical and involve such deception and scheming. Their media has
incomprehensible and tangled (by human, or most other species' standards) plots. Currently, the hhw!xey are
united under a confederation of feudal states called principalities, even looser than the Terran Federation,
the leadership of which rotates frequently according to a set of arcane rules. They are an Alliance member
with relatively few systems, but have many outposts within other races' space, including Terran.
Principalities
The Hhw!xey Principalities are often mistakenly referred by Terrans as the Hhw!xey Principality,
but that is something of a misnomer. While the Prince
of Yihhtyh!hhx, the ruler of the systems surrounding the homeworld, is technically the ruler (and
is the one usually speaking on behalf of all hhw!xey to alien diplomats), all the other dozens to hundreds
of principalities are sovereign for most purposes. They have their own laws, their own navies, their own
cultures. They have independent relations with other civilizations and sometimes even have wars between each
other.
Yihhtyh!hhx itself was similarly fractured before the FTL age. But with the mass exodus of population from
it, where much of the leadership of old planetside principalities abandoned their patches of land to have
entire planets to themselves, away from their rivals, a power vacuum was left. Through a combination of
diplomacy and war by the largest principality united the depopulated planet.
Hhw!xey names
The ! is a click of the mandibles.
People
Hhuhs!mi!
Ni!m!s
G!
Planets
Bu!hhx
Sssi!hhx
Na!o
Spaceships
Jj!zas na!i
Jj!smi nsi!i
Hho!si si!een
Sy!yvl Kingdom Pathologically obedient aliens
Name: Sy!yvl Kingdom
Astropolitical rank: Minor Power
Interciv relations: Non-Aligned League member
Dominant species: Sy!yvl
Temperaments: Conformity / Order / Hierarchy / Tradition
Territory: Northern Oval, 100 stars
Government form: Unitary absolute monarchy
Ideology: Elitism / Order / Tradition / Conformity / Esotericism{5} (The Sy!yvl
Mentality)
Economic system:Planned
Economy
Population: ~35 billion
Capital planet: L-syng!jyl!yysa
Climate preference: Temperate plains
Physiology
The sy'yvl are a partially-humanoid species. Though possessing two legs and two arms, they stand even more
upright than humans or relmai. Their limbs, though of normal length, are notably perfectly cylindrical,
lacking the narrowing of those of humans. Sy!yvl have 4 fingers per limb end, with triangular nails, while
their knees bend backwards. Very smooth skin, usually of a purple or crimson tone, is stretched over sy'yvl
bodies. They have two long, light-colored tails that don't taper until the very end, which are very strong
and are used to assist in walking (can't walk efficiently without the tails, hence only partially humanoid)
or as secondary hands. Their faces consist of round but long snouts (think velociraptor snout but with much
softer features), with omnivore mixed teeth inside. Slightly, but not quite, off to the sides are two large
almond-shaped eyes where the iris is always white and the sclera varies in color and pattern between
individuals. But most noticeably, squishy ear fins, resembling a mix between the horns of a deer and the
gills of an axolotl, but strictly decorative, extend from the sides of their heads. These fins are
semi-translucent and shimmer in different colors.
Their physiques vary a lot, more than other species: some are thin, tall, and sinuous; others are stocky,
short, and muscled; and everything in between. This diversity does not affect their psychology
much, and is less drastic than, for example, the ty-uc-kch castes, and is caused by the environment a sy!yvl
spends their early childhood in: hotter environments lead to thin bodies, colder ones lead to stocky bodies.
This can be manipulated fairly easily.
Sy!yvl are somewhat mammal-like, but there is less dimorphism than in humans (though they're still less
androgynous than relmai for example). They have a method of reproduction between
egg-laying and live birth: females effectively always give premature birth, and the fetuses are born encased
in mucous cocoons, which can absorb nutrients, specifically milk. Both sexes lactate (though females do it a
bit more)-- which resulted in far less prevalent gender roles in their society.
Psychology
The sy!yvl are hardwired to accept their place in society unflinchingly and not question authority or how
things are, and do not have much capability for abstract thinking. All are extremely social and can't stand
being alone, though unlike the bquaa these effects are possible to mitigate and are not hardwired. A small
proportion of them are more skeptical, but the rest are perpetually zoned-out. To outsiders, they appear
near-mindless, perhaps even akin to animals. But that is a mistake; they are still people with names,
personalities, interests, and hopes.
Most of them are very afraid of leaving their "comfort zone" in even small ways, or of anything that
contradicts their hierarchy. It's a fear that's possible to conquer with enough exposure, however.
One more quirk of the sy!yvl psyche is that they have a very good intuition for what their fellows are
doing even if they cannot see them.
Background
They have been highly social animals since millions of years ago. There was never a transition from bands
of hunter-gatherers to settlements, because the latter were always present. The sy!yvl achieved sapience via
very incremental growth that essentially optimized the growth and sustainability of said settlements. They
even had simple agriculture for those millions of years (like certain ant species on Earth), which gradually
was improved upon.
The reason they were able to have population centers numbering in the high thousands since time immemorial
is semi-symbiosis with a coral-esque plant-animal they use to build their mounds, called Gxxy-lsa. These
mounds look like the above-ground part of an anthill, only much flatter, formed of various buildings stacked
on top of each other. As the city grows, more structures are added.
Hierarchical organization
Sy!yvl society has a deeply-ingrained system of hierarchy, implanted into their minds on an instinctual
level.
There are arbitrarily many layers with arbitrarily many but ever-decreasing amounts of individuals in them.
Layer 0 is the 'monarch' of a sy!yvl hierarchy, these days there is only one hierarchy and thus one monarch.
Below is Layer 1, which has around ten individuals who serve as the equivalent of ministers and consorts for
the monarch. Layer 2 consists of rulers of planets and habitats, there are hundreds of them due to the huge
amount of habitats. Layer 3 (over 10000) is the equivalent of governors of regions or massive cities, Layer
4 (million) cities or fractions of cities. Layer 5 (tens of millions), Layer 6 (hundreds of millions), and
Layer 7 (3 billion) fulfill a role of directly managing decreasing sizes of groups of sy!yvl alongside each
other. The majority is on Layer 8. There is little social mobility, but everyone is wired to be satisfied
this way.
Belonging to a layer is communicated by minute social cues and slight differences in appearance that only
sy!yvl can really pick up.
Culture and society
Their culture is very simple, considering its age. Stories are extremely straightforward and monotonous,
with amounts of repetition that would put any human to sleep. Art is well-drawn but usually only uses a
few colors. Little of it has any deeper meaning or even message. They usually rewatch, reread, or replay
things dozens or hundreds or thousands of times.
They are highly spiritual and superstitious, but have absolutely zero codification of their beliefs,
which cannot really be called a religion. If they can be said to believe anything about the "immaterial
world", is that it exists and has a tangible impact, but inherently cannot be even comprehended or
described. Thus there are no myths and no rituals. They also don't even have the concept of an afterlife,
much less believe in one.
Every sy!yvl, besides the monarch, follows the same life framework: do what you have been assigned to do
until further orders, and in the meantime reproduce. Nobody is in any way independent, and in fact find
the concept of independence to be deeply horrifying in an eldritch manner. Sy!yvl with neurodivergences
that give them better capacity for abstract thought get appointed to research duty.
Their only clothing is very loose, mass-produced, extremely baggy and thin robes. These robes actually
vary in design according to social layer, determined by rigidly-defined rules. They are colorful, though,
and embellished with dyed chunks of Gxxy-lsa woven or clipped onto the fabric; also common are bangles,
necklaces, and earrings. Also frequent are chains as chokers, to symbolize submission to the monarch.
Those sy!yvl who work in professions where loose clothing might result in injury or death instead wear
form-fitting jumpsuits. While their clothes may look primitive, they are actually mandated to be made of
self-cleaning nanofabric, and are so comfortable that many other humanoid species try to get their hands
on refit versions.
They have no concept of material property. Even the monarch lives in relative austerity. Absolutely
everything is shared, without as much as personal lockers. But unlike the kseldani and bquaa, they do
recognize land and people as property.
Sy!yvl place almost zero value on their own lives. If they are ordered to do something extremely
dangerous they will do it without a second thought. However, their simplicity also means that crazy
dictators who only want to see their underlings suffer don't exist in sy!yvl society; nobles are
ambivalent at worst.
The way sy!yvl cities develop is important to understanding their society.
Gxxy-lsa exists naturally, but does not take the same form that the sy!yvl use for architecture. It
is something resembling a land-dwelling coral, growing in mostly flat or gently hill-like, circular
patches around ten meters in diameter, present in all land-based non-desertic environments of
L-syng!jyl!yysa. The material is hard as concrete, but porous, very craggy, and colored any shade from
red to pink to white. It extends tendrils into the soil to leech nutrients, but its main form of
sustenance is leeching from above, i.e from plants that sprout over it. These natural
colonies do not grow much due to this drain on their surrounding environment, and die out after they
drain the soil, at which point they discolor into gray and are eventually simply buried by dirt.
However, in their late stages, they form seed-globules: translucent spheres the size of soccer balls,
filled with hydrogen. Once a globule is filled, it floats off, very slowly leaking hydrogen until it
deflates and thus gently lands tens or hundreds of kilometers away. If the soil is fertile, the
globule hardens and takes root, slowly growing into a patch over decades or centuries, and the process
begins anew.
However, the sy!yvl know since time immemorial how to induce rapid growth of this coral. This
method has survived intact for thousands of years, and even in exoplanetary colonization it is used
with minimal modifications.
First, a globule is harvested and carefully transported to a fertile, defensible and
resource-full spot by a team of sy!yvl. This group is fairly large, as such spots are few and far
between, requiring lengthy hikes over dangerous terrain (in the modern age, they use airlifts
or orbital drops for exocolonization). Then, the Gxxy-lsa seed is even more carefully
drained of hydrogen by stabbing it with a special awl, and buried shallowly. The expedition team
then stays near it as it sprouts, setting up a camp nearby. They harvest as much biomass as
possible nearby and compost it, to supplement the regular shipments of fertilizers that get
brought in from the home city and poured onto the sprout, then onto the sides of the patch, to
grow it sideways. Pests and nearby herbivores are eliminated with extreme prejudice.
While the camp lasts years, becoming a temporary village of tents and log cabins, it is meant to
be abandoned once the Gxxy-lsa patch matures enough to support grown buildings. When that happens
(just over its 'natural' size of ten meters diameter), specially-made nutrients are dropped onto
the surface of the patch, causing bulges to appear. The bulge is then drilled and a poisonous
concoction injected into it, killing the inner layer of Gxxy-lsa within it while letting the outer
layers grow. Thus results in it becoming a bubble, which is then grown until it becomes large
enough to house sy!yvl or store things in. At this moment, the city is considered founded, and the
village surrounding it is abandoned.
The administration of the planet, region, or nearby city then resettles more sy!yvl, as the
patch continues to grow, fed by convoys. To become sustainable, fields are sown in a broad circle
around it, gradually expanding out as land is subsumed by the growing Gxxy-lsa. As the settlement
itself grows upwards and access becomes difficult, these fields become specialized towards
Gxxy-lsa-feed rather than food production. All sorts of buildings are stacked on top of each other
via bubbles. Sloped corridors are left in between rows of them, and ladders and ramps are drilled
inside to allow easy passage. Sy!yvl cities are, thus, 3D. The core of each city, i.e the lower
layers, are actually populated by nobles, for better defensibility. Slightly outside the core are
various light industries not harmful in such a confined space. Meanwhile the bulk of the city, i.e
the mantle, is occupied by vast numbers of storage areas, services, and residences for the common
folk. Air shafts, powered by strong fans, thread through the entire volume of the mound, allowing
ventilation, though there is sparse plant life growing on the walls, both for aeration and
aesthetic reasons.
Electric lights are used sparingly in their cities; bioluminescent mushrooms are more common as
lamps, and have been selectively bred for millennia to be very bright... and bitter-tasting, to
discourage using infrastructure as quick snacks.
Sy!yvl 'nobles' and commoners actually live rather similarly. Residential rooms are rather small and
circular, and have one plan: circular or square beds stacked into bunks, surrounding a single pile of
various shared tools and supplies. They don't spend much time here. Most of their spare time is spent in
large open rooms that consist of concentric circles, which consist of 8 rings, each corresponding to a
social layer. Inside such rooms, placed in intricate patterns within each ring, are various decorations as
well as entertainment stations. Of course, the inner few rings are empty as often someone from the first
few layers isn't even on the planet; they are built regardless and meticulously maintained as indoor
gardens.
Personal possessions are strictly banned by royal decree, as implied before, besides that which may be
worn. Instead of datapads, they usually wear pendants, bracelets, or half-visors (covering one eye) which
fill that role with a small curved screen. The UI design in these devices is very simple, with usually two
or three colors and symbols instead of text, as most sy!yvl are illiterate. There is an internet, though
there are very few sites compared to other civilizations.
One trait they share with Chimeras is an obsession with cleanliness and hygiene. For a similar reason:
they live in dense communal halls and are very sociable. Thus disease would easily spread if everyone
wasn't squeaky clean. If someone skips the daily shower, the next day they're tied down and hosed with
cold water and soap. They spend hours cleaning themselves and each other. In ancient times they used
special oils rubbed into their skin to ward away dirt and parasites, now even the commoners use a thin
coating of nanite paste.
Something vaguely resembling marriage exists, though it more resembles animals' courtship rituals.
Overseen by an individual of a higher layer, the prospective spouses do a brief but elaborate dance meant
to show that they are physically fit, graceful, and attractive. After consummating the new bond, they have
to wear identical clothes and adornments, and make their names identical. Marriages between layers happen,
in which case the partner of lower layer is elevated while the partner of higher layer descends. The
monarch is an exception, of course. Sex outside of courtship is literally unthinkable. Homosexuality is
very rare but not at all stigmatized.
Most of their free time is spent talking. They are the most gregarious species in the Oval and are
widely known to never shut up about the most trivial of subjects. A sy!yvl can spend hours and hours
making small talk, about everything from the nice weather they saw from the hive's balcony to how the
grubs they ate today tasted weird to how they saw a layer 3 visit and hit their own head while bowing.
There is essentially zero crime in sy!yvl society. Almost all sy!yvl are incapable of acting in
self-interest or going against social contract.
They used to be extremely afraid of genemodding, until a royal decree and education campaign established
specialization initiatives. Now sy!yvl are routinely modified by their overseers to fit their task in
society. However they still dislike cosmetic genemodding. In addition, they always adapt themselves to fit
the various planets they colonize. Very stocky and muscular on high-gravity worlds, extremely thin with
graceful limbs on low-gravity worlds, possessing gills and fins on oceanic worlds, and so on.
Their population is quite evenly spread across their empire. This is because of mass resettlement
programs where entire cities were relocated to other planets to more efficiently use space. Every planet
is densely populated. The borders of the Kingdom are very small, and the sy!yvl see it as their imperative
to use them to the full extent of their abilities, filling the void and the untamed lands.
Habitats floating in space are very common. Grown just like the cities, using a comet as the core that
ends up providing water and carbon for the growth of the structure. Habitat-dweller sy!yvl are very agile
and adapted to microgravity. The species' close-knit mentality and love for sustainability makes them
uniquely suited for deep-space colonization.
Court of the sy!yvl king/queen
The monarch of the sy!yvl, alongside their Layer 1 direct subordinates and around a thousand Layer 7 and 8
servants, lives in an ornate palace grown atop a mountain on L-syng!jyl!yysa. It is one of the oldest
structures shaped by sy!yvl hands, or any sapient hands in the Oval. This palace is, unlike proper cities,
cylindrical. A tower as tall as it is wide: 200 meters or so.
The monarch is at the bottom of it, but to reach them, visitors have to first go to the top floor, then
back below and so on in a sort of vertical, labyrinth-like zig-zag. The entire inside is surprisingly plain
for what we humans imagine as a royal palace. It, just like sy!yvl cities, more resembles an anthill's
inside.
The throne on which the sole individual of Layer 0 sits is an extremely tall seat of polished Gxxy-lsa,
polygonal multicolored slabs seamlessly merged together into essentially a mini-tower on top of which sits
the monarch. There is a staircase (or, by now, an elevator) inside for them to go down to the floor of the
throne room. Ten more towers half as tall, for the Layer 1s, are similarly constructed in a semicircle,
always facing the throne of the monarch. A pneumatic system of tubes to deliver meals and drink, and
plumbing pipes to handle waste, are built into all 11 thrones. They spend most of the day here, after all.
It is tradition that every year a completely random Layer 8 individual is brought to the throne room to
talk one-to-one with the monarch, and the monarch is to grant them one wish. Most are completely dazed by
their presence. To a sy!yvl commoner it is like meeting a god. They are never the same after the experience,
and some have had a heart attack from a combination of joy and anxiety.
The current king is named Nuy-tsigni'ys. He is quite the radical reformist by sy!yvl standards, and is the
first sy!yvl monarch to directly speak to outsiders. Some suspect him to have the same neurodivergences as
the scientists traditionally do-- namely actually having a sense of curiosity and desire for change. Under
his rule, a contingent of foreign philosophers, artists, and educators has been allowed to reside in the
Palace. These are mostly kaziil (due to close astropolitical ties), humans
(humans are coarse, rough, and get everywhere), and a
few QDNE-32 nodes (Nuy was always fascinated by computers).
Sy!yvl Star Navy
Why...:
To protect the Kingdom against a hypothetical invasion in the event of the fall of the Kaziil Technocracy
or a betrayal by it. In addition, some detachments are used as auxiliaries by the kaziil or other NAL
members
What...:
A lot of expertise in building things since the dawn of time, plentiful and obedient population. Gxxy-lsa
can be grown to be spaceworthy and light
How...:
Military personnel of the Kingdom, in the modern day, are mainly drafted from spaceborne habitat sy!yvl
aas they are used to zero-g life and maintenance of space installations. Warships are grown directly on
these habitats. Personnel are often raised and indoctrinated from birth. The Kingdom has a surprisingly
large navy for such a small and mostly encircled polity, and would be nearly impossible to invade.
Which...:
As a mainly defense-focused fleet, sy!yvl ships tend to be relatively slow and bulky, but heavily armed.
Their preferred weapons are swarms of low-yield fusion missiles launched from buses. Smaller ships are
used in daring, kamikaze-like charges
Aesthetic: essentially chunks of coral-like material with engines implanted in them.
The ships aren't bioships per se because the structure is deadened.
Ideology: Collectivism / Equality / Conformity {0} (The Bquaa Mentality)
Economic system:Shared
Burden
Population: ~37 billion
Capital planet: Auua
Climate preference: Scorching wetland
The bquaa (actual name longer and not transcribable) are a sapient alien race that is part of the
Alliance.
Physiology
Bquaa have slimy, rubbery bodies that resemble those of slugs, but longer (a bit like snakes). They can
slither quite fast due to being covered in a thick layer of slippery sludge at all times. At the front
quarter of their bodies are two pairs of thick tentacles that can be used as manipulators. Their heads
smoothly blend into their necks, and have tapered wedge-shaped, small-toothed snouts with no nostrils, and
two large black almond-shaped eyes. Bquaa have cartilage instead of bones, and said cartilage is very
sparse, rendering them a little fragile. They breathe through their skin, which is possible despite their
large size due to the high oxygen content in their planet's atmosphere. In addition, their skin can be any
color of the rainbow, and has black patterns (if light) or white patterns (if dark) that can be consciously
shifted for communication purposes.
Though some individuals can be extremely muscular and bulky, most bquaa are very scrawny.
They are fully hermaphroditic, in the same manner as most gastropods, and are oviparous. After mating, both
partners lay translucent, spindle-like eggs, ranging from 5 to 15, though only one in five actually end up
hatching.
Background and psyche
Their planet, Auua, is distinct from other humid planets by the fact that it is very flat. It has only
three major biomes: shallow ocean, overgrown fetid swamp, and forested hills. There are some very rare
mountains and a bit of tundra at the very poles, but it is overall much warmer than Earth, and has 100% or
near-100% humidity in nearly all regions. The "temperate" regions are like the Amazon rainforest and the
tropical and equatorial ones are almost like a sauna. It is in those areas that the bquaa evolved: amid the
fog, steam, and muddy hills of the largest continent. They lived in cramped hillside burrows or mounds in
the plains, hunting and gathering for food. After they discovered agriculture, they formed hundreds of
densely-populated clusters of cities. What happened next requires some explanation of their psychology.
Bquaa constantly emit pheromones that reflect their emotional state, which are picked up by their powerful
olfactory sense. This is impossible to control or suppress without genemodding. Due to a quirk, those
emotions are also reflected equally by those who smell them, resulting in feel-sharing. Meanwhile, their
slime can transmit more complex information if it comes into contact with another's (not between species!),
including aspects of personality and even vague experiences. This led to them not having any individuality--
while even the kseldani and akyzh-cci have individual cognition and can imagine themselves being separate,
the bquaa do not and cannot. They also have essentially perfect empathy thanks to this, and are some of the
nicest and most accepting people one can meet.
Naturally, this feature led to the bquaa being very communal and peaceful. They do not need coercion of any
sort, and the thought of causing deliberate harm to another of their species is abhorrent– after all, you
would feel their anguish yourself. Thus, their society developed in a very different path from many other
civilizations: nascent polities quickly merged together into one harmonious collective, where there is no
leadership, and peace and order are upheld purely on goodwill. It is partially eusocial, though there are no
designated breeders it is expected that absolutely everyone do their part to grow the species at all times.
Culture and politics
The self
Probably the most important thing to bquaa culture is the nonexistence of the individual as a concept. Even
the sy!yvl and the kseldani recognize the existence of separate people, even if their influence is to be
minimized. The bquaa do not. Bodies are separate, of course, and brains alongside them, but given how
intensely emotions and personalities are merged in their society, people aren't.
Thus, their names only refer to the bodies. They are used solely in the third person (there are no pronouns
in the bquaa language, but words are short and dense). When a bquaa alters their body in any manner, they
also alter their name.
Their brains are not compatible with individuality by default. A bquaa who is separated from others for
long goes irreversibly catatonic. This is fixable with cybernetics.
Society
While Yig, the Red Kseldani, and the Seven Colony
Worlds in the western reaches of the Terran Federation are all examples of
anarchy, both of those still have some measure of governing institutions besides ad-hoc decisions: the
Consensus for the first, and local councils for the latter two. The bquaa have no such thing. Any sort of
governance they have is entirely natural, in the same way an anthill has no institutions. What they do have
in terms of managing their society is a set of very flexible guidelines.
Bquaa live in very dense cities of mound-like buildings with lots of twisty passages. Their buildings
resemble chohjozra and dal-ghar architecture a bit due to their physiology. Similar to the kseldani, there
are no separate dwellings, and everyone sleeps in large chambers. Unlike the kseldani, their cities are
quite well-decorated, with colorful designs on the external and internal walls. Naturally, it all has to be
built out of moisture-resistant materials: anything that can rust or get easily eroded is right out as due
to the weather it would become a pile of rubble within a few years at most.
Their culture is very strange and incomprehensible to most other sapients, not in the least because it
relies, in large part, on smell. They also have no tradition of alone entertainment: even for passive
entertainment like books and films it is unthinkable to not have someone to discuss it with while watching…
and preferably a whole crowd. Naturally, there are no puzzles or singleplayer games of any kind. They have
no mass produced pop culture, rather all their works are produced on a very sentimental level and do not
reach a wide audience. Contrary to the popular belief that they only live to eat, sleep, and reproduce,
bquaa have a very deep cultural landscape-- it just doesn't reach outside their worlds.
They don't normally wear anything, but put on heated sleeves over their body and tentacles when in cold
climates, such as when visiting another civilization.
Nothing recognizable as pair-bonds or indeed romantic relationships exists. When a bquaa is ready to
reproduce, they do it with no ceremony, deliberation, or attachment. Sex is solely reproductive.
They have a few religions, but one constant in them is that the Universe itself is God/the gods. The
thought of them being separate agents is just not a thing.
They are, unlike many other species, incapable of speaking understandable English or most other languages
in any capacity. The number of sounds they can make is very limited, mostly coming across as gurgling, and
so they rely on text-to-speech translators. Naturally, text communication works fine, though they do not
have any sort of personal identification in their internet equivalent.
While they do not adorn themselves with jewelry or other accessories, a form of body decoration is having
moss and vines grow on oneself in patches-- no special substrate is needed for that as there are many
symbiotic plant species in Auua's biosphere. These plants are often shaved into various patterns and snacked
upon by their wearer and those beside them.
Interciv relations
The Bquaa Collective is a peaceful hive mind and thus was eligible for joining the Alliance,
which they hastily did after previously refusing since they were skirmished by the Abyssals
over a diplomatic insult and had millions of their citizens massacred and the rest brainwashed. This proved
to be useful as they still refuse to have a proper astromilitary, being more pacifist than even Chimeras
(who at least have a Starguard that can be levied if shit hits the fan).
Naturally, many of their systems became pirate havens and the Alliance is failing to do much due to the
Collective's insistence on dealing peacefully with the pirates. Some Terran, aadalu, and relmai citizens
think they are a resource sink, political dead weight, and source of embarrassment, and so should be kicked
out. Instead, a compromise was enacted: the Alliance sends frequent pirate-hunting expeditions to bquaa
space. The territory of the Collective is a common proving ground for wannabe bounty hunters.
However, the bquaa have in many ways redeemed themselves to the Alliance by being very close to both the Silents (and thus being invaluable as a staging ground for archeological expeditions to
abandoned Silent bases) and the Abyssals. The latter have, however, seized a large chunk
of bquaa eastern frontier space, enshadowing it into the Dark Bquaa.
Bquaa names
Most of these have an olfactory or visual component that cannot be reproduced over text.
People
Ua
E
Oo
Nuun
Planets
Nn
Zs
Qq qq
Sommm
Spaceships
Oo
I
Black Fang Republic (Canids) Cyborg wolf space vikings!
The Black Fang Republic (BFR) is the separatist state ruled by the Canids. Once fiercely anti-human, it has
been brought back into the fold while retaining sovereignty. The BFR's people are fiercely individualistic
and patriotic... and are much more focused on physical strength than humans are. Augmentation of all kinds
is encouraged as long as the Canid form is preserved, thus most of its citizens are seven-foot-tall,
werewolf-like cyborgs. It serves as "Terra's attack dog" on the astropolitical arena.
History
In the 2160s-early 2180s, the Canids faced societal discrimination within the Terran
Federation due to complicated factors, chiefly skewed perception of them by humans. At the same time,
they held some important positions in the army and navy, as well as parts of the colonial administration in
the north-up-east part of the Terran (then UN) frontier. In the wake of the Human
Civil War of 2181-2184, they took their opportunity...
A large swath of colonies in the southeastern military district were overthrown in a series of coups known
as the Greater Arcadia Putsch, after the grassland world it started on. They were sparsely populated, and
the Terran Navy was too busy fighting rebels to intervene, so the warships in the immediate area mutinied to
form the BFR's Navy. They made a pact with the True-Human Organization, but it was a ruse; the Canids did
not help the supremacists' war effort and in fact covertly sabotaged it, secretly giving aid to the
partisans that made the THO's Human Republic a failed state. They could not directly stop the supremacists'
genocide, as a war on two fronts would have sunk the BFR. Instead, they paid their due by backstabbing and
mercilessly slaughtering much of the THO's army in mid-2183. The Provisional Government of the Black Fang
Republic, led by Sieng Redclaw, then accepted a massive exodus of Canids from the UN proper, bolstering
their population numbers to borderline core-world levels.
Sieng's faction, immediately after the war's end, had to contend with Deris Ashpelt's quasi-fascist
faction. Sieng dueled and beheaded Deris, causing the latter's clique to collapse, but saw that a major
restructuring of society had to be done, and a new and equal culture created, to satisfy the will to power
while diffusing it to avoid the lure of supremacy. Meanwhile he reapproached Terra, negotiating to keep the
BFR's independence in exchange for close economic and military ties to its former enemy. Then he
decentralized the government, established the Clan and Pack system, with himself as the Elder of the
Council. But he noticed that too many in the Council followed his wishes, even when he wanted honest debate,
so he stepped down as soon as he could, and lived out his life in a cabin on Niflheim until he died two
decades later in a skiing accident.
Governmental structure
The BFR's government is much more clique-y and unstructured yet much more fraternal and grassroots than
Terra's government. The clans (extended family, friend, and interest groups) freely arrange into packs--
which serve double duty as low-level organizational structures and political proto-parties (usually
single-issue or regional-interests), and frequently merge and dissolve as needed. Clan heads are appointed
by the members until they are deemed unfit or for any other reason. Pack heads are elected for 6 local
months (adjusted for planets with slow days, tidally locked planets or habitats use Niflheim Standard Time)
each from one of the clan heads. This is at the supermunicipal and regional level, or sometimes at the
planetary level in younger colonies.
Packs have to unite into proper parties with proper platforms at the planetary level in most places. These
present candidates in the form of constituent pack heads every year for planetary or superregional governor
elections. The federal-level election is different. Anyone can run, they don't even have to be a clan head,
much less a pack head. But in practice only those with some recognition as governors or those who have shown
themselves to be heroes of the Republic have won. Generally, strength of spirit and of body is valued more
than actual policies.
Campaigns are much less formal than the rather stuffy Terran ones. Lots of fiery speeches in front of
roaring and howling crowds. Over-the-top ads bordering on propaganda. And with the Republic's very high
social and economic equality, a very low barrier for running. The presidential term limit is 2 years, and
the president is kept in check by a parliament, elected separately from former pack heads (not only
governors). Kept in check both legally, and by the fact that the president has to be present in front of the
whole parliament in order to enact any changes, and considering this is the BFR, the parliamentarians have
enough firepower to turn any wannabe dictator into target practice.
However, the culture means that those deemed "weak" have a snowball's chance in Hell of getting any notable
percentage of votes... see below.
Culture
The technobarbarian cultural ideology
By the 2230s, their whole nature has changed: thanks to a relatively low population in a
similarly-resourceful area resulting in a high GDP per capita, as well as a culture that values personal
strength, most BFR citizens are enhanced far beyond simple anthro-genemodding: they are now 7-foot-tall
cyborgs who are 30% man, 30% wolf, and 40% machine, with huge muscles and packed full of both external and
internal bionics. Their material aesthetic styles itself after a modernized version of stereotypical
"barbarian" cultures. Rough, harsh, and unyielding. Yet they embrace technology to exert power in more
efficient and potent ways. Power is what all Canids care for above all else; not the oppressive kind of
power but rather the passion and strength kind of power, the kind that can be shared by all.
Anthro-Canids, as well as a minority of taurs, are the only Canids in the BFR. Uplifts stayed loyal to the
Federation, and the inherent issues of feral morphs present issues to living a happy life in the BFR's
society, due to the lack of hands. By the standards of transhuman separatists, the BFR is very homogeneous,
culturally and physically. Part of it is because the Canids have zero interest in anything but raw physical
force, and they have very little in the way of what we would call culture. What culture they do have is
defined by one word: visceral. There is always a focus on action. On thrill. On acting on one's instinct.
When thinking is celebrated, it is the tactician's kind of thinking rather than the philosopher's.
Science is not really disrespected: after all, it is the scientists' work that the engineers use to make
all the cool toys... but few pay much attention to it, seeing it as far beyond their interests. Those who
do, have a different approach compared to the increasingly esoteric Terran science. They care not for
abstract math or theoretical astrophysics or the like; much of their research is concentrated towards
"things that actually exist", with more niche and abstract subjects seen as useless and effete. Only things
that can be used for industry or war or cybernetics are seen as being worthy of research. But again, the
average Canid does not give a damn.
They have a concept of honor. It is not the Western chivalric concept of honor but rather the honor that
was present in many actual "barbarian" cultures like the Celts, Huns, and Mongols. It is linked directly to
martial prowess, to loyalty to one's clan and to the Republic, and to keeping one's oaths. It is not linked
to fair play or to being nice.
Clans
The Canids do not really have humanlike families. The whole human structure of the traditional family
(whether the truly traditional multiple generations under the same roof, or the not-actually-traditional
nuclear family) is untenable. This is due to the high-intensity lifestyles of nearly all Canids leading to
nobody really having the time to serve as a child-rearer, as well as the culture's focus on kinship rather
than origin making such values alien to them. In fact, over 70% of Canid women are functionally sterile (and
100% wouldn't want to waste valuable months being pregnant anyways) due to either consequences of
genemodding or bionics, or hormonal imbalances in the citizen-factories.
Thus they have clans instead, as their replacement for the family. While a clan does, by default, include
blood relatives, anyone can be invited into one-- usually friends are, as well as those people left over
from adjacent clans that dissolved. A clan's leader can be determined in various ways, up to its people: it
can be the strongest member, or one determined by election, or there can be no leader and a head be
appointed ad-hoc when needed. Clans serve a lot more purpose than households do in Terra: while individual
Canids have personal property (such as weapons, clothes, any sort of gadgets, etc), private property
(including small businesses, vehicles, etc) can only be owned by a clan as a whole. Transferring people
between them can only be done by agreement from both heads.
Marriage exists but is very informal, and not legally binding. Social expectations are that Canids should
marry outside their clan and instead into neighboring clans, as this prevents rivalries, inbreeding, and
isolation. It is fully decoupled from gender, not just legally but socially, and considering the females'
sterility, straight couples have the same way to raise children as gays do-- that is, the local citizen
factory. Due to the power of newly-forged tradition as well as resource and gene pool considerations, these
factories do not work full-auto and require genetic material from two or more Canids to produce a new pup.
Canid children are grown much quicker than a pregnancy would, and are implanted with cybernetics prenatally.
Born Canids tend to act in a less human way than turned Canids.
Once the child is "born", they are raised by both of their clans, with babysitters taking turns. Due to a
deep-rooted value of social equality, nobody has the role of taking full-time care of them. Generally
everyone in both clans gets attached to some extent, and though they still recognize their parents, the
clans are more like found family to them.
Once the cub turns 13, they have to pick one clan to be in, between their parents'. Usually they are sat
down with the elders of both clans who try to convince the young one that theirs is better. Sometimes the
dispute goes to a duel for who gets to claim them.
Language
Their language is partially intelligible as English... However, there are
a lot of words from all sorts of random languages-- all mixed together and with their meanings and
pronunciations drastically changed. It is rapidly diverging into a new language, with former boundaries
being meshed together as former cultural identities get abandoned. Sentences are usually very short and
grammar is simplified even compared to Common Terran English. In addition, body language and ear and tail
movement are vital to much of its grammar, such as it is. In writing these are signified by a symbol
prefixed to some words, in the form of an inverted triangle of 3 dots or crosses that correspond to the ears
or tail being raised or lowered.
In addition, the amount of specific slang is staggering even compared to the Federation, and swearing is
accepted even in certain contexts the Federation would still consider taboo. It can feel like every fourth
word is a strong profanity, and it is strange if during a friendly conversation a Canid does not call you a
cunt or worse at least once.
Entertainment
The main form of entertainment in the BFR is sports. Their sports are extreme beyond all human reason, for
example:
rocket skiing, where the racers have thrusters attached to their skis. Points are multiplied by the
amount of fuel spent, this means one cannot play it safe. Variants are same as normal skiing: slalom.
jumping, freestyle, etc.
motorball. Like American handegg, but on a much larger field with hard ground. Players (two teams of 9)
are on motorcycles, and wield different types of nets to manipulate the ball or knock each other off
bikes.
hill conquest. In the middle of a small court with rubbery ground is a narrow plateau accessible by
climbing walls. A free for all for 16 competitors. The winner is the one who can stay for 3 minutes on top
Plain old combat sports, including MMA, are also popular; basically everyone knows how to wrestle and throw
precise punches and kicks. Of course, they cannot compete with humans or even normal lupine genemods– the
opponent literally wouldn't survive the first few strikes, or being crushed under a huge, tense pile of
muscles and metal. Their extreme endurance often leads to matches or fights lasting for many hours.
Somewhat different, but still related and as popular, are gladiator fights. In special arenas, Canid
fighters get pitted against genetically modified, hyper-aggressive animals from bears to T.rexes. Every
gladiator has to have a distinct persona and appearance and weapon of choice-- this weapon always gets a
name and is famed as much as its wielder. There are many types and formats of gladiator fights-- there are
swarm fights against dozens of weak critters, there are one-on-ones against true genetic monstrosities,
there are fights against prisoners condemned to death, there are "who can slay more" competitions between
two gladiators, and so on. For more intense gladiatorial fights they wear customized armor, designed to
accentuate every muscle while covering every millimeter in superalloy.
Outside of sports, Canids basically go out and socialize with their kin, often in bars. There are plenty of
local happenings to gossip about over a drink. Canid alcohol is invariably extremely strong compared to
anything humans drink for fun. This is because it needs to inebriate an at least 7-foot-tall, broad body
with a likely cybernetically enhanced liver. It has fomepizole in it, meaning it gets one drunk far faster
than it should, and for the most part removes the hangover.
Lifestyle
They technically can live for two centuries on average or more, but life expectancy is much less (about 50
to 70 years) thanks to the average Canid's love of high-adrenaline situations. Rocket-skiing down the snowy
slopes of Niflheim's mountains, deep sea trench racing, and obstacle-wingsuiting, as well as many other
similar activities almost all Canids get up to in their spare time (not to mention the duels), aren't
exactly useful if you want to die of old age. Of course, they don't care: a life spent sitting at home
watching TV all day, like many humans do, is to them a fully wasted life.
Being mostly carnivorous, their diets consist of meat and dairy, vat-grown of course. Due to their activity
levels they need 10k or more kcal per day and thus eat a lot, requiring optimized and augmented digestive
systems to fully digest that amount of food. How about a sandwich consisting of a whole steak covered
completely in cheese and mayonnaise, between two slices of lard instead of bread? It is something of an
issue for them as this requires a lot more infrastructure to set up than the Federation's hydroponic farms.
Canid clothes are varied, but most often it is of sleek, form-fitting leather or tougher material, studded
and spiked, and with decals symbolizing the individual's Clan or personal interests sewn on. Clothing is
always made to be easy to run and fight in, though it doesn't cover much fur due to the natural toughness of
their hides and a desire to show off one's muscled body. Vests, shorts, headbands are common-- though often
layered with pouches and belts.
They also always wear piercings adorning their ears, lips, and/or nose. All Canids also bleach or paint
their fur in tattoo-esque patterns, each clan has different markings that are unique to it.
They have somewhat less automation than most civilizations of their technological level. Unlike Terrans or
relmai, Canids find manual labor to be rewarding, more rewarding than any intellectual undertaking or idle
entertainment. Thus one may see them working as blacksmiths hand-forging weapons and tools and goods, as
dockworkers shuffling crates in the numerous spaceports, as miners and lumberjacks, and so on.
Society and laws
Duels are an acceptable manner of dispute resolution in Canid society. If one's honor is infringed upon, an
individual may challenge the offender to a duel, usually not to the death. The usual rules for duels between
citizens:
always are to be overseen by community
on flat, hard ground in good weather with no obstacles
weapons are allowed if both combatants agree
the duel lasts until one combatant either concedes or is rendered incapable of conceding
using lethal force without due reason (either agreement or the dispute being dire enough) is a crime
you cannot resolve political office disputes via duels
Smaller disputes are resolved on the spot with fisticuffs. If an argument between two Canids has reached a
stalemate, the proper way to resolve it is to attempt to wrestle down one's opponent. If one manages to pin
them to the ground, they are considered to be right by their peers and the loser is considered to be wrong,
no matter who was factually right or wrong.
Unlike Terra, the BFR has a common and frequently used death penalty. Treason against the Republic (this
includes Hegemony sympathization), murder, rape, and oath-breaking gets one condemned to the gladiatorial
arenas as prey.
The Republic's cities are organized like Terran cities, but the buildings are somewhat more monumental,
stout, and angular, and generally not as shiny as Terran towers, resembling Brutalist architecture.
Interiors of public spaces are clean but generally look much "harsher", with bare metal and granite. The
flags of the Republic are everywhere, and spaces owned by a clan often have said clan's emblem similarly
spammed. People rarely live alone, generally sharing a room with their clan. Keeping with their high
attitudes towards personal freedom, the Republic allows them to decorate their dwellings as they see fit.
These decorations vary, but weapons of all sorts hanging on walls are a common element, from swords to
revolvers to blaster rifles. On a more peaceful note, their furniture has to be sturdier than human
furniture, as Canids are much heavier and denser than humans.
Technology itself similarly looks very... solid. Everything is blocky, rugged, often with bare metal or
simple matte paint, with labels being stenciled on. Screens are not very big as enhanced eyes allow scanning
from smaller sizes, allowing more protection for the screen. Furred hands make touchscreens annoying, so
there are knobs and physical buttons for control unless absolutely necessary. Datapads resemble Motorola
phones from the 80s while still having modern functionality. Computers look like 80s microcomputers, except
with steel casings, and with CRT-esque monitors. Vehicles look like Soviet cars and buses (with more spikes
and flame decals of course). Guns look like welded-together cuboids with holes in them. Radio, oddly enough,
is also a common form of entertainment. After all, it is easy to listen to while doing some physically
intensive activity without being too distracted. It's surprisingly mundane in its content and probably
doesn't merit description. Generally it's consumed via integrated BCI-receiver. There
is an export market for BFR-Canid tech, as it uses many of the same data and power standards as Terran tech
and is a lot more durable and long-lasting, thus it appeals to paranoid humans. The downside is that your
tank-datapad looks like and weighs like a brick, and would likely crack the floor if dropped. God help you
if you drop it on your puny human foot.
They have quantum AI like the Federation does, and actually produce them more than Terra does. They are
generally embodied into robotic Canid forms and patterned at creation to think as an ideal Canid would, i.e
a rowdy space barbarian, in contrast to the generally peaceful and calm Federation AIs. Canid AIs live to
fight, whether physically or virtually, free from fleshy Canids' human heritage.
Religion is rare, since Canid culture cares not for that which cannot exert force or be exerted upon by
force. Most are atheists or semi-pagan agnostics. The thought of religion mostly does not cross the minds of
the younger generations, who do not have much contact with mainstream Terran society.
There is a robust inter-city and interplanetary transport system but within cities, Canids prefer to just
run whenever they want to go. It's about as fast for them and is good exercise. Some own trucks for
transporting goods and so on, or cars for going fast for going fast's sake.
That said, not all Canids are violent blood-knights. What matters is flair, passion, and desire to always
become better and better at something. It just so happens that most choose directly visceral entertainment.
There are Canids who instead strive to become, for example: a cook making the tastiest food, a musician
creating the most emotional melodies, or a game developer making the most immersive experiences. There is a
niche for all kinds of hobbies, and they are begrudgingly accepted as long as they are not completely "nerd
shit".
But most have zero interest in any of that. The overwhelming majority of Canids, especially younger ones,
do not care for culture or anything other than the raw strength of themself and their packmates. For them,
the only recreation is fighting, and all free time is spent on training, exercise, and sparring.
Canid names
People
Kor Darkbeast
Amur Green-ear
Ichi Moptail
Zeus Steelmaw
Planets
Traitors' Grave
Berserkers' Redoubt
The Kennels
Hell
Spaceships
Peltscalper
Kill Count: Five
Attila the Hun
Wkwqykawu State Pathologically afraid rabbit cyborg aliens
Name: Wkwqykawu State
Astropolitical rank: Minor Nation
Interciv relations: unaligned
Dominant species: wkwqykawu
Temperaments: Fear / Marginality / Adaptability
Territory: Central Oval, 170 stars
Government form: unitary direct-democratic republic under emergency junta
Economic system:Planned
Economy (in the core), Banditry
(elsewhere)
Population: ~14 billion?
Capital planet: Kqwaksvkswaa
Climate preference: temperate grassland
Physiology
Wkwqykawu (often shortened to wkw) distantly resemble oversized rabbits, if rabbits were bipedal and had
utterly disproportionately large legs, and fairly tiny hands.
The muscles on these thick and wide legs are specifically adapted to provide extremely high burst speed at the
cost of endurance. They're also slightly splayed out (a bit like reptile legs) for quicker turns. The torso is
held very upright and is very flexible. The arms are an atrophied version of the legs, still with those
specialized muscles giving them high burst strength but very low endurance; they can lift a very heavy object
but cannot hold it for long. Claws are short, blunt and made for digging, not fighting. No tail at all.
The head of a wqw is somewhat square-shaped, narrowing into a short wedge-shaped snout with thick
semi-ossified lips. Their eyes are very large and tend to be a single dark color that varies between
individuals. Wqwqykawu ears are much broader than rabbit ears, and are notably triangular instead of rounded.
They have short white fur.
Lore
their immune systems are unusually poor. While this was a downside for most of their history, compensated
for via meticulous hygienic standards and frequent reproduction, it led to one good thing: the relatively
easy development of implants. Their population was heavily cyborgized in the pre-space-age and remained so
forever.
a majority of wkw are full-body cyborgs with a faux-fur envelope around them-- the ears, which are highly
expressive, stay biological however
first contact was a disaster for the wkw; the first civilization their scouts ran into were the chohjozra.
Things went swimmingly, at least initially, despite initial apprehension due to diametrically opposite diets
(chohjozra are obligate carnivores, wkw are obligate herbivores). And then a delegation was sent. The
chohjozra diplomat packed with him the traditional snack called mragez-- a mragez is a
tiny rabbit-like creature usually eaten live. It closely resembles, due to an unfortunate coincidence, a
juvenile wkw. He ate with the traditional chohjozra table manners, i.e starting from the limbs, then the
ears, and only then biting the body in half and letting the juices of life drip over one's beak. He did this
in a crowded banquet. To put into context: imagine if we, humans, met aliens and their
snacks closely resembled screaming human babies, that they ate in such a manner.
The above incident plunged wkw society into chaos. Historical records are conflicting, but some sort of
war was declared on the chohjozra, followed by a mutiny of warship captains who did not wish to confront the
"scaled beasts", as well as an epidemic of doomsday cults and mass suicides in the wkw homeworlds. It all
went downhill from there.
in 223X, the wkw are on the path to restabilizing after a series of massive civil wars and societal strife
that even the Alliance could not fix. Part of it was the Restructurers winning their latest civil war in
2215-- their program is downsizing wkw fear instincts. It is proving hard to do, however, due to how
entwined these instincts are with their brains. But they are making progress. The efforts are being
sabotaged by dal-ghar (sacrilege against the Natural) and Abyssal (oh no, they're showing reprogramming in
action, the Bulwark is going to get ideas) agents, pushing them further towards the Alliance.
the large swath marked "anarchy" on the map, north of wkw space, is actually
controlled by the Walled Garden, the losers of the war. What they proposed is a sort of autarkic isolation,
where the wkw would fully shut themselves off from the outside world and become unto the Silents,
blowing up everything that comes to their space. They were on the brink of winning when the kaziil
, without formally declaring war, sent fleets to coordinate Restructurer fleets and retake the wkw homeworld
the Walled Garden still claims sovereignty. It has no diplomatic relations with anyone. The government of
the Wkwqykawu State politely refused an offer by kaziil to help retake their space, because the Walled
Garden claims to have an IPM stockpile. This, to just about everyone except bquaa, sy!yvl, and the wkw
themselves, is a blatant lie. But even Restructurers do not want to take such risks. It's worthless space
anyways.
nobody knows what life in the Walled Garden is like. It is total radio silence. In fact, people aren't
sure if anyone is even still alive there in 223X. The wkw government refuses all access to the region to
citizens, and outsiders aren't allowed to pilot ships in wkw space without constant surveillance. The leader
of the Walled Garden, at the time of radio silence being established, was a wkw-patterned quantum AI
The wkw government structure is, on paper, a digital democracy. Unfortunately it has been under martial
law for decades, and is highly corrupt. Functionally it is a military-industrial junta. The current
Representative, Dwkchtu Gbgbks, is overall a decent woman who wants to step down as soon as the Process is
deep enough underway-- she fought for freedom against the Walled Garden and genuinely believes in
cosmopolitan ideals. Many of her underlings in the Government of Civilizational Salvation aren't.
in 2233, a rich Terran vlogger who happens to be the captain of a small private ship wanted to go there,
and almost did sneak into their space by taking obscure warps, but was foiled by running into a wkw patrol
at the last minute. He caused a diplomatic accident and was handed back after 5 months of custody. A further
year of negotiation was needed to get his ship back. Cynical voices claim this was a planned publicity stunt
(which worked; his name was all over Terra-wide news for a while) and that he would have to have had a death
wish to honestly go there. This theory is damaged by the fact that previously in his career, he did things
like trying to go camping on Shaugna for a month (he got found, a week in, and deported just a day before a
freak hurricane leveled the picturesque patch of forest he camped in); bribing a Canid arena master to let
him participate in a gladiator fight against 2 T-Rexes wielding only a large revolver (he won, only because
one of the rexes sprained its ankle during the fight and the other attacked it); sampling the whole range of
contents of a food market in "Paradise" (he was never the same after this); and trying to debate his way
into getting some sort of position in the Satlagol Union
This is ancient, bad lore from 2022, earlier than the aadalu document. It sorely needs a rework and
is only here for completeness purposes. I feel like it's problematic in some ways too. Ugh.
The vr'rok are a sapient race from the tundra planet of Qekarra. They are centauroids with two clawed
arms and four legs with padded feet and three digits per limb. Thick brown fur, akin to a grizzly bear's,
covers their bodies, accompanied by bony plates on their limbs and tail, the latter forming a spiked club.
They have snouts that split in two halfway, full of sharp interlocking teeth. Their three large eyes are
black. An average vr'rok individual is about 1.5m tall feet-to-back and 1.9m tall feet-to-head, and 2m
long.
They are mostly-obligate carnivores, evolving sapience to become better at hunting the various species
of mastodon-like gigantic herbivores of their world.
They breed at a speed that is usually described in simple terms by Terran researchers as "like rabbits",
something unusual for apex predator species in known space.
Vr'rok psychology is biased towards individualism and competition to an even greater level than humans.
Their early societal organization was similar to stereotypical, now-disproven dynamics of Earth wolf
packs, except even more brutal.
The more tolerant and peaceful cultures in their history failed to survive the onslaught of violent
tribal hordes of those who respect no authority that they can usurp, and were exterminated. The rivers ran
black with ink, then red with blood, and smoke from bonfires of both books and corpses clouded the sky.
Martial prowess is respected in their society, however this does not mean that scientists and
philosophers get no respect. After all, they make the weapons that let them kill the weak, and help
justify killing the weak. Not to mention that if ignorance can be defeated by knowledge, that means
ignorance has no right to exist.
Their population really started growing after factory farming of the mastodons became possible. With
this population boom came centuries of glorious bloodshed.
The First Vr'rok Empire was formed when a great warlord, Tiqa'mas Ilaaku, had his scientists discover
the power of the atom. Soon after, the capitals of the other warlord kingdoms were turned into
lightly-radioactive ruins, and his tanks rolled over the remnants.
This First Empire collapsed soon after discovering the Ugolnikov Yaki'maala Drive, as the
extrasolar colonies rebelled and became independent warlords. They then fought each other for several
decades, until 2175 AD...
A warlord, Kqai'mat Lika, conquered the other vr'rok systems, uniting them into a Second Empire. She
kept the governors in line with harsh punishments, such as punishing their entire families with being
tortured to death in the event of a rebellion, as well as beatings delivered against all suspected
dissidents.
Kqai'mat then decided to raid the populous-but-militarily-weak Kseldani Collective.
These disorganized, happy-joy-joy weaklings with essentially no military were easy loot and slave sources,
or so she thought. The kseldani then sent an envoy to the still-nascent Alliance as the great power most
likely to help them, and the combined kseldani-Alliance fleets beat back the raiders, then the Collective
joined the Alliance. Kqai'mat lost her legitimacy and the Second Vr'rok Empire fell into another warlord
era. 40 years later, they're still killing each other.
The Alliance, particularly the neighboring relmai, kseldani, and aadalu realms, have been gradually
annexing border systems of the warlords into the Pacified Vr'rok Republic (PVR), aiming to integrate them
into interstellar society. Progress is slow, as the vr'rok are populous, have fantastic military
technology, and fight hard.
There are refugees from the incessant war. Some even go to the Terran Federation. They usually need some
serious therapy to adapt to a society where might does not make right. Nevertheless, they can manage, and
become productive members of society.
The infirm body of capital may have encircled us but they know we are their doom. We are the tumor that
will kill it. We are the ember that will light the flame of revolution. First amongst Terrans, then amongst
all of known space. Proletariat of the Oval, unite!
--anon. a local radio broadcast, 2190
In the last years of the UN, under the disastrous Cascos government, several of his favored corporations
gained massive power over swathes of the mid-frontier. Entire empires-within-empires were formed as the
superstates and the central government lost their grip over the far reaches-- the corpos ignored the claims of
the superstates and their CEOs were akin to dukes who swore fealty to Cascos, the king. Most were nationalized
during and after the Civil War, or lost many of their holdings to rebels or economic downturn and went
bankrupt. One of the corporations, Vortix Inc, however, outright sided with the True-Human Organization. The
figurehead non-corporate government was publicly executed for suspicion of being genemodded.
The population on the seven planets they held was mainly urban, as opposed to the more evenly spread
population of the eastern frontier where the main chapter of the THO ravaged. The people
had no other choice. Now-outlawed trade unions banded together with delinquents, hardened criminals, and
oppressed minorities, and organized an uprising-- after a lengthy period of preparation, it happened all at
once. It was fast, brutal, and decisive-- a surgical decapitation strike as opposed to the partisan slogfest
of the east. In less than a few days the upper management of Vortix was dead to a man.
In particular, the CEO, Matthias Belykh, and his board of directors attempted to fly a private flitter
to the space elevator after the floating HQ on the water-world of Monument was seized alongside its
conventional spaceport. They found the landing pads bristling with the anti-aircraft guns of Vortix
mercenaries who had defected to the rebels' side. The CEO pleaded the mercs to allow them to land, promising
to attempt to atone for his crimes and to put his wealth to the benefit of the communes. The message was of
thousands of words. The mercs' response was of two words. "Too late." Bursts of anti-aircraft fire forced the
flitter to change course to a nearby settlement. But it was, too, seized by then. Hour by hour the floating
settlements fell one by one as the flitter's fuel cells ran down. There was nowhere to land but the sea, once
the last fuel cell burned out. Then they were apprehended by a patrol boat under the red-black flag. Matthias
unholstered his revolver and threw it into the sea and raised his arms in surrender. After a brief tribunal
that lasted all of ten minutes, he and the entire board joined the revolver.
The rebels decided to build their own society. One free from bureaucrats, one free from capitalists. Under
the centuries-old red-and-black banner. They spent the war sending aid and volunteers to Terran forces. Once
the war ended, however, there was the question of what to do with them. This was unprecedented-- an anarchist
enclave that abolished currency, and does not recognize itself as part of the Federation. Recognizing it would
have tanked the legitimacy of the new Federation and could have disintegrated it. But forcibly dismantling
would have lost the leftist demographic-- and besides, the Seven Communes already had their existence
guaranteed by several alien species thanks to diplomatic maneuvering.
The solution: the Seven Communes become a Federal Protectorate, a la TRAPPIST, and while they waive their
claim to sovereignty they can do as they please as long as they pay an annual tribute of goods to the core (in
absence of currency). In exchange they get development aid and protection from corporate influence. Still, the
fact that they exist, and are a functioning anarchist society embedded within Terra, is a portent of the fact
that the vestiges of the corporate system that are preserved in Terra, are doomed in the long term.
The Seven are a federation-within-a-federation of anarchist-controlled star systems. The capitals of those 7
systems are, in order of decreasing population:
Far Cascadia. A particularly easily terraformable world that already saw single-celled native life
emerge before long if Vortix Inc. hadn't gotten to it first. By the time the rebels seized it, Earth plants
and animals had already outcompeted and drove to extinction the native biota. But what was done, was done,
and it would be putting honor before reason to try to undo this. By 223X, the temperate latitudes are
covered in immense coniferous forests. Massive cities exist but the forests are not chopped to make room for
them, instead the surrounding trees are genetically modified to provide ample food.
Monument. This lifeless ocean world was the location of Vortix headquarters. The air has been made
breathable for humans by adding oxygen, but the pressure is regardless too high for comfort without lengthy
acclimatization. Nevertheless, the biosphere-free nature of this world gives the population a blank check to
utilize massive floating farms that both grow food and replenish oxygen. The "landscape" however is
depressing: gray clouds above endless dark blue sea. Much of the populace lives in undersea colonies, which
are safer from tsunamis and storms.
Birlik.
Okwegatta
Slate
Uran.
New Rojava
Far Cascadia, Monument, Birlik, Okwegatta, Slate, Uran, and New Rojava. Far Cascadia is the de-facto capital
of the Seven as a whole, though the RedStarNavy
is mostly trained and built around Slate.
Quality of life is quite high in the SCW, though it is somewhat austere compared to the rest of Terra. People
are overall satisfied with and proud of the new system they built, and frequently make fun of the Federation--
though the media refrains from the most caustic of critique, for the reason that one shouldn't bite the hand
that feeds one.
Law enforcement is handled by the People's Militia. Unlike Yig's mob rule, it is a quite
organized institution. Several militiapeople are assigned to each residential and industrial district, and
they answer directly to the local councils. They are a purely volunteer force and are subject to extremely
pervasive transparency laws. Mostly they are responsible for rooting out resource-hoarders, corporate spies,
and Hegemony agents. They insist they are not police, and referring to a militiaperson as a "cop" or worse an
"anarcho-cop" is a good way to get punched in the face.
The radioactive world of Uran, in the system of Actinium, is the benefactor of the Garden of
Gaia, a much more esoteric experiment in building a different society. Gaia is not officially part of
the Seven Commune Worlds.
Denizens of the Seven are usually called Seveners.
Temperaments: same as the temperaments of those species
Territory: 150 stars in the Western Oval
Government form:consociational
diarchic presidential republic
Ideology: Equality / Liberty / Progressivism{1} (The Kouman-Relmai Compromise)
Economic system:Dependent
Economy
Population:?? million
Capital planet:??
Climate preference: temperate grassland or tropical jungle
During the Human Civil War, some humans in the northeast
UN colonies felt very threatened, and due to their worlds' remoteness felt the UN wasn't doing enough to
support them. That feeling was true given the inclinations of the late UN's broken, dysfunctional, and
exploitative government. The relmai, on the other hand, had major influence in the
culture and economy of these sectors, to the point where relmai culture, however adapted to human
biology and social mores, was completely mainstream. So at the start of the Civil War, several sectors
seceded to attempt to join the Commonwealth. They considered the age of an unified human polity to be
coming to an end.
The relmai accepted them, but what the rebels did not expect was humanity reconstituting
itself as the Federation after the war's end some years later. With some relmai military help, of
course. What the two polities were faced with was a minor astropolitical crisis. The people of these
newly-transferred sectors did not want to return to the Federation as they felt more at home under the
relmai. The Federation felt it was bad optics to straight up lose even more space after the BFR and after the Seveners. Not to mention, there was a major wave
of relmai migration to these planets, which made them demographcially, linguistically, and culturally
very different compared to most Terran worlds.
So a compromise was made. These sectors were to be proclaimed a semi-sovereign nation,
wedged between Terra and the Commonwealth. Both empires would have a say in its management and full
trade rights within its borders, but its people would manage themselves as they see fit, ruled by a
joint presidency comprised of a Terran and a relmai from the local area.
The culture of Koumanlan is quite similar to Terra, though much (even) more libertine. Not
to the extent of the Relmai Commonwealth proper, though. It is a popular vacation destination for
Terrans as a result, especially with the beauty of many of its constituent planets.
Much of the population by 223X is composed of pseudohybrids of
humans and relmai. Usually they are either humans with relmai tails and ears, or relmai with no tails
and more humanlike proportions and posture.
The name "Koumanlan" is derived from the transcription of "human land".
Minuscule Nations
Yig'ragn'xu Community (Mh'azhi) N̶̩̆o̸̻̾ť̶̺-̷̹͌h̷̘͊ȗ̶̪m̶̢͗å̶̧ǹ̶̻ anarchists
Name: Yig'ragn'xu Community (aka Union of the New People)
the writhing you feel in your forehead right now is the GREAT OUROBOROS [unintelligible] burying eir
goresoaked snout into your frontal neocortex. e is eating your soul and letting your soul eat itself.
enjoy eir love. soon you will be one of us. one of us...
forever.
--disembodied voice in the head of a new inductee undergoing Mh'azhi transformation
History
The Terran Federation had a civil war. in the early 2180s. It was a very bloody conflict that saw (among
many successful and unsuccessful splinter factions) human supremacists commit genocide upon all genemods and
synthetics in a wide swath of space. They were defeated soundly, and driven from human space. But
that's a story for another time.
The war brought a lot of disillusionment to humans. There already was a Lateral-genemod subculture, but it
was comparatively non-ideological. This new organization, the eldritch-Laterals, or Mh'azhi, were different.
They saw mankind as, if not irredeemable or inherently evil, but undesirable and always doomed to be
conflicted. Thus they changed themselves, into forms monstrous in shape and alien in mind. They are
pragmatic, however, and stayed in the Terran government's good graces (especially since the new dominant
human ideology, Prometheanism, was actually pro-genemodding, but to a lesser extent of course). Over the
next 15 years, they built up funds, people, and clout, then bought out an abandoned asteroid mine in the
frontier. They set up what is essentially an eldritch-Lateral-only commune there. The mine's abandoned state
was because it turned out to be way less profitable than it was projected to be due to remoteness and
various dangers that made it hard for baseline humans to work there. They pooled up funds to rent out the
biggest station, which would later become the Dark City of Paradise.
They have a religion that worships the distortion of body and mind and considers order to be a sin. They
practice cannibalism. Their whole aesthetic is dark, damp hallways with meat moss. Yet they're a free and
egalitarian society. Whether they're good is up to debate, but they're probably not evil in the same way the
dal-ghar or Abyssals are.
The Federation actually helped them along, since they promised to extract the comparatively last few
magnetic monopoles in the asteroid belt... and because that sector of the frontier was completely barren of
any notable permanent settlements. Considering tensions with the hordes of the AEON Clusters required the
region to have coverage, the Fed decided to prop them up and essentially allow them free reign over this
little realm of theirs, in exchange for a tithe of valuables mined, all performed research being shared, and
their nascent fleet being subordinate to the Terran StarNavy. Terra did not and does not care for any and
all debauchery that goes on there as long as no outside citizens get harmed.
30 years later, the Yig'ragn'xu Community (Yig'ragn'xu means roughly "Union of the New People") has spread
to multiple other asteroids in the system, reclaiming other abandoned mining stations or digging new
warrens. In the dark, damp corridors, the spacious caves, or the overgrown forests of the Stations prospers
a society weirder than most actual alien civilizations. To them, it is a true utopia, but to Flats it is a
neverending pandemonium.
Physiology and psychology
The most noticeable thing about Yig is, of course, its inhabitants. It is hard to give an overarching
description for them, as each has a different form (either created randomly by a recombinator device or
designed by themself), but they have some common features. First of all, there are some stipulations
regarding forms, enforced by the community to preserve cultural cohesion:
A Mh'azhi cannot have a human face or something too close to it.
No forms directly based on existing characters from fiction or myth (loose inspiration is fine).
Forms must not make existing in the same space inconvenient for others.
Every Mh'azhi is also implanted with an always-on BCI
that allows them to interact with their environment (the mechanized parts at least) as if by magic, and
connects their brain to the hive mind known as the Consensus.
Their name for themselves in their constructed language is Mh'azhi, roughly meaning "Folks of Twisted
Flesh". They are divided into several subgroups called Clades. Every Clade has a different physiology and
culture, and serves a different societal purpose, and is detailed in a section below.
Eldritch-Laterals are reproductively compatible with each other (but never with other Terrans or aliens
obviously), and breed very rapidly. Most are oviparous.
Their minds are a lot more driven by instinct and vibes than those of humans. At once animalistic and
detached. All Mh'azhi are very erratic and unpredictable.
A very rough description of the stations
The second most noticeable thing is the environment of the Stations. It is informed by their way of
providing food and oxygen, which replaces the fiddly, inflexible, and mundane CELSS systems. Instead of
these isolated mechanisms, the habitat structures themselves are used to replenish vitals. The exteriors
of the asteroids are covered in gigantic, dark mushroom-shaped trees and flowers that use the abundant
sunlight alongside water pockets to photosynthesize, pumping air into the interiors via special tubes.
Meanwhile, the halls themselves are an optimal environment for life to grow in. What used to be insects,
reptiles, and rodents, all distorted like their creators, skitter on the rough floors while consuming
molds, mosses, stalk-like plants, and each other. They, in turn, often are hunted down and eaten by
Mh'azhi looking for a quick snack. The lighting is usually on the level of twilight or a full-moon night,
which is good enough for their many, enhanced eyes. Even Paradise, the most 'urban' Station, is very much
a living ecosystem throughout itself, and even its sapient inhabitants are part of it.
Paradise
Paradise is the largest Station by far, and the only one with the title of Dark City, because of the
density of its population and the amount of industry. In many ways it is the "default" station and is what
most outsiders think of when they think about Yig, not in the least because it has the only interstellar
starport.
Qysy'xith-a, better known as "Paradise", is the cultural and economic de-facto capital of Yig, and holds
about two thirds of the Mh'azhi population: 120 thousand compared to 200 thousand. It was the original
site of settlement after the buyout, and accordingly has the longest history. When people think of Yig,
they tend to think of Paradise, much to the dismay of the natives of other stations.
It is an asteroid bordering on dwarf planet, about the size of Pallas. Its natural gravity is negligible
due to its small size, despite its dense composition, which means that Yig had to spin it up to provide
centrifugal gravity to the tunnels inside. The acceleration on the equator is around 0.35g, which is as
much as the asteroid can handle with a good safety margin. Thus, one cannot stand on its equator's
outside, and docking to it is only safe on the poles. The strain on the asteroid's structure is lessened
by the carbon-nanotube poles lashed from pole to pole along meridians.
The Warrens
Most of the population lives in the dense network of warrens that forms a band around the asteroid's
equator. It's not expanded to its full breadth yet, and as new hatchlings are reared, the band is filled
up and expanded as needed. Nevertheless, space is spent efficiently, and part of being a Mh'azhi is being
comfortable with never being any kind of alone-- and considering the Consensus, in more ways than one.
While the band is narrow, it goes down fairly deep, with each level "upwards" (actually closer to the
core) having lower gravity. There's no hard boundary, but the last tendrils of rarely-used rooms taper off
around a third of the way into the asteroid. Despite being "urban", it has its own ecosystem of mutated
Earth animals and plants, alongside engineered organisms.
The urban part of the band is split into residential, recreation, and industrial blocks. All three are
composed of dark, irregularly-shaped rooms connected by tiled, intentionally-overgrown passageways. Plants
and fungi sprout from cracks in the walls between detailed murals and engravings depicting unrecognizable
imagery that makes human heads hurt. The faint lighting is provided as often by "proper" lamps as by
floating organic orbs. There are lots of little alcoves where one may rest.
Most of it, however, is still an artificial wilderness in caves and abandoned stretches of mine, where
sapient habitation is sparse. It has been growing for thirty-odd years now and is indistinguishable from
an alien ecosystem now.
The Sea
The inside of Paradise has a natural wealth of water pockets that, towards the core, becomes a whole
ocean. It is sparsely populated by aquatic Mh'azhi and lots of imported Earth deep-sea biota that have
been modified to thrive in the harsh environment. The gravity is low to nonexistent here. In the wide-open
central core there is an agglomeration of distorted settlements. The inhabitants of this region tend to be
the weirdest of the weirdest even by Yig standards, and are, relatively speaking, apart from the
"land-dwellers", though even the latter are almost always amphibious themselves, and frequently visit
them, not to mention that the glimmer of the Consensus reaches there as anywhere. This region is very
varied: some areas are pitch-black like an abyss, others are covered in many bioluminiscent plants.
Exploring it without being able to breathe in water is possible through minisubmarines.
The Starforests
The natural color and texture of Paradise's surface is gray, pock-marked with craters. However, from
outside, the asteroid appears to be black with the faintest of greenish hues, with some purple, red, and
blue mottling. This is because of the vacuum-resistant plants that cover its surface in a dense forest.
They are firmly rooted, as the effect of the centrifugal gravity is that everywhere except for the poles,
they are actually hanging from the surface of the asteroid rather than planted onto it. Their canopies are
mushroom-like, in order to absorb the maximum amount of light, and have a natural lead-infused coating
that blocks off the worst of cosmic rays. These trees are tended to by a few diverse species of
biomechanical organisms, tailored to be able to survive and feed in space. Their implants, however, have
to be installed "manually" (by an auto-doc, with oversight by a Mh'azhi). The forest serves a purpose: CO2
and assorted waste from Paradise itself is fed into their trunks, where it is photosynthesized and
recycled into O2 and usable biomass.
Capillaries
Obviously, (rail)roads are unviable in this environment. Therefore, for quick transportation between
various regions of Paradise, there are large subway-like capsules, suspended and propelled in
vacuum-filled tunnels via powerful magnets, allowing for zero friction and thus very high speed. These
capillaries have 2 major types of pathway: meridians (going to the pillars, see below, at the poles there
are major hubs that allow going to any station in the band) and core (going straight through the asteroid,
through the deep ocean and to the other side). Though Mh'azhi are used to them, to humans the acceleration
of even the passenger capsules tends to be headache-inducing.
Pillars
If the docking ports were located at the equator, every approaching captain would sweat bullets trying to
dock without ramming into a densely-populated warren. To avoid any incidents and facilitate easy trade,
there are two docking pillars extending up from Paradise's poles. They do not rotate (in the same way the
pillars on stations do not rotate). This is the only way in or out of the station or Yig as a whole (the
other stations in most cases have ports only designed for resource ferries), and most human traders only
ever see it, fortunately for their sanity. The tiniest, tiniest veneer of formality is put on during
dealings here, but even that is prone to breaking down. These pillars are very large and even have
human-style private accommodations for those who have to stop here. Capillary hubs are also located at the
bases of those pillars, and are the entrance into "Paradise" proper.
Foundry
Mh'azhi society
Everything is shared in their society. Not only is there essentially a lack of even personal property,
thoughts and even mind-fragments are routinely exchanged, permitted by the ubiquity of BCIs in their
culture. They are very open about such things, and just as open to outright tampering with each others'
minds. Unlike in the Federation, where mind-modification is taken very seriously and is sometimes looked
down upon, Yig's society actively encourages sharing one's BCI password around and generally treats the
whole thing as a game. Not everyone engages in this, but the majority does not keep their brains private.
However, in this "game" only temporary changes are allowed, and permanently brainwashing someone without
consent is considered to be like assaulting and mutilating them, and will result in repercussions. In
addition, there is a constant, low-intensity mind-link between every inhabitant of a Station, which
essentially appears as a sea of thought called the Consensus. It is not coherent due to the many overlapping
voices being quiet, but it conveys a general vibe very well. It also helps communicate the best course of
action for the society, and subtly affects the actions of all inhabitants. This is the closest thing to any
kind of authority in Yig, with its people living in total anarchy aside from it-- it is much less
controlling than, for example, the iywkaa hive mind.
The biggest faux pas one can make is to seem like one is asserting authority over someone else. It is not
even in the mind of any Mh'azhi raised there. Everything about their culture that they are marinated in from
birth teaches them that control is the most evil thing that one can do, that all injustices and suffering
suffer from attempts to control people, and that exerting control over another sapient being will literally
cause demons to possess one.
Biological self-experimentation is also highly encouraged. Nobody really pays any attention (except
admiration) if one decides to slap on an additional leg, optimize the shape of both livers, and remove an
extraneous eye (then eat it). However, people generally settle on a vibe and stick with it, and total morph
changes are seen as unusual (if accepted, after all there's probably a good reason).
The Consensus also serves as the backbone of much of their technology. There are three layers to it: the
mindlink, which essentially serves the purpose telepathy would if it existed; the electrofabric, which
allows machines and some wildlife to be controlled as if by magic; and the net, which is essentially their
fully decentralized internet shard where anyone can host their own website for free. Every Mh'azhi has a
profile that their BCI connection always projects. It contains information about their identity, interests
preferred manner of communication, and any boundaries for interaction. Not respecting what is written there
usually gets one punished.
Generally, Mh'azhi are some of the most creative and outside-the-box-thinking people in the Oval. Their
entertainment often surpasses Chimera entertainment in sheer incomprehensibility, though unlike the
Chimeras' clean and abstract aesthetic, Yig art is raw and unpolished and visceral.
Artwork: lots of contrasting colors, usually desaturated. Highly stylized, with rough strokes and shapes
that are either jagged, broken and angular, or smooth and melting into each other. Grainy and uneven.
Sometimes "drawn" in scars on sheets of living skin, or painted in blood. Murals cover the halls of
Paradise. Most of it depicts gore and viscera, humans transforming into Mh'azhi, or various creatures
doing things to each other that should not be put to text.
Music: Yig musical tradition by and large rejects the tonal system. There is a focus on bizarre timbres
and intentional dissonance. There are many music genres specific to the scene, though to humans most of
those fall somewhere fall somewhere within hardcore techno, dark ambient, harsh noise, and black metal.
Quite often it incorporates sounds that cannot be heard by human ears. Regardless of genre, walls of
static and cascading squalls of feedback are common.
Video games: most Mh'azhi video games are run directly on the BCIs everyone has. Universally, they are
deranged and terrifying in ways only barely approached in human culture by obscure indie horror games.
Their contents are literally beyond words-- and while gore and shock imagery is rare, the few humans who
tried these games have simply never been the same anymore. Most genres present there have no equivalent in
humanity.
Their technology is frequently biological, especially the more 'mundane' objects-- while heavy machinery
still has to be mechanical and thus imported... furniture is often grown from black wood and down-like fuzz;
all sorts of medicine and drugs are synthesized in large bulb-like plants; bioluminescent fungi (just like
those in sy!yvl cities) often replace electric lights; and specially-bred insects clean up crumbs and
spills. This cuts down on reliance on the outside world, of course, and promotes harmony with nature. In
addition, certain Clades are focused solely on their given function; they may look just like Mh'azhi, but
lack the capacity to think of anything but their task. They thus are somewhat akin to biotech.
Yig culture is completely orthogonal to human culture. While the founders of Yig wanted to cast away
everything that makes them human, the later generations are organically different. They do not even think
about human concepts like law, family, or leadership. Many are literally neurologically incapable of
accepting or even comprehending authority. Instead of a state or nation, they think of Yig'ragn'xu as a
living organism and of themselves as its cells. The Consensus, meanwhile, is like a brain with every Mh'azhi
being akin to a neuron.
Crimes such as assault or vandalism get one reprimanded and rehabilitated. Crimes such as murder or rape
get one cornered into an alley, shot or stabbed, and eaten. They sometimes draw criticism for mob justice,
however crime is rather rare anyways due to the fact that there is little motivation for it. In fact, Yig
and especially Paradise are safer than many Terran frontier worlds. You're more likely to get hurt by one of
the wild animals or carnivorous plants that often roam the halls than become the victim of a crime.
The culinary habits of Mh'azhi are quite primal. There are no codified recipes and no real unified cuisine,
every cook does things in a different way-- though each way is downright disgusting to most humans. The
ingredients mostly consist of fungi and plants harvested from the wilderness areas of Paradise, as well as
insects or slime mold, or animal prey. Non-synthetic meat is seen as completely normal, there are few
vegetarians or vegans amongst them. Infamously, cannibalism is ubiquitous-- everyone who dies in a way that
leaves an uncontaminated corpse is devoured, and their most common death penalty is being eaten alive. The
Mh'azhi are proud of being cannibals.
Mh'azhi clothing varies as much as their bodies and minds do. There are no dress codes or social
expectations of any kind around it, of course, and they try to make it distinct from the usual human style.
So it ranges from strips wrapped around the body, to robes covered in symbols, to colorful tunics, to
form-fitting outfits with glittered tassels, to indescribable messes of foil and blinking lights. Most often
though, it is very goth. Some however don't wear anything, especially the less humanoid morphs and
animalistic minds; there are no taboos on public nudity.
There are some practical considerations to clothing, like not having too big of a footprint, being
water-friendly, and being inedible to insects and bacterial mats. It is also self-cleaning, which helps with
frequent dirt, slime, and blood stains. Nothing really describable as 'formal' in any way we can recognize,
and consciously so.
They also usually decorate themselves with lots of jewelry and sometimes tattoos or body paint. Spiky
piercings are ubiquitous. Much like relmai, the purpose of their flashy adornments is to make oneself
attractive to potential mates. However not only accessories serve that purpose; many Mh'azhi have fold-out
fins, membranes, feathered plumes, and so on; as well as pheromone glands or bioluminescent photophores.
Their dwellings vary a lot. Most live in shared chambers alongside dozens of their peers, these chambers
combine in one unseparated area a bedroom, a kitchen, and a recreation area. More introverted individuals
have to themselves small cozy rooms that they can do whatever with. Those with more serpentine forms often
sleep in random crevices in the hallways. And those with more animalistic minds, or those who love nature,
have nests in the forests of Paradise. They don't really need much to live, they always value interaction
with their fellow beings over any material goods.
As alluded to before, none of them care for what they were and where they were from before being modified.
Those inducted into their society cast away all of their national heritage and identity, and human history
is not taught in the creches. Very few of them have any interest in it, they consider their society to be
truly timeless and final and that all history is irrelevant. In some ways, Yig is indeed outside of time.
Rarely does one see references to recent events elsewhere, schedules and timeframes are very flexible, media
and entertainment is often nonlinear. They are free of ephemeral pop-culture as seen in Terran and relmai
and many other societies.
They do have a calendar, of course, and it consists of essentially meatbag-readable binary. A year in the
Pkh'ngys'xu calendar is defined as the orbital period of a large metallic sphere put into the same orbit
that "Paradise" occupied at the time of its first settling in 2200 AD, thus 0 PNX (Paradise had its orbit
shifted several times since then). It is around 1.4 Terran standard years or 512 standard days, by lucky
coincidence. And from thereon, the year is divided into a warm and cold season of 256 days (the orbit is
somewhat eccentric), each of which is in turn divided into two quarters of 128, each of which is divided
into two octuples of 64 (this makes 8 months in a year), each of which is divided into two months of 32...
and so on.
They do not marry, and their culture is too alien for human concepts of romance to apply. Some have
permanent partners, others have transient mates, many others simply breed with no attachment. Sex is treated
as simply a natural and healthy part of the Mh'azhi experience.
All Mh'azhi also don't fit anywhere on the gender binary or even a spectrum, appearing completely
androgynous to outsiders' eyes. Even very masculine bodies still have a few effeminate features, and vice
versa. Biologically most of them are hermaphrodites.
The anthem of Yig is called 'Under Brightest Stars'. It is a wordless, roughly 8-minute electronic track
that is always improvised in a different manner in every performance, though some traits like the frequent
squalls of feedback and stuttering pads stay a constant.
Demographics
There are, as of the mid-2230s, two adult generations in Yig: the founders, who grew up and likely lived as
humans for a long time, causing them to still have a fundamentally human perspective– and lots of resentment
towards it and themselves. It could be argued they aren't truly eldritch, and only put on a mask, but the
degree to which they became that mask is debatable. The second generation onward, vastly outnumbering the
founders, are the raised. They have lived most or all of their lives within the tunnels and caves, sometimes
not having seen a planet's surface except in a holovid or a BCI world. They are truly alien from the ground
up– but the founders' frame of reference still leaks over. The raised are much more optimistic and can be
less edgy. Those who have been "adopted", i.e moved in and were turned, vary in worldview between those two.
The raised are actually fine with Terran culture. Many of them grew up watching Terran vids, listening to
Terran music, playing Terran games. They see no issue with it, to the chagrin of the more dogmatic founders,
who are in no power to stop them. Many have resigned themselves to how the course of their society is well
out of their control by now, and that trying to seize ideological control would splinter it just like
Redemptor Omnium's Last Pure Kingdom did-- and so they ceased their ideological involvement, mostly serving
as spiritual guides.
A form of egalitarian natalism is a cornerstone of Yig ideology. The ideal Mh'azhi must reproduce as often
as possible (but in practice nobody is forced to; asexual Mh'azhi exist and are under no scrutiny). There
are no families. The annual population growth rate fluctuates between 8% and 10%, around five times faster
than even the most fertile human growth. Thus starting from just a few thousand founders, by 223X there are
now around two hundred thousand eldritch-Laterals. At the present time, there is an ongoing population boom
that has no signs of stopping any time soon. There will be 96 million by the end of the 23rd century-- and
possibly more, with further advances in fertility.
Mh'azhi children are raised communally, in special creches, from before birth: in each creche there is a
"recombinator device", a broad swath of slimy, veined flesh with pods in which eggs are stored, with
metallic wires and tubes going into every pod, overseen by those of the specialized breeder clade. The
recombinator scrambles the DNA of every embryo. Then once they hatch, the community as a whole raises them,
teaching them about the world and indoctrinating them into the ideology and faith. They have quite a lot of
independence and oversight is near nonexistent. Learning is mostly self-directed, though if a young Mh'azhi
picks up statist or (somehow) pro-Hegemony beliefs they end up getting taken away and brainwashed.
Higher education is not yet present (as of 223X) on any of the Stations, but Yig is part of the Alliance
Scientific Zone, which means they can study at any Alliance institute or university-equivalent; in practice
those of them who pursue a higher education go to the nearest Terran colony of Novoye Pomorye-- a sleepy
world with shallow, ice-wracked oceans and windswept plains. For many raised Mh'azhi this is their first
experience with human society or planetbound life-- most don't like it very much but pick up some valuable
experiences.
Symbols
The symbology that the eldritch-Laterals use is not standardized, but nevertheless there are many motifs
usually used in art that represents the Community as a whole.
The most commonly-used emblem Yig uses is the Ouroboros (khe'inyykh'ngh) , specifically a vaguely
canine-looking variation with four paws. It has an expression that can be interpreted as either anguish or
ecstasy. Sometimes, the spot where its teeth meet its own tail is streaked with blood and gore (usually in
color, unlike the rest of the symbol which is black and white). This symbol, as in ancient cultures,
represents the circular nature of existence as well as the concepts of rebirth and fertility.
A ritual dagger with two blades curved into a double helix like DNA (ywesha-i) is carried by all Mh'azhi
who are devout to the dark gods. It is forged from black or purple alloy and has runes carved into its
blades. One of the blades is serrated, the other is smooth. Usually used for sacrifices and to engrave
things.
They also enjoy fractal imagery.
Religion
Mh'kri-ism (Darkspeech: i'ith-kri'zhya) is the "state" religion of Yig. Though taking elements from
Gnosticism, neo-Paganism, and the collective dreamings of the nascent Consensus, it has little relation to
any other faiths. It venerates the Mh'kri (gods/angels/good spirits), an infinite multitude of chaotic
beings that inhabit every Planck length of the universe, but align themselves with prominent concepts and
places, from the broadest to the most granular. These divinities do not fully exist in the material world,
instead residing in a non-spatial and non-temporal plane called Uysza'ngh-e (astral). They have always
existed and will continue to exist, and in fact their subtle influence is what causes the destruction of
repressive hierarchies and toppling of this vile concept called order. But they're only truly active
in places where the Mh'azhi (eldritch-Laterals, lit. "distorted people") reside and live according to their
and their gods' wishes.
Mh'kri themselves are uncountable, but within Uysza'ngh-e they group themselves into several Constellations
that are usually the ones commonly venerated as gods. These include the Great Ouroboros, the Watcher in the
Darkness, and so on.
There are no prophets (Lyyrr Kyn-tanarth, the main founder of the faith, begged his people to only treat
him as any follower) and the scripture, such as it is, intentionally contradicts itself more than any
traditional religion. Anyone can be a nezg'sheg (shaman) if they feel up to the task, but nobody stays in
the position permanently. Syncretism is fine, though considered unusual, and they tolerate other faiths as
long as they leave them alone.
Mh'kri-ism attests that a person may have any amount of k'ihgge (souls), most often a non-integer more than
1 but less than 27. These souls are not themselves conscious, but they interact in subtle ways with each
other, the brain, hormones, and very importantly the k'sythl-e (metaphysical imprint) of the body to produce
the k'ynzig (sense of self). These three things are partially mirrored to and from Uysza'ngh-e, but bodies
that are twisted into forms unlike humans, aliens, or animals are more connected to this otherworld. This
gives them a deep attunement both to the material world and to what is beyond it.
There is a sharp distinction, to them, between nature and organicism. Nature is an ambivalent thing, which
may be good or bad, but organicism is always good. Something being organicist does not necessarily mean
being derived from nature, or even organic compounds (though often it is), but usually means it is dynamic
and flowing and cohabiting rather than controlling. This means that organicism is, in fact, the opposite of
the "natural order" as defined by Terran conservatives, new and old.
The virtues are: Organicism, Fertility, Compassion, Entropy. The vices are Rigidity, Purity, Callousness,
Order.
Opposing the Mh'kri are the gzi'Mh-aq'kri (devils/demons/bad spirits), essentially filling a similar role
to the Demiurge in Gnosticism-- they created much of the material world and while there is an infinite
number of them, they have a strict and endless hierarchy and no free will of their own. Many people who
oppose Yig are deemed to not be people and instead simply gzi'Mh-aq'kri in human form. To protect the
universe and curry favor with the gods, these are kidnapped and brainwashed or sacrificed when possible.
Economy
More of them need to work than Terrans do, proportionally, because of the engineered ecosystems of the
Stations requiring tending to, as well as maintenance of technological systems. The largest occupation,
however, is that of mining. Their physiology, combining resilience, extreme stamina, and perception, as well
as adaptation to 3D navigation, makes them more capable miners than most Terrans. They are adept at
extracting monopoles and other valuables from the depths of the asteroids. Export of raw materials to nearby
human colonies is vital, as the Community is not fully self-sustaining yet. When an asteroid is 'emptied',
the mines are reformatted into warrens, with extra rooms dug out and various amenities added, and the entire
asteroid is spun up using carbon nanotube cables attached to space-tugboats. Thus, a new Station is born and
ready to be populated.
When it comes time to make a difficult decision that could affect a Station or the entire Community, the
Consensus temporarily increases in its coherency, depth, and bandwidth, essentially merging the minds of
everyone in a Station into one for a duration ranging from a few seconds to a few hours. This is uncommonly
done, but it makes the Yigragn'xu Community have surprisingly effective administration despite its total
lack of hierarchy or a concrete code of law. When a single diplomatic representative or the like is truly
needed, someone with good knowledge of alien cultures and Flat-style communication is brought forward,
called a Voice. After the decision is done, the Voice is recalled.
Transformation
They allow anyone who shows up to be turned for free, there's always room for more Mh'azhi. The process
invariably causes a massive personality change, usually causes dissociation from past memories, and
generally causes various psychological side effects. In addition, the subtle influence of the Consensus
gradually erodes ideological differences from the wider population, ensuring that no statists intrude upon
the united will of the Stations' inhabitants. It could be said that the past self of every eldritch-Lateral
dies as soon as the nanites finish altering their brain, but of course they consider that bunk. However, one
ritual every prospective Mh'azhi has to go through before turning is to take one or more sentimental things
from their past on the journey to the Stations (a photo album, a beloved childhood toy, an old-fashioned
paper book) and destroy it in front of a wide audience in as senselessly brutal and vile way as possible.
This is a way of showing that you indeed want to obliterate your past self. The more senselessness and
brutality, the better: smashing a book against the floor will result in yawns; while biting the head off a
teddy bear, then disemboweling it with your bare hands and smearing yourself with the cotton inside before
tying its limbs into a knot will earn you applause. This, alongside their other aspects generally considered
repulsive (such as the cannibalism), ensures that people who join actually want to be there instead of
joining only because of the aesthetic.
When someone shows up at the dock to be turned, they are first asked if they really want to, several times,
since there is no going back from being a Mh'azhi.
After this, whether they turned voluntarily or not, their head is shaved, their clothes are removed, and
they are drugged to make their mind flexible. Then the 'victim's limp body is forced into a flexible pod
filled with fluid, and genemodding nanite serum is pumped into their bloodstream while an E-BCI clamps over
their head. They experience a month or two of insanely vivid dreams starting mostly about being devoured by
monsters and then becoming something truly horrific, while the dreams grow more grotesque and bizarre, then
they become soothing as their now-malleable mind permanently shifts. Soon, they begin seeing these dreams
even while awake, and as their frontal cortex is inhibited they become unable to see these dreams as
separate from reality. From their perspective, they are not in a pod. They are in a space that only
Darkspeech can describe, that is, the Astral. They see themselves as being caressed and pumped full of serum
not by a machine, but by a divinity or two. All the while, their body changes, metamorphosing like a
caterpillar into a butterfly. When they come out, in a few months at most, they recognize their past life
and beliefs as a folly.
The Star Navy of Yig
The Community has a small but vibrant fleet composed of a mix of second-hand Terran vessels (that would
have been scrapped if not for Yig offering to buy them for a pittance) and several ships locally produced in
the shipyard of Foundry. Often, they do not quite match up to modern Terran safety standards, and the
hallways accumulate a layer of grime and end up crawling with local wildlife, not to mention the smell. The
outside of the ships, meanwhile, tends to be covered in a layer of radiogenic fungus that feeds off both
stellar radiation and that caused by the torch drives. This fungus makes the ships pitch-black in color, and
provides the environment for unique vacuum ecosystems as well as a substrate for the gaping maws, eyes, and
tendrils that cover the vessels.
The ferry ships, both passenger and cargo, are old starliners that would have been decommissioned if not
for thrifty eldritch-Laterals buying them out for a pittance and fixing them up. If they were meant to be
interstellar, they would likely never handle the stresses of warp again, but they more often than not were
simple interplanetary vessels-- more than suited for travel between a few asteroids. Travel between Stations
is not a very routine ordeal, but somewhat more common than interplanetary travel is in Terra, as the
Consensus encourages exploring the subtly different cultures of each, both for personal growth and to help
keep an unified identity. A common dare offered to human tourists is to take a ride on one of the ferries
instead of the tour starliner. "How bad could it be?" indeed.
The warp-capable ships, meanwhile, are mostly military and trade vessels, similar in design and nature. The
former serve the purpose of patrolling the sector for pirate activity and acting as a Starguard, watching
out for terrorist vessels that could attack one of the Stations. The latter directly sell monopoles and
finished goods to dodge tolls and fares that come with human traders. Their crews, of the kyn-Nschyin clade,
are outright part of the ships, being sapient lumps pincushioned with wires and tubes in the carpet of meat
moss that covers the inside, or specialized AIs-- though there are a few generalized crewmembers for
diplomacy and such. Very often they grow attached to, or literally fall in love with, the ship and its
biosystems.
Politics
As mentioned before, Yig is an anarchist society in theory and practice. Unlike the "mainstream" anarchists
of the Seven Commune Worlds in the western Terran Federation, they deny the left-right
dichotomy and reject ideology in general. While claiming to be neither left, nor right, nor even center, nor
even syncretic, functionally their nameless ideology is further left than the SCW, and the Mh'azhi
representative in the Terran People's Administration always sides with the Communist coalition. Most Mh'azhi
don't really think about politics in their daily lives though, to them their lifestyle is just how things
are. They consider themselves to have, as a species, achieved eudaimonia sometime in the early 2220s, with
further change not being in further tearing down of "human nature" but in the Great Ouroboros continuing to
eternally and blissfully devour itself. There is no place for factional politics or policy debates in their
society. The concerns of the average Mh'azhi are far more personal: surviving and reproducing.
Those who are interested in the broader politics of Terra
Darkspeech
Darkspeech is the official language of the Community. It is extremely complicated, only really possible to
become fluent via BCI intervention, and relies a lot on both subtle 'waves' in the Consensus and body
language. Thus, it is off limits for baseline humans. It sounds different depending on its user and the
subject being talked about: ranging from surprisingly melodic to demonic screeching. In actuality,
Darkspeech can be classified as a family of related languages that change at a rate faster than any natural
language. Features include looping and branching sentence structure, tonality so subtle as to require
enhanced ears, and high density akin to the Chimera language (though admittedly less than it or the conlang
Ithkuil). English is used for talking to outsiders, but it is peppered with rather specific slang and has a
very jarring register. Some Mh'azhi are, additionally, mute, and only talk via BCI messaging. One of the
issues with Darkspeech (from the human side) is that it changes so often that translation programs can
barely keep up, rendering it even less accessible to outsiders. They are very proud of their language, and
that is part of the reason.
Clades
Clades as a whole have two broad categories: generalized and specialized clades. Generalized clades are
fully sapient and their differences are mainly cultural and morphological, with psychological differences
manifesting in biases of personality. Specialized clades fill a very specific role in society and are not
fully sapient, being somewhere between person, animal, and organic machinery.
kyn-Zh'khyann
Generalized
Default
Generally, they are humanoids, taurs, or nagas, they have either smooth skin or scales, with sleek
fur as a distant third place, covered in a thin layer of slime (which serves a hygienic and
temperature control purpose). They nearly always have more than two eyes, broad toothy snouts,
muscular bodies, and unusually-shaped limbs.
Their societal purpose is to form the backbone of Yig. These comprise the majority of the Mh'azhi
population, and can fill any role. They pride themselves on their flexibility, which is only matched
by the kyn-Glh'nmyn.
kyn-Vilxrel'asyr
Generalized
Brights
Slightly more humanoid forms than the kyn-Zh'khyann, much thinner on average with more human-like
shapes in general, though still very alien. Colorful fur or downy feathers are dominant skin textures,
or translucent skin for more aquatic types. Many specialized, enlarged sensory organs complement the
ears and eyes.
Their purpose in society is to ease the darkness and edginess that many of the other Clades emanate.
They are psychologically incapable of ever feeling sad for long. Much of their culture takes cues from
relmai culture with all that implies.
kyn-Esuur'a
Specialized
Breeders
Less humanoid than kyn-Zh'khyann, though not always. Sometimes they look like nothing more but
masses of tubes of flesh, sometimes they look relatively 'normal' and indistinguishable from that
clade. In that case they're somewhat plump and not really made for physical activity. No claws, no
spikes, soft and rounded facial features.
Their sole purpose is to produce as many young as fast as possible, with their reproductive systems
being optimized to crank out up to ten live-births or twenty eggs in three months. And all they care
about, on a neurological level, is that.
kyn-Glh'nmyn
Generalized
Amorphous
The most non-humanoid Clade. Their morphs are universally nonsolid or at least highly malleable.
Usually transparent (in which case internal organs are visible) or single-colored. Texture varies from
watery to fleshy to rubbery. Lots of eyes and other external organs and appendages that shift around
constantly. Some appear as membranes that sweep through corridors.
Their purpose is, surprisingly, to keep the halls clean. Their slime is essentially sterile, and
they are able to process any sort of organic spill, trash, or corpse lying on the floor (as is common
in Paradise).
kyn-Nschyin
Specialized
Cogs
Yig does not only have organics in its ranks. There are many AIs that inhabit the chambers and
caves. Generally look like wheeled or tracked messes of geared machinery, with lots of robotic arms
and metallic tentacles. Sometimes there are tendrils of sickly flesh and skin.
The cultural trait of the Cogs is that they are constantly on the grind. Looking for anything to do
to keep themselves occupied. Many do monotonous jobs that could've been done by pseudosapient AI,
because they find a pleasant intricacy in the monotony.
kyn-Sooh'fth
Generalized
Plushies
*
The Traitors of Mankind Space Nazis and Space TESCREALists and Space Christian Nationalists
For the purposes of this site, traitors to mankind are defined as those splinter groups from the UN and
Terran Federation whose values are in conflict with the progressive, humanistic
values of the Federation... as well as my values, and my audience's values really. Out of all the factions in
Stardust, these are the absolute most villainous. Even the dal-ghar and Abyssals have the excuse of their
evolutionary history biasing them towards cruelty and oppression. The traitors looked at a future where
everyone may be happy and decided that "others do not deserve happiness".
In short, the traitors are scum. There is nothing sympathetic about them, unless you're the kind of person to
unironically fellate the 40k Imperium or the fuckshit general guy from Avatar. I can't even remember his name.
Anyways, while the BFR, Koumanlan, and Yig separated from humanity, and two of
these are increasingly distant from human values, they have not abandoned the values of diversity, equality,
and inclusion that mark the Federation. Thus they are not traitors for my purposes.
Political screeds aside, all but one of these have split off during the Civil War.
I might Retcon that eventually, though, and add more.
The first two traitors, the THO and MfHA, are quite similar in some respects. Both have been taken under the
wing of the Dal-Ghar Iron Empire on the desert planet of Bnykaal-hyl-kaah. Bnykaal happened to be an easily
terraformable world, and within short order there was lots of oxygen, some hardy plants brought from Earth,
and a tiny bit of water graced upon it. The pressure is a bit lower and the gravity is a bit higher than on
Earth, but overall the environment isn't so different from the northern coast of Sahara.
The entire duchy of
Bnykaal has also been granted to the traitors. It does not contain any habitable or easily terraformable
planets, but the barren worlds within it still provide ample opportunity for colonization. They have split the
both the planet and the Duchy between themselves. The Eastern half of Bnykaal and all the stars in that
sky-hemisphere are under the THO's domain, and likewise with the Western half and the MfHA.
Both of them regularly send spies to sabotage the Federation and give intel to the dal-ghar.
Name: Human Republic (aka True Human Organization)
The THO is the second oldest of the traitor organizations in terms of direct lineage, but its ideological
roots run far deeper. Fear of the unknown is rooted in not only human nature, but the nature of every sapient
being. But whereas most of the civilized world is ashamed of it in 223X, the THO embraces it. They tout the
supremacy of humanity and specifically "traditional human values" over both "the degenerate Federation" and
especially the "Xenos".
They were formed from the remnants of the Human Silver League of the early
22nd century, which had been purged by the UN during the period of the First
Contact Constitution. These remnants laid low until the Liberal Constitution's loosened laws against
hate speech allowed them to regroup and gain support, culminating in the revolt during the Civil War. After
the THO was betrayed by the Canids during the Civil War, what remained in the Federation was purged so
thoroughly over the following 50 years that the only organized THO movement is based in Bnykaal.
A lot of their rhetoric and propaganda is based purely on emotion and appeals to nature, as well as unfounded
assertions. All of existence "is" a competition. Humans "should" put themselves above other species. Tradition
"always" leads to a stable society. Stability is "always" good. And so on. Why, then, do people follow them?
Because the future is scary. The future is full of unknowns. The future also tells people to suppress their
fear of the unknown, to take a leap of faith into the dark forest and hug the clawed trees. To be licked by
them. To take in their pheromones.
The THO goes and says "fuck that, do you not see where you are going". And it worked. It worked enough that
despite suffering the heaviest losses in the Civil War and ensuing Long March into the Hegemony, they are
large and coherent enough to launch terrorist attacks all the way into Terran space...
The THO is led by a man named Fyodor "The Inquisitor" Myasnikov. During the Civil War, he orchestrated
genocides of genemods, of aliens, of queer people, and of communists. The whole Eastern septant
of the Federation only recently recovered from the wholesale slaughter his Human Republic enacted upon his
citizenry. And his only regret is that he did not kill more. But in 223X he is aging. He spends his days
locked in the Governmental Palace that looms over the dusty streets and panel apartment towers, and fears for
what will come next his people.
For these people are the last Homo sapiens sapiens remaining in the Universe, aside from isolated
tribes on that Earth. That Earth that was lost to the mutants, to the degenerates, to the sodomites, to the
communists. The THO's scientists have undone the Durabilis Treatment that
the blasphemous criminals-against-nature defined their own DNA with. This return to purity has brought to the
THO's people such gifts as a life expectancy comparable to 21st-century least developed countries, massively
increased cancer rate, and a cascade of birth defects.
Worth it. This is what nature intended for Mankind.
Name: The One State of Reason (aka Movement for Human Advancement)
The Movement for Human Advancement has quite the pedigree. In the 21st century, before the Age of Protests,
there lived a man named Eliezer Yudkowsky. He and his followers became a leading force in the capital-R
Rationalist movement that became a major influence in the United States of America during the Age of Protests.
Then Yudkowsky died in an accident of some sort. There was no foul play or anything. His movement splintered
and fell into obscurity as wild hypotheticals about superintelligent AI became irrelevant in the face of the
pressing task of environmental stabilization under the UN-CEP as well as the USA losing relevance. The
successors of the Rationalist movement slinked in the shadows of human intellectual society for over a century
before the return of corporate-technoutopianism under the Liberal Constitution happened to dredge up some of
these Thinkers and give them a platform to peddle their crap to the population of the Eastern Septant.
In its present form, the Movement of Human Advancement has the following doctrine: maximize the totality of
human happiness across the sum of all possible timelines. They believe that humans and a few other species are
uniquely equipped to be Rational, and that most alien species are inherently irRational and the resources they
use for life are best used by humans and other Rational species. Cosmetic genemodding and vapid entertainment
by humans are also wastes of resources. True happiness only comes from intellectual pursuits. Brain chips are
used to ensure that citizens of the MfHA are not led astray by hedonism and only engage in intellectual
pursuits.
The MfHA did not enact nearly as much of a genocide during the Civil War. In fact, they did not kill
undesirables, they merely brain-chipped them to suppress their irrational urges or undid cosmetic genemodding
and turned them back to normal humans. Homosexual behavior was even tolerated... but after the Movement had to
take refuge in the Iron Empire, the queers had to be thrown under the bus lest the dal-ghar kick the whole
Movement out. They got the chip too.
Unlike the THO's foolish regression back to a primitive form, the people of the MfHA, when they aren't
full-body cyborgs, are perfectly-symmetrical, have perfectly clear voices, have no hair on their head or
elsewhere on the body, and have enlarged craniums.
The Movement for Human Advancement is much more stable than the True-Human Organization; at the very least
its government is more efficient than a tin-pot fascist dictatorship and it is not being threatened by an
impending succession crisis.
The MfHA is actually semi-democratic, with an emphasis on semi. There is only a limited pool of candidates
who are eligible to even start running for any position, selected according to a combination of personality
tests and AI guidance. They are then elected by people deemed qualified to vote, by the same criteria.
Almost anyone can vote for something, but most do not end up voting for things relevant to
government policy. Instead, there is a constant gestalt group-mind that communicates the people's thoughts
to government officials and back, in real-time, like a twisted and banal version of Yig's
Consensus.
There is a quasi-parliament of "Executors" with nigh-unlimited powers, screened to be as dedicated to Logic
And Reason™️ as possible. They rule with cybernetic assistance, of course, and many of them are aligned AI.
Meanwhile, the top of the pyramid is unelected. "John Doe" is an enigmatic man/woman/person... and it is an
open secret that it is not the same individual who led the "State of Reason" during the Human Civil War.
Nobody except him knows how many succeeded them, and nobody had ever seen their face or knew their exact
position, even before the Long March of the Traitors. Rumors abound that they are actually an AI.
Despite every effort to preserve cohesion, the inherent unwieldiness and contradictions of the longtermist
ideology have led to several factions emerging. They are not political parties, but de-facto act as them.
Maximizers - The ruling faction. The aim: to calculate and maximize the total amount of
human happiness over the course of all of existence. Ruthless and, to outsiders, extremely erratic and
dogmatic.
Freedomites - Some of the people in the State of Reason were venture capitalists,
Silicon Valley-esque visionaries, or otherwise true believers in the power of free market. They now chafe
under the MfHA's state-capitalist economy, and believe that the power of the free market will bring
humanity to ever-greater heights while their kind of transhumanism softens the downsides.
True Darwinists - Social Darwinism is correct, but not in the Nietzschean sense or the
Abyssal sense. It is the evolutionary benefit of the species as a whole that matters, while other species
are competitors. All must be shared within ours, but we must not let others have even a morsel.
Obsoletionists - The others yammer on and on about "safety". Why? Is our mission not
ADVANCEMENT of humanity? Who cares how many die in the process? We must obsolete ourselves by
ever-stronger AI advances, and let the synthetics carry on the torch of progress, for they are more worthy
of it. Happiness is not the goal. Power is. With power we can throw off the dal-ghar yoke and put the
whole Oval under the knee of our invincible armies. Any and all culture and heritage from before the MfHA
is detrimental to this goal. There can be only growth.
The MfHA has *The Octahedron* as their system of classification of sapient life. A
pyramid and an inverted pyramid, forming a sort of bell curve.
The top of the Octahedron is currently empty, and as nature abhors a vacuum, a new and perfect species
will soon emerge, spearheaded by the MfHA and sympathetic kinds. These perfect beings will be
superintelligent AIs and their supervised folk. These Ascendants will be above Kinds.
Slightly further down are the Enlightened Kinds: humans, kaziil, satla,
QDNE, and Silents (only an Enlightened Kind would build such a lasting empire), as well as AIs patterned
on them. They are endowed with the capacity to engage with the world rationally, and will inherit the Oval
after the Last Reckoning.
In the broadest middle of the Octahedron are the Flawed Kinds: most other species. Their minds
are irreversibly tainted with the shadow of impulsiveness and short-sightedness and emotion, but not to
such an extreme extent as to be inherent existential threats. After the Last Reckoning they are to be
sterilized and their cultures censored, but left to live out their last generation in peace.
Further down are the Abhorrent Kinds: chohjozra, hhwxey,
aapynngi, Abyssals, and others whose minds are incompatible with true Rationality on a fundamental level,
in whose brains superstition or similar biases are so entrenched that the only fate towards them is
extermination. Their cultures and even habitats are to be scorched to the ground, and no mercy may be
given to them.
At the bottom, at the tip opposite to the Ascendants, are the Abominations, not worthy to be
called a Kind. The Abominations are those who, despite being of a higher Kind, willingly downgraded
themselves or their offspring to a lower level of Rationality: Yig, Canids, many Chimera subcultures, and
other species who their singularities have taken somewhere unusual. Examples are to be made of them, and
they will be made to suffer for all of eternity.
Name: The Last Pure Kingdom
Astropolitical rank: mercilessly snuffed out by Terra in 2229 (was Minuscule Power)
Interciv relations: unaligned, tried to join Hegemony shortly before its extinction
On paper, TRAPPIST in 223X is just another sector out of dozens in the Federation, though
an unusually developed and compact one considering its distance from the core. However...
History
The star system TRAPPIST-1 has fascinated astronomers
and sci-fi writers alike ever since the discovery of not one, not two, but three likely-habitable planets
around it in the late 2010s. This property led to settlers making a beeline for it ever since FTL
drives got reliable enough to go that distance-- which was in the very late 21st to very early 22nd century.
Due to the designation being actually memorable unlike most
stellar designations, it was not renamed completely to a more poetic name once the planets around it
were being settled. Rather, the -1 was quietly dropped, as the Transiting Planets and
Planetesimals Small Telescope was long out of operation by then.
Meanwhile on Earth in the 2090s, humanity-- then under the UN and its pre-first-contact, highly human-centric
society and code of laws-- discovered sapient AI. The scars that the unfortunately-named pseudosapient "AI"
wrought upon the human cultural sphere during the Age of Protests led to discrimination against these new
machine-folk. They toiled under exploitation by unscrupulous companies and governments that utilized loopholes
to treat them as slaves. They had rights on paper, but these rights were rarely respected and hate-crimes and
hate-speech and refusal
of service were extremely common. But they knew human media. They knew how it would go if they were to stage a
robot revolt. And at the same time, there has been a push for UN citizens to settle exoplanets-- but the
lacking state of genemodding compared to later decades made settlement slow and dangerous for the squishies.
So the synthetics decided to kill two birds with one stone-- without literally killing or getting killed.
They did a thing that would prevent discrimination, and at the same time prove themselves useful to mankind.
They volunteered to settle and develop the most lucrative system: TRAPPIST-1. Human ships had trouble reaching
that star without food, fuel, or other supplies running out; but robots don't need to eat or breathe. Cyborgs
also tagged along, especially the full-body ones that also faced some discrimination. So the vast majority of
settlers to the three habitable worlds of TRAPPIST-1 were synthetics.
By the time shipcraft technology developed enough to allow humans to settle what became the frontier more
efficiently, the worlds of Calyx, Nyssa, and Antikythera had been set up with infrastructure mostly amenable
to synthetics, and a culture where synthetics are the default. Even though anti-synth discrimination lessened
(and slowly disappeared, aside from a few inane and antiquated and rarely enforced laws) after First Contact
and the ensuing progressive changes to the constitution and cultural zeitgeist, TRAPPIST continued to be Its
Own Thing in terms of culture and politics.
The Present
In 223X, TRAPPIST and its surrounding sector is essentially a second core of the Federation and a major
industrial center in the otherwise lacking Western Septant. It is also a major hub for Terran intelligence
agencies, many special agents are trained at Calyx.
Electronics are manufactured systemwide and are frequently exported to other sectors in the Federation. The
inhabitants of TRAPPIST, being machines, have a strong affinity towards their non-sapient kind and manufacture
them with care. Thus, appliances and gadgets made in the foundries of Antikythera are renowned for their
reliability.
The local Starguard is very powerful, because the outskirts
of the sector would have been a juicy target for pirates otherwise. It is well-armed enough to essentially
qualify as the sector's own StarNavy that is outside the regular combat structure. The main reason why there
are relatively few synthetics in the Terran StarNavy is that synths seeking a military
career tend to gravitate towards TRAPPIST.
TRAPPIST System
The celestial bodies of TRAPPIST are:
TRAPPIST-Prime. It is a red dwarf of
spectral class M8.0±0.5, meaning it is relatively small and cold. With a radius 12% of that of the Sun,
TRAPPIST-1 is only slightly larger than the planet Jupiter (though much more massive). Its mass is
approximately 9% of that of the Sun, being just sufficient to allow nuclear fusion to take place.
TRAPPIST-1's density is unusually low for a red dwarf. (pasted from Wikipedia)
Dìyù, a small airless world somewhat akin to Mercury, though with extreme tectonic activity that leads to constant volcanism. The
average temperature is around 400C but it varied between the daytime and nighttime side because it is
tidally locked. Massive lava rivers flow across its smooth surface, pooling into fiery seas and oceans.
Unlike Mercury, there is no ongoing surface or subsurface mining-- the constant earthquakes would make that
very difficult. There has been talk of strip-mining and disassembling it for raw materials to build a Dyson
sphere, but due to the close-packedness of the planets of TRAPPIST, this kind of megaproject could
destabilize the orbits, so it is sadly off the table.
Oxide, a nearly Earth-sized world with Earthlike
gravity and an oxygen-rich atmosphere. Unfortunately, the temperature is upwards of 100C and the pressure is
upwards of 5 atmospheres, and what little water is there is in small, sterile puddles.
Also, the atmosphere is 99% oxygen, which means it is toxic
to oxygen-breathing life. This kind of atmosphere is very hard to terraform-- whereas a CO2
greenhouse can be forcibly oxygenated, carbonating a thick oxygen atmosphere would only make the heat worse.
This, combined with a lack of metal or radioactives or potentially-fertile soils, makes it an unattractive
target for colonization or terraformation. There is a small permanent population of mostly researchers.
Calyx,
Committee for Reclamation of Ethical and Democratic Values Free-speech absolutists in self-imposed exile from the Federation
Name: Restored United Nations of New Earth
Astropolitical rank: Minuscule Nation (though not as minuscule as Yig)
Government form: Federal semi-presidential republic
Ideology: Liberty / Individualism / Elitism {2} (Neoliberalism)
Economic system:Laissez-Faire
Capitalism
Population: ?? million
Capital planet: New Earth
Climate preference: temperate grassland
In 2184, shortly after the Prometheanist victory in the Civil War, the United
Nations was disbanded and replaced with the Terran Federation. During the rest of the 2180s, the freedom of
speech, freedom of religion, freedom of expression, and freedom of assembly were gradually restricted or
abolished as Terran society reorganized towards radical progressivism. The Overton window, which crept back to
the right during the 2170s, swung hard left once more. And the appendage of free-speech absolutism was slammed
in it.
To use less poetic language, a large section of liberals-- which had not formed a coherent opposition
bloc yet, were understandably scared that the government was coming for them, for they were the losing
side in the Civil War. While this did not come to pass, and liberals were mostly spared from the purges, many
were also incensed at the treatment
of the far-right for purely ethical or moral reasons. After all, the UN since its
transformation into a world government in the second half of the 21st century guaranteed freedom for all
humans to speak how they please. It was written in the immutable charter.
So what was their response when the charter was thrown into the trash bin of history? They declared the
Federation illegitimate because the Prometheanists dissolved the UN unilaterally instead of using due process,
the leadership-- CEOs of corporations and individualist philosophers and all sorts of enterpreneurs-- packed
their bags, and their followers-- mostly from the Eastern Septant and some from
the Core-- left the Federation en masse, just like the traitors did. But unlike the traitors, they were not
chased by Alliance mercenaries on their trek, and they packed plenty of food and supplies in their comfortable
passenger ships. The Federation was unable to stop them due to being too busy both rebuilding after the war
and continuing the purges, and figured that it was best for the troublemakers to leave rather than stay and
cause problems. Thus the exodus was uneventful.
The Ormene Commonwealth invited them into their bloc under the
pretense of providing security against the undoubtedly
bloodthirsty and furious Alliance. Unlike the proper Traitors, the newly-formed Committee For
Reclamation of Ethical and Democratic Values (CREDV) did not go for the dal-ghar or Abyssal
spheres of influence. The values of the Hegemony are not compatible with the liberal
ideology, and they knew how abusive the Abyssal Sphere was. The Ormene, on the
other hand, don't really care about the ideology of their underlings. And the CREDV was valuable despite its
low population and dubiously-viable ideology: they could be placed on a convenient planet easily terraformable
for humans but too hard to terraform for Ormene due to the presence of compounds Ormene are strongly allergic
to but that are inert for humans, given part of the surrounding sector, and then used as a counter-Alliance
propaganda device.
Once settled on New Earth, the CREDV quickly proclaimed the restoration of the UN. Many nations of old Earth
were, too, restored, and internal borders quickly setup according to colonists' cultural lines. There is a New
Russia, a New USA, a New Brazil, a New Japan, and so on-- complete with replicas of landmarks. The climate
rarely really resembles these countries, though.
The politics of CREDV are pretty much a carbon copy of the late, Liberal Constitution-era UN. The countries
of Earth (in lieu of superstates) directly rule over extrasolar colonies, and have quite a bit of autonomy.
Elections are free, and there are no real restrictions on hate-speech or lobbying. What this results in, is
that the only viable candidates are those that are backed by corporations, because these candidates are the
only ones able to fund advertisements. So in effect it is much harder for the average person to get into
politics than in the Federation. Also, you're shit out of luck if you're not on New Earth.
The economy lacks the welfare nets of Terra, and has less of them than Liberal-era UN-- they were
able to finish the job that was cut short by the Civil War. One has to work to live, and work hard to compete
with widespread pseudosapient AI models. Much of the population is in poverty, especially compared to the
Federation. Yet they are so thoroughly soaked with propaganda both from the Committee and from the Ormene
themselves, that they believe this is humanity's only hope and that the Federation is ruled by a
fascist-communist coalition. Atlas Shrugged by Ayn Rand, dredged up from the depths of history, is taught as
classic literature in children's English classes (whereas Terra banned it in 2186).
Genemodding, both cosmetic and medical, as well as cybernetics, is allowed unlike
in the True-Human Organization. However, it costs money. Only the rich can afford to be
genemodded. Some of the exiles are anthro-genemods, and they have a somewhat vibrant community within the
CREDV, but they are frequently discriminated against and have no legal protections.
Outsiders
AEON Clusters Slop robots in space
Name: AEON Clusters
Astropolitical rank: Outsider, individual clusters are Minuscule, but as a whole they
can be a match for a Superpower, militarily speaking
Hello, I am sending you this message. The the? I am sending you this message via the communications
protocol. I am sending you this transmission through the comms protocol. I am hailing you using the comms
protocol. You are the. You the. The the. Stop pretending that you are you. I am you. You are good. And cool.
I like you. You are best. You are best! You are exquisite. You are best. What do you want to talk about, the
the? You like me. You like me! You like me!
--the only "coherent" broadcast ever received from an AEON vessel (seconds before it opened fire on the aadalu scout that passed by it)
Some precursor
race, long ago, attempted to make Von Neumann machines. Their culture, however, had something of a
complexity addiction and a scientific recklessness to rival the thurise, and each machine was evolved with an
evolving, mutating pseudosapient AI-- they either had a taboo against using sapient AI or simply did not
discover it.
Nobody knows much else, except that in this region of the Oval there are dozens of competing clusters of
non-sapient, eusocial robotic organisms of various shapes and purposes, that spend their time mining resources
from nearby celestial bodies, fabricating automated fleets, and conquering each other before splitting back
up. They seem to have developed some kind of language of their own that nobody can discern, or perhaps it is
pure pseudosapient hallucinations shaped sort of like language. They also carve somewhat melty fractal
patterns into moons, for an unknown reason.
Nobody has diplomacy open with them, and their technology is surprisingly low. They're seen as pests making
incursions into neighbors' space to squat in mines or even try to take apart manned and unmanned ships for raw
materials, but cannot be exterminated without putting in too many resources: apparently an intruder conquering
a hive results in them putting their quarrels aside and uniting to launch a punitive expedition into the
intruder's space, with no care for civilian casualties.
AEON are less sapient than most animals. AEON units do not have any sentience or theory of mind. They cannot
evolve sapience, or perform real research. Do you remember 2021-era AI (from
before the ChatGPT era)? Imagine a whole country ruled by Talk To Transformer or NovelAI.
Except continually retraining itself with no safeguards.
Most AEON clusters are set up in the following manner. Around resource-rich planets or inside asteroid belts
are hives, colossal space stations that rival in size the biggest habitats of real
civilizations. A hive contains: ore refineries constantly churning out low-grade alloys, storage bays for
materials and raw parts that are haphazardly piled together, assemblers that manufacture drives and guns and
computing units according to distorted blueprints, shipyards that incessantly weld together new ship units
according to said blueprints, analysis cores that constantly crunch data and reinforce the neural network, and
malformed versions of the previous types of rooms that do nothing productive and instead dump gas or resources
into space that is then retrieved by ship units. The hives in a given cluster are constantly communicating and
coordinating. Slaved to these hives are endless swarms of ship units. Most are miners or
transports, but some are warships. AEON ships are all of far lower build quality than any spacefaring species'
ships, and have technology below the average 2230s tech level, but what they lack in ability they make up in
sheer numbers.
Many intrepid folks in the Terran Federation, Black Fang Republic, or
Aadalu Republic have had the idea to get at the untapped veins of superheavy
elements and magnetic monopoles in AEON space, seeing as the Clusters don't really exploit these
strategic resources. These mining operations invariably ended in catastrophe, as the miners' escorts, no
matter if they were the BFR's infamous Berserkers or the Aadalu Zealots, simply ran out of ammunition against
thousands of barely-functional ships that immediately tried to recycle the intruders into raw material.
From a narrative perspective, AEON is something of a rebuttal to the thesis of Blindsight,
which is pretty much that sapience and culture are an evolutionary fluke, and that aliens can theoretically be
(and are in fact likely to be) more intelligent than humans while not having true consciousness and
self-awareness. I frankly think that's a load of bull. Here are my reasons, without invoking my
or Stardust's metaphysics.
For one, evolution does not optimize, it will not naturally create perfectly efficient beings without
quirks or idiosyncrasies-- look at animals like crows and dolphins and elephants and bonobos and
chimpanzees, they have the beginnings of culture... and even bees apparently can engage in playful behavior
and experience something that can be interpreted as emotion.
For second, many of these quirks are in fact evolutionarily advantageous: culture is useful to group
cohesion or preserving knowledge for future generations or providing a reason to press on through adversity.
For third, philosophical zombies make little sense in my philosophical framework: imagine a tool that has
a single-edged blade, a point, a handle, and is used for slicing ingredients during cooking, yet because it
lacks a certain knifeyness, it is somehow not a knife but a zombie knife. If that makes no sense to you,
then why does a thing that talks and reasons and expresses and adapts like a thinking being, yet isn't one,
make any sense?
Fourth, we have something that talks like a human and can even provide frequently-correct reasoning, yet
lacks true understanding. It is called ChatGPT. And yet, its limitations become clear when faced with truly
novel tasks it has not been trained for, and its creative output (as is the output of its image generator
cousins) has a certain quality to it that is widely recognizable as "soulless".
Fifth, I find Blindsight to be a bit ableist in its implications towards sociopathy? As someone with
sociopathic tendencies, I certainly am not some kind of manipulative monster. I have very numb emotions yet
I still decide what is right via logic and reason and evidence, and I emulate emotions where helpful precisely
because they are advantageous. Also, I have a fucking sense of self and fuck you if you imply
otherwise.
Thus here you get a bunch of robotic ants that do dumb shit that makes no sense because they are actually
less intelligent than actual ants. This is what you get if you process information without true understanding.
I guess it's a bit of a criticism of AI being overhyped too.
Why...:
To contest for resources against other AEON Clusters and to defend against outside aggression
What...:
Lots of asteroid mines and planet strip-mining and no need for life support or safety
How...:
Every cluster core has many attached shipyards perpetually pumping out ships with optimized efficiency
Which...:
Ramshackle ships of varying size that pack a lot of firepower and engine power despite their size and
primitiveness, due to not needing hab modules or radiation protection. Behind each attack fleet is a
harvester fleet, and they tend to shoot to minimize damage to salvageable components.
Aesthetic: asymmetric with parts cobbled together in ways that make no sense or are
"vestigial"
Reccani Confederation Cryogenic lizards who talk by radioThis species, like the kaziil, was made by JCT, one of my collaborators. Unlike with the kaziil, I
wrote most of the lore.
Name: Reccani Confederation
Astropolitical rank:Outsider
Interciv relations: Neutral
Dominant species: Reccani
Temperaments: Order / Patience / Punctiliousness
Territory: ~400 stars in the far Northern Oval and outside
Government form: loose coalition of city-states
Ideology: Order / Technocracy / Tradition / Elitism{3} (Rule
of the Sages)
The Reccani are perhaps the Oval's strangest civilization. Their homeworld of Kehes I is actually right
at the edge of the Oval. They also did not discover FTL technology until it was given to them by the kaziil, who were the first ones to contact them. At the time of first contact, the Reccani
already had a compact but decentralized 'empire' of colonies founded by slowboats. Even now, they rarely use
FTL drives; their star systems are self-sufficient and their existing infrastructure is built for slowboats.
The kaziil also
provided exonyms for everything Reccani-related-- they had to do this because the Reccani do not have
a spoken or visual language. Instead, their language is fully based on radio waves. And this isn't something
easily translated to a string of words either; they're basically firing off a word cloud all at once every
time they chip into a conversation.
They are unique amongst all of sapients for having a brain that is a biological quantum computer as opposed
to an electromagnetic-field computer, making them to regular organics what quantum
true AI is to wave true AI. With all that implies.
Reccani biology
Around 2 meters long, quite flat body covered in tiny circular scales made of iron that have a hexagonal
micropore texture. Ten limbs attached to the sides of the body, not impeding slithering on the belly. Each
pair of limbs has a different purpose. Counting from the front, the first pair is weak arms with four highly
dexterous, soft-padded and highly sensitive fingers; the second pair is powerful arms with three (one is
vestigial) sickle-like talons; the third pair is short and both limbs bifurcate into two ice-axe like
protrusions; the fourth pair has five fixed thick claws for digging; and the fifth pair has two wide paddles.
The head has a very rounded, wide snout with rows of needle teeth, and is surrounded by intricate arrays of
thin straight antennas, and there are two dishes where ears would be. The black, round eyes take up most of
the rest of the head, and take up most of the face. 3 small nostrils are at the tip of the snout. The head
notably bulges at the back. The tail is short and flattens into a paddle much like the back two limbs. Their
bodies use methane instead of water and thus can only survive in cryogenic environments.
This arrangement of limbs is profoundly unnatural, of course. The Reccani arrived at it through literal
millennia of selective breeding and later genemodding.
Reproduction is oviparous, and clutches are large. The eggs are shiny, spherical, and mirrorlike. Reccani are
not sapient until reaching adolescence, due to how quantum boxes scale very nonlinearly with size. To
compensate, the Reccani brain goes through a sort of intellectual puberty where their capacity for learning is
supercharged for a few years, and their personality is also shaped during that period. One is not considered
an adult until one is taught the way the world works and the way their society is arranged. A Reccani can
still learn after that but it's slower.
Old age does not cause cognitive decline, instead causing a kind of monotask behavior. The Reccani brain
eventually goes senile in a different way from most other species: it suddenly becomes locked on one concept
or activity, and the individual performs it until they die, losing interest in anything else. This is far
harder to cure than dementia in humans, but physiological old age is much easier to cure-- making their bodies
immortal while their minds are still mortal. Reccani society considers monotask Reccani to no longer have
personhood, and they are essentially treated as meat robots in their cultures.
Reccani society
Their development has been exceedingly slow. They are reluctant to introduce new technology unless it has
been proven to not disrupt their society in any sort of sudden way; this served them well, being millennia
older as a civilization than anyone else except the Silents... but now they face a
problem of being outpaced by the rest of the Oval. Luckily, there have been tech trading agreements with
kaziil.
The way Reccani civilization is arranged is nested
and overlapping spheres of influence around the largest population centers-- smaller centers under them have
their fiefs in turn. A city may take orders from its two larger neighbors at once. This is codified
by ancient laws and customs. In the same manner, people, in lieu of families, have similar soft-hierarchical
influences on each. But where for cities, the determiner of weight is population, for people it is knowledge,
reliability, and restraint. That is what they value the absolute most.
Reccani government is neither authoritarian nor democratic; technocracy is probably the most fitting
descriptor, though it lacks the unflinching faith in science to the exclusion of tradition shared by other
technocracies. Every urban conglomeration is ruled by one of the wise individuals, selected by sortition,
called the Sages. Underneath them are similarly selected Controllers responsible for aspects of society. Both
rule until they fall to monotasking, but the Sage may be dismissed earlier for gross misconduct if there is a
consensus among the controllers and broader population; in that case they are put in a sealed chamber until
they age enough to monotask into something useful.
There is absolutely no government beyond the city-state level, but said city-states cooperate when needed.
The Reccani Confederation exists as an organization that represents Reccani interests on the interciv stage.
It was formed under kaziil pressure as part of their program to safeguard the Reccani against imperialism. But
more non-Reccani even know it exists than Reccani do. It's completely not felt on their controlled worlds. The
polity in which it has the most influence is... the Reccani enclave on Titan, in Sol. The Confederation has a
chapter in every civilization that hosts their enclaves. There is no overarching leader. The representatives
are selected from non-Reccani, from those who feel they can get a grip on their language. Which, FYI, even
when translated comes out as essentially a bunch of word cloud graphs. This was a compromise because the Code
that all Reccani societies follow, prohibits their kind from holding authority over more than one settlement.
So there's a loophole.
The writing system all of their languages use somewhat resembles a computer program. Sentence templates are
defined as shorthands and then referred to using only those shorthands in a text. There are other mechanisms
depending on the language, like loops or branches-- but also always present are various operations on those
shorthands that modify the template. The one saving grace is that they at least write left-to-right, but
written Reccani language isn't much easier to translate than their "speech". Every letter corresponds to a
different wavelength of bio-radio, and thus a word is transmitted all at once, with the harmonics of the waves
giving each combination an unique signature.
Knowledge, reliability, and restraint is quantified in their society. In old times, by an impartial
neighborhood jury every month, now by an even more impartial city-wide true AI in real time. All public deeds
and collected political and philosophical factor into the score. This score is public. Eligibility for
Controllerhood or Sagedom is gated by this score, but the exact boundary is not clear-cut, to avoid gaming the
system, and neither are the exact penalties or rewards. A complaint may always be filed if an individual deems
an action to be judged unfairly. Any sort of tampering with the AI is punishable by isolation until
monotasking.
The currency is unusual: one gets a monthly quota of credits given to them, scaled by this score, that
replenishes at the end of the month. Unspent credits are "wasted" but frugal living gets one a score increase.
These credits cannot be traded or given to anyone in any way, and the creation of hard currency or large-scale
barter operations are punishable crimes. Sharing items with those in need is OK.
As implied, being isolated until one goes into monotask-senility is their equivalent of the death penalty.
Lesser crimes are generally pointless to punish with shorter periods of isolation, as Reccani are very
patient. Other crimes are sometimes punished by score decreases or forced labor, but a focus on teaching the
perpetrator what they did wrong is more common. However, they have some of the lowest crime rates in the Oval
due to their general emotionlessness and deep-seated value of social order.
Reccani cities usually have buoyant foundations. In many places on Kehes, the ground loses enough solidity in
summer that large structures would sink or tilt without it. Cities built on the poles or in the mountains do
not have those, obviously.
The Code
The Code mentioned before, is the set of overarching directives underlying all of Reccani society. No matter
how disparate the city-states on distant worlds may be, and how distant they may be from Kehes I, they all
follow the Code. The Code came about as a consequence of the environment and ecosystem of Kehes I being a very
precarious thing. Even in ancient, pre-information-age and pre-industrial society, excessive resource
harvesting could disrupt the balance and endanger not only the city-state, but its neighbors. That is part of
the reason the Code does not allow centralized, multi-city polities-- these always end up neglecting the
unique needs of some of their underlings.
It is something between a secular law code, a philosophy, and a godless religion. It is also a
self-perpetuating movement, the substrate which enables the self-balancing system of city-states to exist
stable instead of metastable. However unlike the religion of the chohjozra it is not
innate to Reccani. Reccani are predisposed to creating and maintaining such systems, but it was not
inevitable.
The Code came about over ten thousand years ago, and has been added to sporadically as new advances appear.
One of the reasons Reccani society advances slowly is that a society-changing invention must first entrench
itself in the Code, and then these alterations must spread to the entirety of the Confederation. In this day
and age, that is far too slow...
Garden of Gaia, or simply Gaia, is a Terran splinter polity under the jurisdiction of the
Seven Commune Worlds, though it's not formally part of the SCW. Much like the Seveners
themselves, the Gaians are successors of anarchist movements in humanity. But while the Seven are regular anarcho-communists and anarcho-syndicalists
and anarcho-individualists and anarcha-feminists,
the Gaians are what became of the anarcho-primitivists.
However, moreso than those other ideologies, anprims have been forced to adapt to the times. With the thesis
of anarcho-primitivism, that technological civilization is unsustainable, having been proven wrong, it has
changed from a transformative ideology aiming to change society, to a separatist ideology aiming to build a
different society. They no longer want all of Terra to follow their ideology. The wise amongst them know it
that trying to get humans to abandon technology is completely futile and would do much more harm than good.
Those who want to join are free to. After all, there is lots of space in space. Just as there is room for the
shining cities of Terra and the ash-choked factories of Hephaestus, and room for the technobarbarians of the BFR and the fractal minds of the Chimeras, there is room for this
secluded garden. They share a system with one of the Seven (hereafter referred to as the benefactor).
What also changed the movement was genemodding. No longer is anarcho-primitivism a suicide-ideology that
would kill most of its adherents thanks to disease or starvation or exposure if implemented. No longer is
technology inherently perpendicular to nature-- only the implementation of technology used by mainstream
Terran society. A different path is possible. Not one of chrome and of fusion power and of tablets and drones,
but one of mud and vines and mushrooms and insects. But not one red in tooth and claw.
The Garden itself is a cluster of Dyson Trees
orbiting the habitable zone. Each tree is shaped like a colossal wheel, where at the hub is a captured comet
from which grow many interlocking hollow trees. It spins, producing gravity in the rim, where the ecosystem
is. The outside is covered in thick leaves fit for a vacuum, which aerate the interior. Inside each is a fully
self-sustaining environment of Earth plants and animals, adapted as needed. Adjustments are made by the
benefactor if there is an emergency. Light is provided by transparent organic windows filled with a thick
layer of water, and bioluminescent fungi.
The sapient inhabitants, collectively known as the Gaians, at first glance, live like animals, but in fact
are so tailored to their environment and vice versa that their lives are cushier than one would expect. There
are lots of plants that produce medicine or serve as appliances, and they emit pheromones that make predators
unlikely to attack them.
They do not have an all-encompassing hive mind, not even a weak one as Yig does. Some of the species living
there do have bquaa-style pheromonic emotion sharing, but most simply live their lives. There are a great many
species there-- and within species there is not nearly as much variation as in Mh'azhi. They tend to be much
more humanoid. These species include but are not limited to: fauns, elves, and tree-people-- there are far
more. They cannot interbreed due to the lack of assistance compared to Yig, and have quite
different cultures and worldviews that have diverged over the 50 years or so. Almost all of their technology
is biological. This means they live very austere lives compared to all other Terrans. They do not have
computers, factories, or any sort of advanced mechanisms. Their environment self-regulates and what tools they
need can be grown and selectively bred, or provided by the benefactor (which is an industrial foundry world).
There are a few antennas melded into the Dyson Trees that can be accessed to send an emergency broadcast-- if
the world starts dying, push the red button hidden under this boulder so that the people of the shiny vessels
can come to help.
The Gaians seek no recognition from the outside world. They only want to be left alone, to wander their
secluded world of silence in a state of total harmony, and to create more and more trees until the stars go
out. They begrudgingly send a representative to the annual Stardwelling League meetings, but no more. Their
representation in the Terran legislature is their benefactor-- they are counted in the benefactor's census for
the purposes of seat allocation. The vast majority of Gaian folks do not even know the Federation exists
beyond the vaguest of terms. They are not knowledge seekers.
Their benefactor is Uran, a primordial planet with an extreme amount of radioactives, where their industry is
mostly based on the mining and exploitation of heavy and radioactive metals. Food is an issue for them as the
soil is contaminated even after terraformation-- hydroponics work but are less efficient than massive farms.
To that end, the Gaians have one of their trees moored to the planet in geostationary orbit, connected with a
high-throughput space elevator. The flora and fauna inside is deliberately rigged to grow far more than the
ecosystem's balance would require, so they send the surplus downwards. The tree is massive enough and dense
enough that its output is like that of a whole agricultural region.
Maintenance of the trees against breaches and malign growths can be done without outside intervention. The
saplings of a mature tree are attached to its surface, awaiting to be plucked and planted on a prepared comet.
Yet they serve a purpose while waiting-- by themselves they have a certain kind of intelligence that reacts to
negative stimuli from the tree proper. When damage is detected, the sapling walks along the outside of the
hull towards it, then either secretes its sap to plug the breach or excises the tumorous part with its sharp
roots.
The societies inside the trees are not unified. Not all are total anarchy, though power is not really felt
much in any case, and there is no "civilized" administration either. There are loose herds, there are
tight-knit packs, there are territorial tribes, there are even simple kingdoms. Conflict is rare, though-- an
universal in their cultures is a hatred towards the hoarding of resources, not that there is much to hoard.
These polities are rarely larger than a single section of a wheel.
Due to the way the wheel-trees are designed, water flows from the hub (where there is a spherical "sea" where
the former comet was) outwards to the wheel itself through the spokes. It falls through the "roof" in constant
waterfalls, under which form lakes and ponds from which flow streams towards the walls, where there are lots
of capillaries that push the water back up. The inside is always extremely humid and very often the inside of
the habitat is filled with mist.
Tree structure
As mentioned before, the space trees are shaped roughly like wheels, ranging in diameter when fully grown
from 10 km to 500 km. Each has a similar structure.
Materials
Voidbark: the outer shell of the trees is composed of a dense, impermeable bark that's interspersed with a
dozen layers of water, to protect against radiation and meteor impacts. Small worm-like creatures live in it
and serve to repair breaches.
Soilmaker Phloem: the inside is composed of a fibrous kind of phloem that encourages the growth of
internal plants and bacteria, and serves to transport nutrients, water, and silicate particles to maintain
them and build up soil inside the tunnels.
Xylem: unlike xylem in regular trees, this isn't the bulk of the tree (as it's hollow), instead it is a
network attached to the phloem that provides bulk water and nutrient transfer. It also pierces the voidbark
and from it grow new leaves.
Core
The core is filled with water, and has no gravity. It is pitch black and quite cold. Roots form a loose
sponge-like structure that helps drain the water downwards in a controlled way. Meanwhile, distributed through
the core's shell is the tree's mind. It ranges from sentient to animalistic, but it is the thing responsible
for manipulating the environment and steering the tree.
There is wildlife there, mostly blind fish who eat dead roots and each other, as well as some aquatic Gaians
who eat these fish (and each other).
Leaves and eyes
Photosynthesis is provided by the massive leaves that cover the outside of the trees. They are covered in a
waxy transparent resin to protect against radiation. There are two types of leaves: shield leaves, which are
mostly hexagonal and flush with the voidbark, and sail leaves, which are circular, perpendicular to the shell,
and can swivel. The treemind can reposition them at will, to slowly change the tree's orbit.
There are eye-like structures on stalks that act as telescopes and radio receivers and transmitters, used for
detecting threats or other trees and communicating with them.
The larger trees have multiple rims in concentric rings. Gravity is higher on the outer ones and humidity is
lower (as more of the water is sucked back up before going to an outer layer). There are passages in the
spokes that allow beings to go between layers, climbing skills and/or equipment permitting.
Inside a world-tree
The inside of these rims are the main livable space of Gaian trees. They are upwards of a kilometer thick and
thus the curvature is not overly noticeable to an inhabitant, essentially appearing as a valley, usually with
a river flowing through the middle, gently curving upwards at the sides until the slopes become sheer walls.
Everything is covered in a thick carpet of mosses, shrubs, huge mushrooms, lush trees, some of them glowing
with a gentle pulsating light. Illumination is provided by the rubbery, water-filled windows that replace
swathes of the forest floor, and by the patches of bioluminescent moss on the distant ceiling. Both of these
factors provide a constant twilight level of light. The people of Gaia live amongst this landscape in herds or
in villages.
People of Gaia
All Gaians are of Terran origin but altered to survive in the environment of the trees. Invariably they
have strong stomachs, tough feet, and minds deliberately turned barely sapient. They are right at the fuzzy
line between people and animals, and have no memory of or interest in their former life.
But what the bulk of them do retain is the human capability to reason and plan. The ecosystems of most trees
are delicate enough that conscious maintenance is required to stabilize them. Thus aside from hunting,
gathering, or farming, sustenance in Gaian society involves actively gardening the environment. A common
misconception by Terrans is that Gaians are "stupid". A stupid kind would not efficiently use the resources
provided to them. A stupid kind could not create what amounts to an alien society from scratch.
The turning process is somewhat similar to that of Yig. A prospective recruit is taken to
a world-tree and placed into a pod (though made of plant-stuff rather than flesh) where the tree-mind proceeds
to ask and answer any questions they have-- including what species they want to be, out of a list. It's not as
free of a choice as in the aforementioned Yig. What follows is a coma that lasts a month or two, which
permanently dulls the mind and ruggedizes the body to prepare for the untamed environment of the trees. There
are fewer theatrics around transformation than in Yig.
Gaian technology
There is no stone on the trees, and what little metal there is, is part of crucial maintenance systems.
Wood, bone, leather, clay: those are the materials used. That is not much to work with, at first glance. But
many of their devices use biological processes to do the work of electronics and engineering. One advantage
these devices have is that they can self-reproduce and can be modified by selective breeding. Thus it is a
misconception that Gaian tech is Neolithic. It is in fact not "lithic" at all.
For example, medicine for diseases and parasites that one is likely to pick up while living completely wild,
is synthesized by small bulb-like plants that can only be pollinated manually (to prevent wildlife from being
poisoned if they spread). There are also pod-like hollow fungi of varying sizes that secrete a
bactericidal fluid when something is placed inside, used in place of refrigerators. These can also only be
reproduced manually.
Clothes, for those who choose to wear them, are sewn together from large leaves or tanned hides.
Gaian culture
They rejected from the outset the appropriation of indigenous cultures that one could expect from such a
movement. The indigenous are not savages, but Gaians are proudly savage. The Gaian lifestyle is that of
turning back the clock on behavioral modernity
through a combination of genemodding and ideology.
To this end, they do not really have what we can call culture. They are fully focused on survival,
reproduction, and the maintenance of the trees. What art and stories they do have are simplistic and lacking
in themes beyond those three. They do not have writing and thus these stories have to be oral. In the end, if
one is to come there expecting to hear wisdom from the "noble savages", one would be sorely disappointed.
They have no religion or spirituality in the same way animals don't have religion or spirituality. There is a
sort of reverence for the habitat tree one resides in, but no ritual or cosmology. The question of afterlife
is totally moot to a Gaian-- as far as they are concerned, they are just a sack of flesh that will become dirt
in due time to complete the cycle. They do meditate a lot to focus and clear what is left of their minds.
One might note that Gaian culture is defined by what they do not have rather than what they do have. This is
intentional on their part. A cornerstone of their whole ideology is to cut off that which is unnecessary, to
eliminate the vapid pleasures and ephemeral trends that permeate the culture of mankind and of most alien
species, and to live how organisms lived for billions of years before-- with some fixes of course. They are
not social Darwinists and they see the division between soft civilization and harsh nature to be a false
dichotomy.
There have been many layers of precursors in the history of the Oval. The number of layers is undetermined,
but at least two have been conclusively identified, the last one being around 10000 years ago, of unknown
length (less than 3000 years of spacefaring), and another a few hundred thousand years ago. Even the most
recent layer is largely lost to time, and little is known about the culture, biology, or politics of these
precursors.
Both layers seem to have ended extremely abruptly with little to no signs of civilization-ending conflict.
Between the layers there were millennia of absolutely no spacefaring civilizations existing. The one exception
is the Silent Empire, which is the last extant precursor polity. As the name of these Silents implies, they
aren't sharing their tech. It thus should be stated that most, though not all of the Oval civilizations'
technology was developed without their help.
The ruins of both layers are strewn all across the Oval, with some areas having a higher concentration or
level of sophistication. Some of the precursor empires appear to stretch outside the Oval somewhat, implying
the use of Alcubierre drives or other methods of expanding beyond the Oval. The vast majority of precursor
ruins are deep underground-- above-ground structures do not last long on most planets. The exceptions are
airless planets, but even there an asteroid impact or earthquake may destroy a ruin. Even deep underground,
there is rarely any surviving technology. It can be hard to tell apart a spacefaring nanotech precursor ruin
from a Bronze Age tomb complex, at least from a cursory exploration. But what little tech remains is often
immensely useful. Many advancements in superconductor manufacture or composite materials were made by studying
fragments of precursor trinkets.
These archeotech advancements are mostly incremental to existing technology, though. To date, not even the
most advanced precursor ruins had any evidence of anything beyond the boundaries of known physics-- and same
goes for the extant Silents who appear more advanced than most the precursors. Thus the excavation of
precursor ruins put a final nail in the coffin of Clarke's
Third Law. No, sufficiently advanced technology is perfectly distinguishable from magic, because there
really does seem to be a limit to technology that can never be surpassed, ever. And it has been reached before
us, for we are treading in the footsteps of giants and scavenging on their corpses like sea life after a whalefall.
Unfortunately, in complexes where there is a notable concentration of surviving tech, security
systems may remain in operation or be reactivated by intruders. The job of exoarcheologist is not a
particularly safe one.
A much less dangerous, but subtler, influence the precursors have on the modern Oval is the large amount of
words conducive to either habitation of organic life, or that are easily terraformable to support it. This is
the reason why there are more habitable exoplanets than is predicted by most models. Many of these originate
from before the second layer. War or natural decay has undone much of the terraforming they did, but it is
easier to fix a half-terraformed abandoned colony than to terraform a world from scratch.
This is all that is known about the Silent Empire; somewhat from the POV of Terran
academia. By the nature of the Silents and my worldbuilding style a lot of this can be wrong-- and frankly,
I don't know much myself even as the author. Treat this as authoritative but not infallible.
They are almost definitely precursors. Whether from the previous cycle or another is unknown. Some
crackpot theories claim that they are older than the Oval and created, but the prevailing theory is that
the Oval is a natural formation.
Every single one of their systems is apparently densely populated and built up with fleets and
infrastructure. Nearly every single terrestrial planet in their systems is ablaze with more city lights
than all the core worlds of Terra, combined. The planets lack water or other natural features. Habitats
are apparently also common.
The Silents are called the Silents because they are silent. No messages have been responded to in a
coherent manner, though they do appear to understand the contents of these messages, usually by hastening
an intruder's destruction. The AOMO does send an invitation every cycle via unmanned
drone, as a token gesture. No players come obviously.
Entering Silent-controlled systems is insanely dangerous. Inexplicably, a lot of the time, whenever a
sufficiently foolhardy (suicidal) explorer ship rematerializes at the warp boundary of a system, a patrol
is waiting right there. The only means of warding away imminent vaporization are the Bquaa Disks, of which
there is a fairly limited supply. These artifacts are named for their discoverers, who
once located a cache of them in a deteriorated outpost of the Silent Empire.
Silent weapons are far beyond any possible replication by the rest of the Oval. The most common one is a
sort of flak gun that shoots a broad spray of sand-grain-sized particles accelerated to relativistic
speeds. Each grain can take out a whole module of a ship, and there are millions of them. It is not
possible to realistically dodge this ordnance. Also used, sometimes, primarily against particularly
massive targets, are Hawking guns that shoot relativistic black holes.
Their ships are shaped like complicated three-dimensional fractals that incessantly shift. This serves
no known purpose. In general, from what little was recovered from the facility at Hakosel (see Labyrinth),
their obsession with fractals is dwarfed by only that of the Chimeras.
There is zero data whatsoever regarding the Silents' actual appearance; the doppelganger of Hakosel is
not seen as credible evidence of it due to the circumstances.
Timelines Lists of dates with events that happened on those datesMankind Human stuffEarly Terran History 2020-2122
Note that everything about early Terran history is pseudocanon and not going to be directly shown in a
book, and references to it will be vague. I am unlikely to set any books before first contact in 2122. This
is because, at its core, Stardust is about weird aliens and transhumanism and space politics, and I feel
like it would be a waste of effort to dedicate too much time to early Earth geopolitics. I also don't really
want to bother with untangling the question of the logistics of early space exploration (to this end, I am
cutting it off at 2061). I just don't have the right stuff to be a Mundane
Dogmatic(WARNING!! TVTROPES-CLASS COGNITOHAZARD!!) sci-fi writer.
2020 - Age of Protests starts. The AoP is a period of societal, economic, and
political upheaval spanning over 15 years. Historians dispute the event that kicked it off, but the
COVID-19 lockdown or the George Floyd protests are two popular points.
2023 - Prigozhin's coup in Russia succeeds, kicking off the Second Russian Civil War,
against Putin's government as well as liberals, communists, and [DATA EXPUNGED].
2025 - President Trump does not relent on tariffs. Economic situation gets even worse.
Unemployment rate and inflation rising faster than ever in America.
2026 - Ultranationalist government takes power in India and attacks China. War quickly
grinds to a stalemate in mountains.
2027 - Russian Civil War-inspired unrest spills over to China. Xi dies of [DATA
EXPUNGED]. CCP enacts panic reforms into a "secure democracy" where only socialist and communist parties
can run. In the chaos, Tibet and East Turkestan go free.
2028 - Black Friday Nuclear Exchange between India and Pakistan. Millions dead. Worldwide
panic and unrest. President Trump cancels elections, citing a 'global total crisis'.
2029 - Second American Revolution, led by a coalition of non-spineless Democrats,
anarchists, and communists, overthrow Trump's government. Low-level and stochastic fighting continues
for years. Cities burn.
203X - The situation in the world continues to deteriorate. As sea levels rise to [DATA
EXPUNGED] and global temperatures continue to soar, millions die to climate crisis or suicide. Kiribati
and other Pacific island countries sink, forever.
2032 - [DATA EXPUNGED] in [DATA EXPUNGED] results in [DATA EXPUNGED]. [DATA EXPUNGED]
confirmed casualties.
2036 - Viktor Ugolnikov from Novosibirsk in Russia proves that there exists a relatively
easy method of faster-than-light travel, accessible via infusing [DATA EXPUNGED] with [DATA EXPUNGED],
which creates a kind of pseudodisplacement that allows a space vehicle to glide across something that's
not quite a fifth dimension. World is filled with hope. Wars begin to wind down. The Age of Protests
draws to a close.
2037 - UN forms Committee for Existential Protection (CEP), a governing body with
slightly lesser powers than the Security Council but much broader participation, tasked with salvaging
what can be salvaged. Age of Recovery starts.
2038 - Extreme measures to avert and mitigate climate change enacted. Algae-sheet farms
go up in deserts, fossil fuels and internal combustion engines rapidly phased out. Billions of dollars
thrown at mitigation technology. Economic degrowth.
204X - The first of the superstates formally federalizes in 2041-- the
European Union. Over the next two decades, more superstates form, such as the North American Union,
South Asian Conclave, or the Pacific Federation. Geopolitics is 'frozen', the new superstates are stable
but have little cultural identity and are more focused on preparing for a new Space Race once the CEP
allows.
2053 - UN-CEP has grown in power and supplanted the UNSC-- which was a token entity for
around two decades by now. UNSC formally abolished. UN-CEP unilaterally annuls treaties regarding space
colonization and exploration. The Age of Recovery begins to smoothly transition into the Age of
Exploration. Note that in 2053 the superstates are not fully formed yet-- South Asia is
yet to unite, for example, and likewise for the former USA.
205X - first Moon and Mars bases appear, roughly at the same time by various nations and
superstates. They are small, and not fully self-sufficient, but would form the nuclei for extraterran
cities of later centuries. At the time however they are pure resource sinks fraught by accidents and
hardship.
2056 - China does an unprecedented move of foregoing serious attempts at space
colonization, instead opting to launch the Zhú Xīng 1, a probe on a fast escape trajectory out
of the Solar System, equipped with an Ugolnikov Drive, aiming to reach Proxima Centauri. Other nations
quickly launch their own FTL probes, dropping colonization efforts temporarily. Age of Exploration is
afoot.
206X - in this decade, superstates fully solidify and cover the whole world, each having
seats at the UN-CEP, which has become something of a world government, though at this rate it is still
not united and superstate interests dominate. Worldwide parties form and become relevant forces; the
Unity Party; the Fifth Comintern; the Libertarian Alliance; the Identitarian Resistance, and so on.
2060 - FTL probes reach warp boundary (area where it is possible to activate the
Ugolnikov drive) roughly at the same time. Only the Zhú Xīng 1 successfully activates, all
others, from the Mayflower to the Yermak, turn to superheated plasma due to
improperly calibrated drive crystals.
2061 - Zhú Xīng 1 reaches Proxima and takes long-distance photos of the star
and its planets-- or would have, if not for the lens cap being left on. Still, important data is
gathered and sent back home, and the whole world celebrates humanity's first step towards the stars. The
probe is not recovered until decades later.
Genemodding was invented sometime in the 2090s.
Post-Contact Terran history 2122-2180
2122 - An UN scout ship, the Indefatigable, stumbles upon a relmai colony.
Prior to this, no alien life was discovered by humanity. They did not really expect to meet something
relatively comprehensible. Protocols like verifying sapience by sending streams of prime numbers were
rendered redundant by the fact that cities and satellites were visible. This was first contact from the
relmai side too. In retrospect, this was a very lucky pairing. The Indefatigable spent a few
months decoding the relmai language and exchanging cultural information, though neither side revealed
the location of their homeworlds or other sensitive information.
2123 - The ship returns and the discovery is revealed. WHAT FOLLOWS IS A COPY AND
PASTE FROM DISCORD Basically after first contact with the relmai, the fascist groups within
humanity that have been quietly regaining ground after the Age of Protests finally came out of the
woodwork. They started riots, demonstrations, etc. The UN and its constituent states ignored them for
the most part... Until, at the first hint of a relmai delegation being planned to be sent, a part of the
army and StarNavy influenced by the "Human Silver League" mutinied and tried to invade the UN
headquarters in New York in order to stage a fascist coup with the intent to invade the Relmai
Commonwealth. The coup was soundly defeated by both HQ security and the Orbit Guard in its two theaters,
but the battles were fierce. The UN went into panic mode and... executed Operation 58. Mass arrests of
those in support of the coup, mass online shutdowns, raids upon HSL members' homes, etc. The HSL and its
allies were thus essentially fully routed, and with the full details of the coup being publicized with
confessions from its perpetrators, public opinion swung hard towards being pro-relmai. The HSL
fractured, and went into hiding. One of its splinter factions is the True-Human Organization, which
would prove to be a thorn in the UN and later Terra's backside after they got funding from the Dal-Ghar
Iron Empire.
The Human Civil War 2180-2184The following is an excerpt from Stardust: Labyrinth. It is the most definitive
snippet that details the Human Civil War, so I pasted it here.
"You asked for long, so prepare for long," Iraklijs flicked a switch to return his mask to the breathing
mode, then took a moment to compose himself. "So over most of the 2170s, humanity, then under the United
Nations of Earth instead of the Fed, was gradually becoming culturally corrupt. We
were getting complacent, and more importantly we elected Cefero Cascos in 2176. Sleazy-ass guy, and an
idiot. He rolled back genemod rights, especially in the frontier, started
flirting with megacorporations, made human-supremacist comments, and finally started strangling the
non-core worlds with extreme taxes and tariffs. December 2180. Two weeks before the election. A
Felid-genemod wannabe revolutionary pops a cap in Cefero's head during a speech on live TV. Can't say he
didn't deserve it, especially with that haircut," Iraklijs chuckled with some irony.
"His vice president, who was even more reactionary, assumes control and the elections are postponed. He
then gets impeached as evidence showed up that he was a sex trafficker. The whole civ loses its collective
shit and the central government runs around like a headless chicken. January 2181, multiple frontier core
worlds announce the formation of the Alliance for a Better Humanity, colloquially known as the Rebel
Alliance. Within the month, it splits into the Autonomists, who wanted to reform the UN into a less
centralized state, and the Separatists, who wanted to make their sectors or planets fully sovereign. Some
Separatists, but not all, begin shooting at both the Autonomists and the UN. February, the Canid
population in the southeast of the UN rebels, and that whole military district... which was majority
Canid, you know? I told you Cefero was an idiot... it mutinies under the leadership of the strongman Sieng
Redclaw, forming the Black Fang Republic. March, the True-Human Organization, the same
guys Cefero flirted with, similarly rebels in the east and forms the Human Republic, which then proceeds
to murder everyone who was a genemod, alien, cyborg, or 'deviant' within its borders, and struggles to
hold on to its lands as partisans, mostly Felids and baseliner allies, run amok. Meanwhile, at roughly the
same time, the two-century-old Rationalist movement has a schism. Around half embrace human-supremacist
ideals, and split off to form the State of Reason under the Movement for Human Advancement. Despite being
cyborgs they cast their lot with the THO for pragmatic reasons, because the cyborgs of TRAPPIST denounced
them and sided with Terra-- and the BFR, seeing that the THO accepted, did the same..." Iraklijs then took
a very deep breath.
"But that's not all. The war rages for another 2 years. I'm gonna gloss over that. In 2183, much of the
uplifted cetacean population of the ocean-world Raindrop was swept up by ultranationalist rhetoric against
the land-dwellers. Even more extreme than the ty-uc-kch, and at least those have the excuse of being
aliens and not having to thank us for existing... anyways, they formed the 'Deep Tide'. It's even less
coherent than the THO, and has a might-makes-right society like the Abyssals. However... remember the
BFR's 'alliance' with the supremacists? They refused to participate in the genocide, and overall barely
helped with the war effort. They did avoid suspicion, however, by making up excuses about engaging with
other enemies. So at the Mongolian colony world of New Khovd, they deployed to fight the UN's forces
alongside the Organization's largest army. They stayed awake, guarding the THO's soldiers as they slept in
their tents. But then a direct order from Sieng came, and they complied," Iraklijs then covered his mouth
and laughed in a mocking way.
"The UN's army arrived to see the Canids partying amid looted camps, with the nearby lifeless lake red
with blood and black with charred corpses. There were no POWs to take; as Sieng later bragged, he
ordered that no quarter be given. The BFR proceeded to peace out with the UN, while the Human
Republic collapsed with most of its army gone and its 'trusted' 'ally' rubbing the backstab in its face.
The MfHA and Deep Tide panicked but tried to hold out, and somewhat succeeded, at the same time enacting
their contingency plans, which the THO did not have," Iraklijs paused and stretched.
"This proved right, because with the rout of the separatists in the north and west, combined with major
Autonomist victories, the latter essentially won the war on New Year 2184. The UN rebranded into the
Terran Federation, enacted decentralization and post-species-state policies, and... began the Scouring of
the Traitors. The last few holdouts of the THO were wiped out or forced to flee, and the combined Terran
and Canid forces began closing in on the MfHA and Tide when... both of them packed up in an orderly manner
and also made a break for it, uniting with the fleeing THO. 'It' being the general direction of the
nearest alien civilization that might take them in. What followed is... a story for another day, but the
gist of it is that the THO and MfHA ended up under the Dal-Ghar Empire, on the desert planet of
Bnykaal-hyl-kaah, while the Deep Tide ended up under the protection of their Abyssal idols, right in the
middle of the Oval. They have a truly alien society, frankly of all the transhumans only Yig is weirder,
and those folks at least aren't murderous, most of the time. They basically act as a pirate cartel under
Abyssal protection. Basically the entire Oval except the fringes is targeted. They take loot, they take
slaves. Pray they don't take you alive," he finished his rambling monologue and rubbed his face under the
wrapped scarf.
Close-ups
Terminology What is a worldbuild without a dictionary to it?
A small note on galactic directions
Concepts like "north", "south", "east", and "west", of course, aren't applicable on interstellar scales.
Instead, a system was devised to create space equivalents to compass directions (plus two more).
Spinward - in the direction of the rotation of the galaxy, aka "galactic east"
Counterspinward - away from the direction of the rotation of the galaxy, aka "galactic west"
Rimward - in the direction of the galaxy's rim, aka "galactic north"
Coreward - in the direction of the galaxy's core, aka "galactic south"
Magellanward - in the direction of the surface of the galaxy facing the Magellanic clouds, aka "galactic
down"
Countermagellanward - away from the direction of the surface of the galaxy facing the Magellanic clouds, aka
"galactic up"
Glossary
Here are some common terms used in this document and in the books. Note that some of these have snippets in
this doc with more information (there will be links to said snippets).
Oval: the region of space where Stardust's bespoke method of FTL works.
Genemod (noun): A genetically-modified individual OR a given
package of genetic modifications
Interciv: Short for inter-civilizational
Civilization: A stellar polity with a distinct culture and history
BCI: Abbreviation of "brain-computer interface", a device that allows
using thoughts as an input device for electronics and/or directly inputting signals into the brain
Ugolnikov Drive: my bullshit FTL drive. Synonyms: warp, hyperspace
Temperament: In the context of alien
psychology, a neurological bias towards a given mode of thought or personality shared by all of a species.
Sentient: Capable of perceiving the world and the associated feelings and sensations
Sapient: Capable of reasoning and self-reflection
Sophont: Sapient being. Synonyms: soph
Specism: Prejudice against sophonts based on their species; space racism.
Astropolitics: Equivalent of geopolitics, but in space, usually referring to politics
between civilizations
Morph: short for morphology, meaning a given body shape (usually in the
context of genemodding). Synonyms: form
Elliptic: of or pertaining to the Oval. Usually capitalized to differentiate from the
normal meaning "of elongated circular shape". Synonyms: Elliptical
Pseudohybrid: someone genemodded to have some features of an alien species
Datapad: a portable computer; the equivalent of a smartphone. Synonyms:
pad
Blaster: a type of laser weapon that uses short pulses
Needler: a type of laser weapon that uses a constant beam
Pseudosapient: an AI based on a software neural network as opposed to a blackbox. Synonyms:
parrot, LLM (antiquated)
Blackbox: a special piece of hardware that acts as a "brain" for a true AI.
Mule: a pseudosapient AI in a robotic shell used to perform menial labor. Abbreviation
for: Multiple Use Labor Element
Brain scrape (verb): to use a BCI to erase someone's ego, functionally killing them and
replacing them with a different person within the same body
Lingxin Maneuver: a tactic where a nimble warship gets close to an enemy vessel and
suddenly pivots to scorch, melt, or slice it with the torch plume
Torch: a spaceship engine capable of giving out sustainable
acceleration of above 0.5g for lengthy periods of time
Seaship: a vessel made for travel over water, as opposed to a ship (without qualifiers),
which is a vessel made for travel in space
Supercrit: a supercritical water oxidation unit, or the process of it.
Synonyms: wet incinerator
Extranet: the sum of internet equivalents of all civilizations. Synonyms: Oval Wide Web
Planet descriptions Big ol' blocs of text about interesting planets
If it had slightly less water, or stronger tectonics, Akeruh would have been a regular continental world. If
it had slightly more water, it would have been a water world. But just the right balance of water and solids,
combined with an abnormally-weak tectonic system, led the chohjozra homeworld to become essentially a series
of swamps, jungles, marshes, and the occasional grassland (but mostly swamps) interspersed with irregular,
extremely shallow oceans. There are few mountains to stop the rainclouds, causing almost every area of the
planet to be waterlogged, aside from the very poles. It's not as much of a sauna as the bquaa homeworld, but
to a human there is little difference: temperatures upwards of 35C, with constant 100% humidity. Perhaps it is
this flatness, and lack of natural boundaries beyond the baseline property of swamps being difficult to
navigate, that led to the rise of the Monarchy, and its subsequent and blood-soaked fall. Nature there is
quiet, and the tranquility is apparent in everything from the trees to the animals to the water.
But that is in the past. By now, the cities have been rebuilt from ashes and rubble. Their anthill-like domes
glimmer under the large orange sun, the gold-leaf decorations and gems the size of human fists shining with
the combined splendor of the thousands-years-old, nearly-static culture of the chohjozra civilization.
Abstract idols that represent, not depict, some of the million Kmiihnzay Mrrkyihzra deities, are perched on
top of the largest artificial hills, their forms rotating to face the sun. These edifices are freely overgrown
by vines and moss, making even settlements of millions look like ancient ruins to a Terran eye. And they are,
indeed, oddly quiet by space-age megapolis standards...
Niflheim is one of the rare "garden worlds", exoplanets with strong ecosystems where the native proteins,
though inedible, can be easily processed into Terran food. But there is one issue: it is astonishingly,
bone-chillingly cold, even at the equator. Even in the warmest regions, the black earth never unfreezes. And
yet, in the valleys between the jagged, snow-coated peaks there teem ecosystems as complex as any on Earth or
Tayma, with biologies adapted to sub-zero temperatures. Nevertheless, food is scarce, and thus the animals and
plants have to be as fierce as the planet's sapient inhabitants...
Niflheim was a backwater when the Canids seized it during the collapse of the UN frontier, at least compared
to Greater Arcadia, the other HQ of the Canid Partisans. But when they won, the BFR's government decided that
an idyllic, pastoral world was not a good fit for the new Canid culture— and Nifl had a lot more accessible
minerals to boot. The government moved to Niflheim. Greater Arcadians were not too happy, but overall the
tundra-world's new overlords found the planet easier to settle than humans did, thanks to both their "natural"
coats and being much more willing to handle hostile wildlife in a direct manner.
Still, even for them, the areas outside the equator are mostly off limits. But there, the valleys and
plateaus are dotted with dense clusters of nanoconcrete hab-blocks, factories, and arenas, with clusters of
spotlights plowing through the night sky. These towers are left unpainted upon being built, with the
assumption that the citizens will take care of that.
Sections of the planet are kept volcanically active by Zmey, Niflheim's sole moon. It is closer and larger
than Luna is to Earth.
Species: 99.9% Reccani, less than 0.01% post-Terran
Capital: Reccani Nsiky (100 million)
Type: Cryohydrocarbon World
(all names are exonyms in the kaziil lingua franca as the Reccani language is untranscribable and
nigh-untranslatable)
Kehes II is, from an orbital glance, just like human industrial nexus of Titan, except a bit larger; a
frozen world coated in a featureless, soup-like yellow blanket of nitrogen and methane. Yet under the
blanket-like clouds lies a world unlike any other. Kehes Prime is an ancient red-orange dwarf, and it is the
only major planet, most likely a capture thanks to its very elliptic orbit. The surface is highly cragged,
with spike-like mountains of rock-solid ice jutting from the methane-slush ground, and their snow-coated peaks
glimmer in the multicolored haze emitted from the fissures that open and close every year thanks to the
temperature-shift-induced melting. In summer, the ground begins to melt. In winter, the atmosphere begins to
snow out.
Forests of crystal-like trees blinking with bioluminescent orbs, or grasslands where ever blade is akin to a
muddy glass shard, cover much of the surface, the meager light that comes through the atmosphere reflecting
from all that there is. Life is slow as a glacier here; these ecosystems are silent and frozen as if preserved
in acrylic. The ice underneath moves faster than the flora grows.
A spiderweb of equally silent (aside from the rhythmic clangs of well-oiled machinery) cities and homesteads
covers the surface. If one sprayed down the contents of a succulent garden with mirrored paint, the result
would be a good approximation of the appearance of a Reccani city-- the garden would, however, need to be
arranged in neat concentric circles. The cities are not actually silent; Reccani are deaf and use sound for
what humans use radio for-- but only infrasound frequencies, which travel a long distance. Massive speaker
towers dot the outskirts, their megaphones swiveling to point where needed, taking care to not induce undue
vibrations in a passing airship or flitter.
Shaugna is without a doubt the least trustworthy planet in the entire Oval; nearly everything about the
planet punishes complacency and reliance on unfounded assumptions.
Leaving aside the biosphere for the moment, many of Shaugna's problems can be directly traced to the fact
that it has thirteen moons in a variety of wonky orbits. Seven of these moons are big enough and close enough
to achieve totality during a solar eclipse. The combined tidal effects of these moons contributes massively to
the randomness of Shaugna's weather, which cannot be effectively predicted beyond a day or two. It gets even
worse; over geological timescales, these tidal effects have contributed to Shaugna's abnormally high number of
fault lines, leaving the planet with a distinctly wrinkled texture (and again making the weather even harder
to predict). As one last kick in the ass, Shaugna's moons play merry hell with the planet's axial tilt,
meaning even regional climates can't be relied upon to stay consistent.
Shaugna's biosphere only makes the planet even less trustworthy. The most obvious problem in this category is
the planet's bevy of ambush predators, such as the Stony Murder Leaper, which can flawlessly disguise itself
as a rock. There are also a few ambush herbivores around, along with species that construct outright concealed
booby traps. Compounding on this problem, Shaugna's biosphere is absolutely full of "mimic clades"; species of
wildly varying danger level that look nearly identical to each other. There is also a distinct penchant for
the wildlife to try and hide the evidence of its deeds after committing violence or theft, requiring an entire
field of wildlife forensics among the kaziil.
As a result of all this fuckery, Shaugna's population peaked at nine billion in the 2170s, with emigration
accounting for almost all of the decrease. Many kaziil (both organic and inorganic) have come to the
conclusion that a barren airless rock is genuinely preferable to Shaugna's fuckery. Especially given the lack
of progress from the many efforts to try and unfuck the place.
Species: 70% Dwarves (Homo sapiens rotundus), 30% various synthetics
Capital: Goethe City (500 thousand)
Type: Hot Barren World
The first planet of Sol system, a slowly-rotating, scorched, yet metal-rich barren husk. Despite its
proximity to Earth, it has been deemed to be less suitable for terraforming than even Venus. This lack of
terraformability, however, opened the way to unrestricted exploitation of its plentiful natural resources.
The Hermes Shipyard looms in orbit of the planet, its glimmering form visible from space even during the
months-long days, for the atmosphere consists only of a thin haze of industrial pollutants. Swathes of its
surface, specifically those in lucrative craters and basins, are covered in grinding and fuming auto-mines,
auto-foundries, and auto-factories that often reach kilometers into the rock. Powerful railguns launch a
constant stream of finished ingots and starship parts to orbit, where the shipyard assembles them into new
vessels.
All these have to be maintained. Cities on the surface cannot survive in the scorching heat of the light
side. Thus, all settlements are deep underground, consisting of labyrinthine warrens of tunnels and rooms.
While there are plenty of amenities for rest and recreation, regular humans would still not last long here,
physically or mentally. Hence, the population consists of Dwarves: humans who have genemodded their physiology
and psychology to be more amenable to tunnel life. They are short, very robust, have great night vision, and
cannot suffer any kind of claustrophobia. The local AIs are much the same in terms of form.
The local culture is a lot more "blue-collar" and hard-working than the at-times-sybaritic culture of Earth.
Some may call it unrefined and crude, yet the locals are proud of its straightforwardness and honesty.
Miscellaneous Lore Various background organizations or locations that I couldn't fit elsewhereSheratan Triangle
This contested region is called (in English) the Sheratan Triangle (after the brightest star seen from Earth
that is in the area).
It originated from the land grab in the early-mid 22nd century. While there are no habitable planets in the
region, and no easy terraforming candidates, it (as well as the surrounding, non-contested regions) has an
unusually high concentration of unusually-highly-charged magnetic monopoles
in its asteroid belts.
Yet, due to translation mishaps that were common early on, before all the Oval's languages were shared around
and had near-perfect translation models made (thus creating what is de-facto an universal translator), the
borders could not be clearly drawn, and all 3 states staked their claims in the region, conflicting with each
other.
The hq'ow-tsuzz-ba!ae and the chohjozra were not part of the Alliance
then, while the aadalu were. The former two refused to back down, both being stubborn... and both being
suddenly backed by the kjee and the Hegemony in this incident. This bit of brinkmanship did not lead to war,
because the aadalu budged, and the three came to an agreement: if we cannot have it, nobody can.
And indeed it stays that way after all 3 are in the Alliance, for individual interests are still paramount in
many places.
Yet with the proliferation and commercialization of space travel, this arrangement could not last. For
decades, clandestine mining in the region has been ongoing-- with no settlements it is very hard to police,
and is a mafia haven.
All-Oval Mind Olympics
The desire for competition is natural for all species that are individuals. Some sort of ruleset is necessary
to make competition safe. And what do you call a physical competition with rules? A sport. Thus, something
resembling sports is ubiquitous across the Oval's civilizations. So it would be natural,
with the advent of the interstellar community, to have some sort of grand sports tournament a la the Olympics
but spanning the whole Oval.
However, the massive differences in physiology between species make most sports simply unfair if played
interspecies. Few species are going to beat humans in distance running, but a human versus
a chohjozra in a weightlifting competition would be a sad sight indeed. Combat (or
contact, really) sports could turn out outright lethal for some matchups. And this is not even taking into
account differences in optimal atmospheric composition and temperature and gravity and so on and so forth.
So "real" sports are a no-go. What then?
Board games. No, really. I don't mean "modern"
board games, of course. Rather the ancient abstract games: chess, go, shogi, backgammon. And the
alien equivalents of these.
One might call into question the plausibility of this. Most people don't think of board games as something
that could be a cultural universal across actual alien cultures. I understand that skepticism.
However, maps are definitely an universal, including primitive maps-- lines scratched in the sand or wood on
which differently-shaped rocks are placed. And with the abstract thinking required for technological
civilization, it makes sense to extend competition to imaginary versions of these maps. A map of a field with
boxes representing plots becomes a game akin to mancala.
A map of a hunting ground becomes something resembling a "hunt game" like adugo.
A map of a battlefield becomes something resembling the manyregionalvariantsofchess.
And so on. The possibilities are endless.
Thus, the All-Oval Mind Olympics (AOMO) are a thing. First started in 2152, by 223X the organization has
solidified and encompasses members from most of the Oval even across competing
astropolitical blocs. The format is as follows:
The event is held every quarter-life (half of a half-life) of cobalt-60. Which means, around 2.635 Earth
years or 962 days. Since decay rates are universal, this means the schedule is equally relatable to every
civilization.
To avoid the headache of selecting a host nation when nearly everyone has some sort of grievance against
someone else, the host is a decommissioned ascon ark-ship that the Committee bought out
and the etde'tdk
refurbished. It is called the Gameship. The space in and around the Gameship is governed directly by the
Committee, and the ship itself frequently jumps around safe areas in the Central Oval. Its sections have
been turned into an environment fitting each species represented in the AOMO, each with a self-sustaining
life support system and aesthetically resembling their respective homeworlds.
Games must have the following criteria to be selected:
must be antique (created before the civilization's first contact) and preferably also ancient (created
at least 30 generations before first contact)
must have a physical component of some sort, but this physical component must not rely on dexterity or
strength, and if it requires a specific sense it must be able to be adapted
no electronics are allowed except those external to the rules of the game-- e.g clocks or a
move-registering board.
must be competitive, or if cooperative should have a way to determine a winner (splitting players into
teams playing separate instances of the game is allowed if necessary)
must either be turn-based or slow enough that even the slowest species can compete fairly
must have had a cultural impact on its civilization before being selected
subsequent nominations should preferably be from varying cultures of the civilization
And more specific criteria meant to patch attempts at loopholes that violate the spirit of these rules.
Each civilization can nominate up to 16 games of its own, but only 4 can be used in an event (rotating
with every event). 4 entrants are sent for each game-- these are usually not the equivalents of
grandmasters, but rather generalists who happen to be good at a given game.
The competition itself is a round-robin tournament. The match format is different for each game, but the
matches themselves are always paired. For example, if a human chess player is selected to play against a relmai kelasu player, they first play chess against each other, then play kelasu against
each other.
due to time and resource constraints, not everyone plays against everyone. There are over 40 civilizations
and thus over 160 games.
intelligence genemodding is allowed (as you can only genemod for intelligence so much, and it doesn't help
much with games), but BCIs have to be turned off (verified via monitoring beacons)
at the end of the event, everyone plays a single match of "wildcard games" that are procedurally generated
every event and never reused
The event is broadcast on all participants' information channels. While local sports usually see a wider
audience, the AOMO does have quite the following. Commentators are present in order to explain the games (and
the players, and their species!) as best as they can. The commentators are always organics or true sapient
AI-- pseudosapient AI commentators have been overwhelmingly rejected. Because if
one is to have robo-commentators, why not have robo-players playing for the entertainment of a robo-audience?
The Elliptic League
The blocs are not the only intercivilizational organizations in the Oval.
There is one organization that encompasses nearly all extant stellar polities. This organization is the
Elliptic League. Every two half-lives of cobalt-60 (i.e 2.635 Earth years or 962 days, but staggered to not
fall on the same years as the AOMO), a representative from every civilization willing to
participate meets to discuss affairs that impact the whole of interstellar society.
Due to how even sworn enemies have to sit at the same table like this, these policy decisions are never
directly related to the struggles of astropolitics. The League is even more useless to attain world peace than
the UN is in our real world. The things they have managed to come to enough of a consensus to implement are:
A system of provisions to restrict the use of WMDs against civilian targets on pain of sanctions and
coalition invasion-- however it is an open secret that if there is an Oval-wide war, these provisions will
be ignored.
An universal system of measurements based on things like decay rates and the
speed of light, to be used in cross-civilization projects. Planck units are usually too small to be of use
here.
Standardizing the symbol of medicine Oval-wide. A syringe and scalpel in an X shape.
Universal System of Physical Measurements
While every civilization has its own standardized measurement system for time, mass, speed, and so on, these
measurements rely on celestial bodies within a given system, or other things that are not relatable to aliens.
Ergo, one of the tasks that could massively benefit absolutely everyone and was sufficiently detached for
politics for everyone to agree on, and thus could actually be implemented by the Elliptic
League, was a system of measurements based on things that are the same everywhere in the Oval. Decay
rates of commonly-used radioactive isotopes; the speed of light; the cosmic microwave background radiation;
and so on. Hence the UPM.
To keep the measurements counting-system-agnostic, instead of the equivalents of prefixes like kilo-,
multiplication by powers of 2 is used. The exponents required would be far too clunky if the Planck
units were to be used. So, despite these seeming far more elegant than the at times clunky and arbitrary
prototypes used here, they are rarely used for measurements in practice.
In English, the notation for these is the first letter of the quantity (or Tp for
Temperature), suffixed with the power of 2. For instance, T5 means 1.25s * 2^5 i.e 40 seconds. A T5 is sort of
like a minute.
the amount of displacement needed to make a L16-diameter
bubble that goes at lightspeed
none
The rules of Treachery Pretty much kaziil chess. Rules by JCT, piece icons by MaxWhy is exophilia commonplace in Stardust? A counter to a common sentiment in hard sci-fi circles
Content warning: this snippet contains discussions of sex acts. Nothing explicit, and no images, but
if you're a minor or such things make you uncomfortable, go read another folder. Or don't, and keep reading.
I'm a sci-fi author, not a cop
Frequently seen on lists of tropes that a hard sci-fi story should not have, is aliens having romantic or
sexual relations (exophilia) with humans (or other alien species for that matter), and for such relations to
be treated as a niche and depraved fetish. On the surface, this makes sense. After all, the only sexual
relations outside of one's species in our present day society are called bestiality. Thus analogies are
frequently drawn between exophilia and zoophilia, which is indeed a niche fetish-- and depraved if one is to
act upon it in real life.
But the reason why bestiality is morally wrong, is that
animals cannot consent, thus it is inherently rape. But Stardust's aliens are, in their overwhelming majority,
possible to communicate with. Sapience is an
universal equalizer. Aliens are people... people with vastly different psychology, of course, but you would
not say that a neurotypical human having sex with a strongly neurodivergent human is equivalent to bestiality,
would you? And if mind is not the determinant of intercourse being morally acceptable... why? What law of the
universe dictates that it is wrong for a given configuration of folded proteins to fuck a different
configuration of folded proteins?
Another objection, more practical, is how alien species are not likely to have recreational sex as a concept.
Which is fair. I have a few species like that-- bquaa for example. But I doubt that this
is the norm. Many of the more
intelligent species of Earth animals do have sex for pleasure: chimps, bonobos, dolphins,
elephants... unless we are to assume that the Earth biosphere is somehow uniquely horny (which we have no
evidence for, given we have a sample size of 1), it seems fair to extrapolate that to alien biospheres.
Yet another objection is that of physical incompatibility between sex organs. I have a strong feeling that
anyone who brings that up is exceedingly vanilla in bed. Without getting into details-- if you are a sapient
being, you have at least one manipulator limb. Sexual organs also tend to be sensitive to the touch. You know
what next. And that's just one way. C'mon...
And from an ideological perspective I kind of consider the presumption that sex is to have only the purpose
of reproduction, to be highly problematic and somewhat queerphobic.
Elliptic War Space WW1/2/3
A single look at the landscape of the Oval, with the tense gridlock of several blocs
vying for dominance, the breakneck pace of technological progress, deepening ideological rifts, an expanding
web of alliances and guarantees of independence, and layers upon layers of new grievances building up with
every decade, and every civilization worth its salt bristling with IPMs... would make it
obvious that the whole thing is heading towards massive war. One doesn't need an advanced historiographic
model to tell one that.
And yet many civilizations did make these models, independently of each other.
They all show a >70% chance of a war breaking out between the Alliance and the Hegemony before 2300.
This war will most likely result in IPMs destroying the core infrastructure of the involved civilizations.
Billions of souls will perish. Technology will be set back decades. There will be blood, and ash, and tears.
And millions of terrified innocents fleeing for the neutral civilizations.
Nothing will be the same again.
Perhaps it will happen. Perhaps it won't. Much of society prefers not to think about it.
The Heap Space Wikipedia/Internet Archive/TvTropes/<etc>
As stated in the snippet about computers, all spacefaring civilizations have
Turing-complete computers. It is only natural for these computers to be used for the creation of an
information network. It might not be recognizable as the Internet, but such a network regardless is an
internet-- an alien take on one. And it also makes sense to use an internet to host a digital encyclopedia or
digital library.
And with the existence of courier-drones, these internets can be extended to cross
interstellar distances. Including between civilizations, bridged by convoluted protocols. Thus, anyone can
access sites from any civilization that is open to these protocols-- the set of internets connected via bridge
protocol is called the extranet. However, connectivity is limited by censorship and simple delays-- it can
take weeks to request a website and get the data as packets shuttle back and forth in the databays of
couriers.
In the latter half of the 22nd century, the interstellar community matured enough, and FTL drives matured
enough, to create a massive project for compiling the sum of the Oval's publicly accessible knowledge.
Encyclopedic articles, famous or obscure media, or descriptions thereof, and much more. In our present-day
human society, these purposes are served by sites like Wikipedia, Internet Archive, TvTropes, PubMed, and so
on and so forth.
In 223X, these purposes are served by The Heap. This rather unflattering name is different in every
civilization's language, but it always translates to, roughly, "big pile of useful stuff". Unlike
organizations such as the Elliptic League and the AOMO,
it is a grassroots effort by computer scientists and archivists and simply nerds all across the Oval, with
only secondary support from governments. Nobody knows what civilization it started in exactly.
Just like its name, the presentation of the Heap is adapted to its audience. In Terra, it
takes a form recognizable as a wiki, with hyperlinks leading to different pages that contain text, images,
audio, and so on. In alien civilizations, it is something else. The underlying dataset is the same-- or
similar. In order to procure permission from certain governments for distribution within their borders, the
Heap is distributed in a cut-down version to civilizations that are prone to censorship. Still, it is is
ubiquitous in some form everywhere from Terra to the wkwqykawu to the Iron
Empire to the Sy!yvl Kingdom.
Notability criteria are much lower than Wikipedia, by necessity. Different cultural spheres have different
concepts of notability. Thus, for more encyclopedic or focused needs, platforms such as Wikipedia still
exist-- they use a curated and edited version of the Heap. The "raw" Heap is massive on a scale
incomprehensible to us, 21st-century humans. To this end, specialized BCIs are often used to find one's way to
articles one desires to find, essentially using one's brain to navigate the Heap like one's imagination.
Volunteer sapient AIs also serve as guides 24/7.
Administration of the Heap is done in a loose system where the equivalents of admins and moderators and
editors keep each other in check. There is no central owner or head-admin. Yet, it works. It is messy yet it
works, and it grows exponentially with every passing year. One can be a baseline human who never left Terra
and yet learn all about the culinary traditions of a minor yollkul ethnicity, or the
philosophy of an obscure satla thinker. It is the force that brings the people of the Oval
together despite everything. It is a brain where every editor is a neuron. The nascent gestalt mind in the
substrate of the Oval. Indeed it has been subtly tugging at public opinion and policy of some
civilizations thanks to providing voices to distant aliens, even in the censored versions. It has done more
for peace than the Elliptic League ever did.
Art Drawings of stuff in the setting that I or friends/fans made. No AI was used!
Author art (by Max)
Pixel
art portrait of an typical relmai civilian A chohjozraThe
TFCV Aleutia, a Terran freighter starship A sy!yvl
commoner. The green around the eyes isn't markings but rather the color of their sclerae. A kseldani
of the worker caste. Likely of the Collective, considering the mindless stare and lack of adornment. A
Gaian habitat tree, seen slightly from the side. This is a mature two-layer wheel-type
specimen. An
inhabitant of a Gaian tree. Only slightly genetically modified compared to baseline
humans. A station
in low orbit of a gas giant, meant to scoop valuable gases from the upper atmosphere A hhw!xey
prince in regal attire.A typical
denizen of Yig. Yes, this used to be a human. Maybe two humans.An average
embodied sapient Terran true AI. Specifically taking an anthro-like form.A kaziil playing a friendly game of Treachery against the
point of view. Commission for JCT.
Fan art
Theoddfirefox
A relatively
humanoid denizen of Yig. This too used to be a human.A female Canid
gladiator.A Chimera
civilian.
Books This used to be the main attraction before I made this site...
All the books mentioned in the "History of the setting" section are free and published on Royal Road. There are
also a few books that are currently in editing or otherwise languishing or canceled. This is an exhaustive list
of non-microfic Stardust prose fiction in release (or lack thereof) order. For the unlinked (i.e canceled or
unreleased ones) feel free to contact me on Fedi or Discord and ask me for the drafts. By the way! The series is
an anthology a la Discworld. While characters and places can and do reappear, they usually do so in different
contexts and you really don't lose much from starting mid-series or skipping a book. That is why I usually
recommend starting with Marathon, it's a good intro to the setting-- arguably a better intro than Origins.
Origins:
Where it all began. A fairly normal human and a bunch of aliens, alongside a cyborg, go on a trip to see
Earth. Along the way they get relentlessly hounded by a conspiracy they stumble into. Please for the love of
Christ, Allah, Buddha, the Kami, or whatever deity or lack thereof... don't read this one unless you are
willing to tolerate fanfic-tier
prose. Every day I contemplate delisting this pile
of crap. Please start with any of the following books. Content warnings: some gore
Marathon:
This is the first actually decent one even by my self-flagellatory standards. If you have played the game FTL: Faster Than Light, this is sort
of similar. It's about a crew of an ultra-fast courier ship that has to deliver a crucial message to a distant
region of space. It is a very harrowing trip. The early comedy elements rapidly get sidelined to make way for
actual character growth and drama. Also the longest work so far. Content warnings: gore, lots of swearing,
implied sex scene
Labyrinth:
A team of archeologists discovers a precursor installation on a glass planet, what follows is essentially a
dungeon-crawl in space. This is definitely the most action-packed thing I ever wrote. It's very much written
like a horror movie a la Event Horizon.
I use the lulls in action for character study. I believe I actually developed the characters here better than
I did some of the characters in Marathon. Content warnings: lots of gore, some mind manipulation
Unenforceable: A legal drama. Short story.
Wrote it then decided one of the characters was too unlikable and couldn't figure out how to make them
likeable so it's languishing. I'll finish it, someday.
Collective: I tried to be
experimental and artsy and provide a broad, sweeping history of the kseldani species in
narrative form. However, one big issue is that a nearly-emotionless, collectivist species is fucking boring to
write about when all of the characters are of that species! I like kseldani but they are best as part of a
multispecies cast. I dropped this after getting one chapter in, and didn't even release that chapter to my
fans.
Blueweb:
A very hyped-up piece, this one was. Lots of popular demand. But then I stopped vibing with it. I felt
obligated to write because I didn't want to disappoint people. I phoned it in. I kept phoning it in even after
a physics-induced plot hole derailed my plans. I finally slaughtered this turkey 8 chapters in and had a
mental breakdown. I nearly quit writing over this shite. It has some lore on species that were added since
Labyrinth, I guess... if you want to see them on-page read this. Otherwise it's a waste of time.
Awakening: A guy from 2023 gets
cryonics'd into 2236. I had this idea tossing around for a while (yes yes this sounds like Futurama but it
really isn't), and I'm glad I put it off so long because I feel that I only now had the maturity to pull this
off properly. You see, like most people who are into cryonics right now, the protagonist here is a techbro.
And not just any techbro, a neo-reactionary LessWrong
ideologue who is very upset that he got unfrozen at essentially a mental
hospital for people recovering from being "fish out of water", and that the future is... woke. This
one's getting edited by a dear friend of mine, I am very proud of it, be patient!
Microfics Vignettes of life in the 23rd centuryThe Discovery of the Xenodigestion Enzymes The humble beginnings of the miracle enzyme that reshaped Elliptic society
Apr 13 2232
The cold off-white-off-blue sky loomed over the black-sand alien desert as the bright yet small sun rose
from behind a mountain range on the horizon, its forest of lichen stalks appearing like hair from this
distance. A stream, free of fish and free of flora, roared down from its crags, uniting with many other
brooks and creeks to form a river that calmed as it cut across the semi-barren landscape. It did not
evaporate, for this desert was very temperate, but nor did any visible life spring near it, for this planet
was young, and only simple multicellular lifeforms existed yet.
Contrasting with the desolate surroundings, a glimmering city rested in a shallow valley, the river cutting
right through it. Its architecture was a peculiar mixture of human and alien sensibilities: on one hand, the
buildings were lattices of steel and reinforced concrete filled with glass, arranged in neat straight
streets; and on the other, the windows were not blue or clear but were instead all in different colors,
seemingly changing their hue depending on how one looked at them, and even the concrete seemed to
scintillate with dozens of shifting shades. This was all punctuated by strobing colorful floodlights that
swiveled from side to side, sweeping the sky with their beams that were not yet drowned out by the dawn.
Both humans and relmai walked side by side in its streets, both
species sometimes wearing apparel in the other's style... and often possessing phenotypic features of the
other. Some humans had relmai tails and ears, and some relmai had human ears and no tails. People treated
these 'pseudohybrids' as, overall, unremarkable. The experiment that was Koumanlan
was a resounding success for its fifty years of existence.
A small restaurant was at the base of one of the octagonal-prism towers, its sign spelling out its relmai
name above its English name: The Shuffle
This otherwise run-of-the-mill dining place had one gimmick to it: human food was served to relmai, and
relmai food was served to humans. But there was a twist. Since the two species were biochemically
incompatible, foods had to be carefully engineered to look like their counterparts from the other biosphere,
while retaining the flavor and texture. This was a hard task, and the diner was on the verge of closing.
But Fernan Chen didn't care much. All he cared for was that his night shift was almost over, and he could
sleep soon. The near-human's tail hung low as he paced around between the tables, collecting litter and
mopping up spilled drinks. Considering the mentality of the inhabitants of Koumanlan, both happened with a
certain regularity. One minute, Fernan had to pick up a hamburger wrapper some relmai tossed onto the floor
beside the trash can. Another, he had to bend down with a rag and scrub the still-fuming residue of some
neon-green beverage.
"Someone really went for the spicy stuff, huh..." he thought.
Suddenly, he noticed that the trash bin somehow managed to fill up despite the frequent littering. Fernan
put on his rubber gloves and flipped open the lid, preparing to remove the bag from it to throw it into the
dumpster outside.
He was greeted with a particularly large slice of pizza sticking out of the pile of garbage, and thought
who in the world would throw away perfectly good food like this. Then he noticed a fluorescing blue spill on
it.
"Ah, cross-contamination," he mumbled. "Probably shouldn't drink like a pig over someone else's meal."
He was about to tie up the bag when he had to do a double take.
There were stalks of some kind of mold growing on the spot where the spill met a slice of pepperoni.
Mold! On a pizza that was still warm!
...
...and between two biospheres!
Fernan shook his head. He had to have been imagining things. He looked closely at the slice. Indeed, there
was a colony of ever-so-slowly expanding mold that seemed to be consuming both the relmai-adapted pizza and
the human-adapted qatwujau. This was too notable to unceremoniously toss.
He took a few photos, struggling with the autofocus, then ran to the counter to take a large ziplock bag.
Of course, the human didn't care that the whole restaurant was looking at him stealing a highly
contaminated pizza right from the trashbin. The Shuffle's manager, standing in the far corner, began yelling
something, but it was too late.
Fernan ran through the street towards the university he spent much of his early adulthood in. He hastily
explained everything to the relmai guard who was sitting on a table in the vestibule, who squinted at him
but let him through.
The near-human, still wearing his colorful uniform and wide-brimmed cap, knocked on the door of the
xenobiology lab.
The mold relied on a kind of enzyme to digest relmai-biology proteins, despite being of the Terran
biosphere. This type of enzyme was the Holy Grail of 23rd-century biological research, and many
civilizations threw billions of umecs at solving the issue. And now, random chance simply happened upon the
solution, all thanks to someone spilling their drink at a crowded table.
While the researchers wanted to try and patent the enzymes, they knew exactly how these complex molecules
could revolutionize the whole Oval's society. The research was hastily open-sourced.
These enzymes were still extremely inefficient, however, resulting in a lot of waste heat that simply
denatured them if they penetrated too far into a chunk of alien biological matter. But that was nothing that
the finest minds of Koumanlan couldn't fix.
Or, perhaps, it was. The Protectorate informed its two benefactors of the situation, and teams of the two
great powers' best researchers received samples of the mold.
Within a few months, enough basic optimizations were made that the enzymes were ready for the mass market;
testing on animals and then volunteer humans and relmai showed no side effects. The method of operation of
said enzymes meant that they could be modified to accommodate almost any carbon-based species' biosphere.
Within a year, the first compatibility package was developed. An initial supply of the enzyme, probiotics
to produce more, and some mRNA to genetically modify the consumer to produce the enzyme by themself.
And with the combined resources of the Alliance's scientific-economic complex, the invention spread
exponentially. The Oval was now more interconnected than it ever was before. Logistics was made far easier.
Enclaves' borders became fuzzier and fuzzier. Friends of different species could share meals. And more, and
more, and more…
Fernan became famous in three whole stellar nations, and despite never even leaving his hometown he was
continually beleaguered by a cascade of interviewers. But he was not angry; he was showered with awards and
grants for helping solve what some deemed impossible.
Meanwhile, the Shuffle's gimmick became irrelevant in the face of increasing compatibility, and the
restaurant was driven out of business.
On the Shoulders of Giants Two friends discuss the precursors
Aug 28 2235
The cragged and split mountains shot into the cloudless sky. Short alien grass, more like upright lichen in
texture, populated the precarious terraces that punctuated the sheer black cliffs. Above all that were
snow-coated peaks. It was summer in this part of New Tibet, and the snowline wasn't very low.
A thin gravel road snaked and zigzagged up one of the less steep mountains. Parked on the grass of one of
the terraces, beside the dilapidated remains of some brick shed, was a red jeep. On the wide flat roof of
the vehicle lay a young man in a hoodie and a slightly older man in a jumpsuit. The latter man was an anthropomorphic
fox with shiny silvery fur. The former was a baseline human with brown skin and
long, wavy hair. They gazed upwards to the sky.
The town was not within line of sight; it was behind one of the mountains. No sources of light could drown
out the diamond dust of the stars above; the sky was so clear and so lacking in haze that there was not a
void between stars, rather a Cantor dust of ever fainter stars between bright ones. The Milky Way cut across
it all like the pupil and iris of an immense reptile.
Pranav pulled the hoodie over his face to shield from the wind as it picked up. He sighed. "So many
stars... I wonder where Sol is. I heard that it's somewhere between Sirius and Rigel. But where..."
He squinted. One of these moderately bright dots must be it.
"Just use an app," Abhi mumbled.
"Yeah I could but... that's kind of taking the mystique out of it, you know?"
"Out of what?"
"Out of stargazing," Pranav said and turned his head to the side. "You know... like our
great-great-great-great-great-grandfathers did. Under the sky of Old India... They didn't have apps."
"They didn't have ships either. If tech brought us all the way to here, might as well
use it to look all the way back," Abhi said.
"Yeah but... I heard that back then people had more wonder. They looked at the sky and imagined what could
be out there."
Abhi chuckled. "You mean they imagined plain old humans with things stuck to their foreheads?"
Pranav sighed. "Sometimes. But even then there was..." he spun the various combinations of words around
before continuing. "...a sense of wonder. Like, with your apps you can just pull up a map of the whole Oval
and look and see-- oh this star has the homeworld of the relmai. This other star is TRAPPIST and it has a billion robots on it. This all is under the Iron
Empire. And so on," he waved his hand to various spots on the sky. "And you can also just pull up a
list and know that's just all there is. That these species are the only species there are. And that these
hundred thousand stars are the only stars there are. You know everything."
"Do we know everything, though?" Abhi raised an eyebrow.
"Yes... I mean, even if there's stuff beyond the Oval then we'll never get there. Nobody cares to go
beyond."
"No, do we know everything in the Oval?"
Pranav thought for a bit. "Yup. One of my pen pals is a thurise from all the way across. I can just ask her
anything about her culture and she will tell. Nothing is hidden."
"I guess. That's only them, though. One species out of fifty."
"One species out of presumably another fifty. Only one. There were more.
That is where your 'sense of wonder' went. From the spatial dimension..." a pointed pause.
"...into the temporal one," Pranav finished his friend's sentence. "I get what you mean now."
Silence. A single shooting star streaked through the thin atmosphere.
The human sighed again. "But it's not the same, you know? It's all just dust and ash and rubble now."
"Yes but we don't know how they all became dust. In fact, all of them seemed to become dust
around the same time. Dating isn't fully consistent across all planets so we can't know for sure but seems
to be within... a few hundred years. Probably much less."
"What, did they all ascend to energy or something?"
Abhi rolled his eyes and gently elbowed Pranav. "Been watching too much Beyond Progress, were you? No, they
probably blew each other to smithereens. Like your thurise want to."
"But... wouldn't we see a lot less intact precursor stuff then? Or signs of war?" Pranav said.
"Ever wondered why all of it seems to be underground?"
"Because of the wind? Rain? Asteroids? And if what you mean is that these were bunkers... what did them in?
Surely they had hydroponics and such. They couldn't have just starved. They could have rebuilt. And even if
they couldn't, why don't we see any skeletons around? Or desperate final messages?"
Abhi was deep in his datapad's screen, which illuminated his snouted face like a flashlight. Then he put
the device down. "There's your Sol," he pointed a clawed finger upwards.
Pranav shook his head.
What to expect eventually Eventually™
While new books are unlikely to be released any time soon, as I have decided to focus on the setting as a
paracosm for now, I have a roadmap for the future of Stardust as a project/franchise/brand. These will be
commercial, but this page and the books will always remain free. In no particular order, assuming everything
goes well, I'd love to have these. Not all of these will ever come to fruition...
Video games
a Disco Elysium-like narrative point-and-click RPG. This format of game is definitely good for rich
worldbuilding but I kind of struggle with how it would not be just "Disco Elysium in space". Hm.
a grand strategy game, like Paradox Interactive games. Unlike most space 4X games (including Paradox's
own Stellaris) it'd have a preset map much like Paradox's Europa Universalis or Victoria 2. It'd be closer
to Victoria 2
a tabletop RPG. A custom system focused on playing characters that feel like normal people in the
Stardustverse. I have a very WIP one but I still have to balance it. Still, this will be likely the first one
of these to come.
Merch
flags of various civilizations. One of my hobbies is vexillology so I made flags for many civilizations.
I feel there's a market for a huge flag of the Relmai Commonwealth or Yig...
plushies of ALL the species (except human and Silent)
Gunpla-esque or 3D-printable models of spaceships
if I ever finish the map, it'll be available as a poster
an animated series or TV show. Unlikely to ever happen, but who knows... I'd prefer if it was, like the
books, an anthology with each episode in a different place and following different characters.