The World of Stardust

Under construction... by MaxTheFox

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. 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.
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.

2025-08-15

  • I have dedicated this day to UX and the new reader experience
  • expanded the intro section a bit to make the newcomer experience less daunting
  • just straight up removed the MOTD, you as readers don't need to see a huge checklist
  • standardized the language around folders (they are no longer called tabs sometimes)

2025-08-14

  • added section about the Elliptic League in misc.lore, it is basically the equivalent of the League of Nations or present-day UN
  • moved the terminology section into its own folder in close-ups
  • added section about brain-computer interfaces and groupminds in the computing tech section
  • added the Blue Web, an alien slime-mold-esque sapient being that spans continents

2025-08-13

  • moved the changelog to a box on the side
  • added the iywkaa, a cyborg hive mind species (not like the Borg)
  • unplaceholdered the Non-Aligned League
  • reset (NEW!) tags
  • added the Silent Empire, enigmatic and dangerous extant precursors
  • added tooltips to all economic models that did not have a tooltip
  • embeds of this page now show a description
  • added art of a Gaian person

2025-08-12


2025-08-11

  • spellchecked everything!!
  • added a bit more to Gaia
  • added a terraforming grass snippet in biotech section
  • added a datapad snippet in computer tech section
  • added a general notes about computers snippet in computer tech section
  • fixed some grammar errors that were not caught by spellcheck thanks to a friend on Discord

2025-08-10


2025-08-09


2025-08-08


2025-08-07


2025-08-04

  • 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.

2025-08-03


2025-08-02

  • added section about interplanetary kill missiles, the intercontinental ballistic missiles of the setting
  • added snippet by JCT about torch drive fuel types
  • added some more information to the AEON Clusters snippet, namely the reason I created them
  • JCT rewrote the section about the kill missiles as my own version was inaccurate
  • added Gaian habitat art

2025-08-01

  • 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
  • reworked the Tech and restrictions section, added snippet about torch drives and spaceship guns

2025-07-31

  • added some more links and tooltips here and there
  • expanded section about FTL
  • expanded section about Gaia. Expect more updates to it soon.

2025-07-29

  • expanded the section about the traitors somewhat. It's still very WIP as I am away from my computer and am not as productive.

2025-07-28

  • no real content updates today; sorry I'm preparing for a trip abroad to see my grandparents.

2025-07-27

  • expanded blurb on top of site
  • added Misc lore section with accompanying Sheratan Triangle snippet
  • added Chohjozra star navy snippet
  • BIG feature! Added flags to most species' infoboxes! Click the flags to display a full-sized version
  • moved the Last Pure Kingdom to the Traitors stub, because Redemptor Omnium was traitor scum and that is where he belongs
  • added a button that toggles a CRT-esque filter over the page.

2025-07-26


2025-07-25

  • reset (NEW!) tags
  • added the Reccani, an outsider civilization

2025-07-24

  • added a section about strategic resources (speculative materials useful for industry that can only be found in space)
  • tooltips no longer go offscreen if they are too close to the edges of the screen (especially on mobile)
  • added a summary of Terran history
  • 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 Canid art
  • added Chimera art
  • removed the TODO section. My ADHD brain can't do TODOs.

2025-07-23


2025-07-22

  • expanded info about the Alliance and Hegemony, especially the latter
  • added links and tooltips here and there
  • Yig lore doc has been ported over! I had been hyperfocusing on this thing for a while so it's huge.
  • began work on a glossary to hopefully make things less confusing for newbies
  • removed the weird ass -s in front of the todo and changelog thingems

2025-07-21

  • added a button that toggles opening/closing all tabs. sorry, no changes to the content :c

2025-07-20


2025-07-19

  • infobox added to kseldani
  • 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
  • added the Human Civil War info
  • added the space directions info
  • reset previous (NEW!) tags
  • added a note on calendars

2025-07-17

  • 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.

2025-07-15


2025-07-14

  • added explanation of pre-2122 Terran History cutting off at 2061
  • added fan art section (empty rn)
  • added more to history
  • added section about genemodding in tech
  • added books tab with a list of all released Stardust books

2025-07-13

  • added hr-s
  • moved over the bquaa lore doc
  • added to close-ups a tab with planet descriptions
  • moved over the BFR lore doc
  • added art
  • moved over wkwqykawu lore from discord
  • 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 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?

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. My biggest inspirations are Mass Effect, Star Control 2, and lots of SF novels I read since I was young. Since then, I have built a small and quiet but vibrant community where I and my friends discuss and build this little world, a bubble of space with its own stellar nations, wars, and simply life.

I deliberately subvert a lot of tropes, though. There is no focus on powerscaling, or the minutiae of tech. 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 is also a replacement for the wiki, which has failed for the second time. I suspect this will be easier to maintain.

This document is split into three sections. The first section is the *Overview*, which focuses on the broad rules of the world itself. The second section is the *Landscape*, which details all the developed civilizations and species. The third section is *Close-up*, which details important locations, people, and organizations. Of these, Landscape has the bulk of the lore. The site is updated daily to the best of my ability, for now by moving things over from the Discord (linked at the bottom), the Wiki, and my Obsidian (notetaking app) vault. 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.

History of the setting

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...

UNDER CONSTRUCTION! COME BACK SOON!

Overview

Cosmology

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 stars, 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. Instead, a system was devised to create space equivalents to compass directions (plus two more). East is in the direction of the rotation of the galaxy. West is counter to it. Towards the rim is north, towards the core is south. Down is towards the Magellanic Clouds, up is away from them. However, the world is nevertheless too small to have any sort of anisotropy-- one is not getting appreciably close to the rim of a 100-thousand-lightyear-diameter galaxy by going a mere 170 lightyears. In the world, this restriction is accepted as fact-- in effect the Oval is akin to a colossal planet, with astropolitics (geopolitics) being the theater play on its stage.

An approximate, "flattened" map of the Oval

Map of the Oval

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.

Tech and restrictions

Let's get down the main boundaries of the setting in terms of things that can exist in it (this part is pasted from Discord)

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. No psionics, no reactionless drives, no antigravity, no time travel (in the usual pop-culture sense), no teleporters, no energy shields (again in the usual pop-culture sense). This 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 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. There are passenger starships, there are laser guns, there are extrasolar colonies, and so on, and those are part of daily life.

There are also forbidden setting elements, due to implausibility or thematic inconsistency. Space fighters and mechs are niche at best and not going to be used in most scenarios, aliens can only eat human food and vice versa via enzymes that were invented in 2232, and so on. Use common sense; rule of cool has some leeway especially with certain civs, but it only goes so far in Stardust.


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 light inert 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.

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, 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 6000c or so. 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

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. 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.

Types of torch drives (contributed by JCT)
Orion/Medusa (fission/fusion hybrid)
  • + Can be made with extremely primitive technology
  • - Jerky ride
  • - You want to give tens of thousands of nuclear devices to civilians!?
Nuclear Salt Water Rocket (fission)
  • + Self-starting nuclear reaction
  • - Damage to fuel tanks may cause fission runaway
  • - Relatively unimpressive exhaust velocity
D+T (fusion)
  • + Easiest to ignite
  • - Highly radioactive fuel
  • - Holy shit that's a lot of neutrons
D+D (fusion)
  • + Cheap fuel
  • + Safe fuel
  • - Kinda dirty with the neutrons
  • - Relatively unimpressive exhaust velocity
D+3He (fusion)
  • + Safe fuel
  • + Great exhaust velocity
  • + Low neutron output
  • - Tricky to ignite
3He+3He (fusion)
  • + Safe fuel
  • + Totally aneutronic
  • + Very good exhaust velocity
  • - A massive pain to ignite
4He+4He+4He (fusion)
  • + Cheap fuel
  • + Safe fuel
  • + Totally aneutronic
  • + Very good exhaust velocity
  • - 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.

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.


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.


Infrastructure (NEW!)

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


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.

Narrative restrictions

There are also narrative limits and guidelines that Stardust has to follow, beyond technological restrictions. These are:

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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 now, 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 meaning.
  6. 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!
  7. UNDER CONSTRUCTION! COME BACK SOON!

Landscape

Civilizations and species - Big Picture

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 around 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)

Astropolitical classification

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.

  1. 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
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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.

  1. 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.
  2. 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
  3. 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:

  1. Hegemon: only the Dal-Ghar Iron Empire can have this rank. All policy is managed by it and only by it.
  2. 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.
  3. 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 (PLACEHOLDER)

UNDER CONSTRUCTION! COME BACK SOON!

Non-Aligned League (NEW!)

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 witha 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.

List of Species

Superpowers

Humans (Terran Federation)

AUTHOR'S NOTE: The Federation used to lack an official lore document so here is stuff cobbled together from Discord
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.

Flag of the Terran Federation (and the UN before it)
Name: Terran Federation
Astropolitical rank: Superpower
Interciv relations: Alliance leader, puppetmaster of Black Fang Republic, TRAPPIST Sector, Koumanlan, and Yig'ragn'xu Community
Dominant species: Humans and human-derived beings
Temperaments: Ambition / Diversity / Individualism
Territory: Western Oval, 2000 stars
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.

Brief history of Terra

For a more in-depth timeline with concrete dates, see the human history section in Timelines.

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 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).

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.

UNDER CONSTRUCTION! COME BACK SOON!

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.

Economy

UNDER CONSTRUCTION! COME BACK SOON!

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.

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
  • Yig'ragn'xu Community: anarcho - ̷̰͑̈̐͘ ̴̡̟̝̦͆͐̽̊̋̿ ̶̬̰̫͙̣͌̈́ ̶̢͓̰̿ ̶̡̲͌ ̸̛̞̘͐̀̎̕͜ͅ ̸͙̄͛̄̎͘͝ ̶̡͍͚̱̈́ͅ ̶͎̠͊͝͝ ̵͓̩̙͌͝ ̶̢̙̻̣͖̻͗̿́̂̐ ̵̣͇̰̝͊ ̷̞̫̟̹̉́̀ ̴̧͙̩͔͎̒̎̿ ̷̢̮̆͐̃̕ ̶͉̫͚̲̲̂̿ͅ ̸͕͍̔̑͗ ̷̣̱̲͆̏ ̵̦̣̥̤̞͋̈̓͛͘ͅ ̴͍̯̬̪̋̉̍͑̇̓
  • 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 ones without folders, folders are coming soon. When they're done.

Terran Star Navy

Relmai Commonwealth (Relmai)

This is well developed because it was a straight up lore doc, and then a wiki page

Flag of the Relmai Commonwealth
Name: Relmai Commonwealth
Astropolitical rank: Superpower
Interciv relations: Alliance leader, puppetmaster of Koumanlan and ???
Dominant species: Relmai and relmai-derived beings
Temperaments: Hedonism / Cooperation / Individualism
Territory: Western Oval, 2100 stars
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.
  • quote from Discord So, 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

Dal-Ghar Iron Empire (Dal-Ghar)

NOTE: The dal-ghar are critically underdeveloped, for being the main villain faction... I will rectify that soon

Name: Dal-ghar Iron Empire
Astropolitical rank: Superpower
Interciv relations: Hegemony leader and puppetmaster of all Viceroyalties
Dominant species: Dal-ghar
Temperaments: Paranoia / Conformity
Territory: Eastern Oval, 3500 stars
Government form: Absolute monarchy under a totalitarian regime
Ideology: Tradition / Elitism / Supremacy{5} (Red Comet Thought)
Economic system: State Capitalism
Population: ~38 billion
Capital planet: Bhoz-tlu-xba
Climate preference: Hot desert
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. 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.

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.

UNDER CONSTRUCTION! COME BACK SOON!

Dal-ghar Star Navy

Great Powers

Aadalu (REWORKED!)
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.

Abyssal Empire(STUB!)
Name: Abyssal Empire
Astropolitical rank: Great Power
Interciv relations: leader of Abyssal Sphere
Dominant species: Abyssal
Temperaments: Cruelty / Adaptation
Territory: ~1000 stars in the Central Oval
Government form: oligarchic republic
Ideology: (Cold Pragmatism)
Economic system: Reputation Economy
Population: ~19 billion
Capital planet: Abyssalia
Climate preference: subglacial sea

Regional Powers

Kseldani
Name: Kseldani Collective
Astropolitical rank: Regional power
Interciv relations: Alliance leader
Dominant species: kseldani
Temperaments: Conformity / Labor / Equality
Territory: ~2700(?) stars in the Western Oval
Government form: Anarchic hive
Ideology: Conformity / Collectivism / Equality{0} (Industrial Hive)
Economic system: Shared Burden
Population: ~110 billion
Capital planet: Nei'ksu
Climate preference: urban

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.

Red Kseldani

Name: Free Kseldani Union
Astropolitical rank: Minor power
Interciv relations: Alliance member
Dominant species: kseldani, humans
Temperaments: Equality / Liberty / Labor
Territory: ~150(?) stars in the Western Oval
Government form: Federal libertarian-socialist people's republic
Ideology: Equality / Progressivism / Collectivism {0} (Anarcho-Communism)
Economic system: Shared Burden
Population: ~12 billion
Capital planet: New Nei'ksu
Climate preference: urban

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).

Kaziil Technocracy This 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
Dominant species: kaziil
Temperaments: Logic / Caution
Territory: ~1000 stars in the Northern Oval
Government form: Unitary technocratic republic
Ideology: Technocracy / Progressivism / Individualism / Collectivism{2} (Midtermist Forethought)
Economic system: Market Socialism
Population: 17 billion?
Capital planet: Shaugna
Climate preference: cold wetland

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.

UNDER CONSTRUCTION! COME BACK SOON!

Kaziil history (pre-space-age)

  • 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 This simple 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.

UNDER CONSTRUCTION! COME BACK SOON!

This is pasted from a somewhat old document and updated somewhat Iywkaa Unity (NEW!)
Name: Iywkaa Unity
Astropolitical rank: Regional Power
Interciv relations: leader of Non-Aligned League
Dominant species: iywkaa
Temperaments: Synchronicity / Adaptability
Territory: ~1000 stars in the Northeastern Oval
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.

Secondary Powers

Chohjozra Nrukhrizchaa (Chohjozra)
Name: Chohjozra Nrukhrizchaa
Astropolitical rank: Secondary Power
Interciv relations: Alliance member
Dominant species: Chohjozra
Temperaments: Patience / Traditionalism / Stubbornness
Territory: Western Oval, 350 stars
Government form: Federal theocratic people's republic
Ideology: Tradition / Order / Equality / Collectivism{3} (Religious Communism)
Economic system: Planned Economy
Population: ~9 billion
Capital planet: Akeruh
Climate preference: Tropical swamp

Physiology

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, have always been present, and not considered remarkable, but are 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.

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

Chimera Federation (STUB!)
Name: Chimera Federation
Astropolitical rank: Secondary Power
Interciv relations: Alliance member
Dominant species: Chimeras and Chimera-derived beings (mostly Aspect-shells)
Temperaments: Esotericism / Equity / Calmness
Territory: ~400 stars in the Northwestern Oval
Government form: unitary semi-anarchic constitutional monarchy
Ideology: Esotericism / Equality / Order / Autonomy{1} (Harmony)
Economic system: Cybernetic Economy
Population: ~30 billion
Capital planet: H̄ỷ̤́ll̊t̨̂aa̱̰ë-a̗ę̊ïǎ̭
Climate preference: temperate forest

Minor Nations

Hhw!xey Principalities (Hhw!xey)
Name: Hhw!xey Principalities
Astropolitical rank: Minor Nation
Interciv relations: Alliance Member
Dominant species: hhw!xey
Temperaments: Trickery / Marginality
Territory: Southwestern Oval, ~150 stars?
Government form: confederal elective monarchy
Ideology: Individualism / Esotericism / Elitism {3} (???)
Economic system: Dirigisme
Population: ~19 billion?
Capital planet: Yihhtyh!hhx
Climate preference: tundra or glacier

This snippet is extremely ancient, from 2022. There has been some lore about them since but I will have to dig it up.

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.

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 kingdoms and 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 few systems, but have many outposts within other races' space, including Terran.

UNDER CONSTRUCTION! COME BACK SOON!

Sy!yvl Kingdom (Sy!yvl)
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.
Bquaa Collective (Bquaa)
Name: Bquaa Collective
Astropolitical rank: Minor Nation
Interciv relations: Alliance member
Dominant species: bquaa (Amicalimax sapiens)
Temperaments: Cohesion / Peace / Emotionality
Territory: ~250 systems
Government form: Anarchic hive mind
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.

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. They never adorn themselves in any manner.

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.

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 or abducted, never to be seen again. 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.

Black Fang Republic (Canids)
Name: Black Fang Republic
Astropolitical rank: Minor Power
Interciv relations: Alliance member, satellite of Terran Federation
Dominant species: Canids
Temperaments: Power / Individuality / Equity
Territory: Western Oval, 100 stars
Government form: Federal parliamentary clan republic
Ideology: Nationalism / Liberty / Equality {1} (Kraterodemocracy)
Economic system: Cybernetic Economy
Population: ~1.6 billion
Capital planet: Niflheim
Climate preference: cold forest or tundra

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.

Wkwqykawu State (Wkwqykawu)
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
Ideology: Progressivism / Technocracy {3} (Emergency transspeciesism)
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
Name: Walled Garden
Astropolitical rank: Minor Nation
Interciv relations: unaligned
Dominant species: w̷̱̔k̶̛̗w̸̱̌q̶̝͛ỳ̴̜k̶̡͋a̸̙͐w̴̗͘u̸͝
Temperaments: Fear / Marginality / t̷̰̏h̸͎̑e̶̟͐r̸̺̓e̴͚̾í̷̤ś̸̰o̶̱͋n̵̖̈́ļ̵̾y̷͎̋d̵̰͂ẽ̸̱a̶̞͆t̷̪͝h̸̡͂
Territory: Central Oval, 80 stars
Government form: [DATA EXPUNGED] under an [ERROR]
Ideology: / {5} (Love)
Economic system: [CRITICAL ERROR]
Population:
Capital planet: Realm of Eternal Safety
Climate preference:
Vr'rok

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.
Seven Commune Worlds (Seveners)
Name: Union of Seven Commune Worlds
Astropolitical rank: Minor Nation
Interciv relations: Alliance member, puppet of Terran Federation
Dominant species: humans and human-derived beings
Temperaments: Ambition / Diversity / Individualism
Territory: 7 stars in the Western Oval
Government form: Federal libertarian-socialist people's republic
Ideology: Equality / Progressivism / Collectivism {0} (Anarcho-Communism)
Economic system: Shared Burden
Population: ???
Capital planet: Far Cascadia (de-facto)
Climate preference: temperate grassland

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.

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, roughly in order of decreasing population: 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.

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Minuscule Nations

Yig'ragn'xu Community (Yig)
Name: Yig'ragn'xu Community (aka Union of the New People)
Astropolitical rank: Minuscule Power
Interciv relations: Alliance member, puppet of Terran Federation
Dominant species: Mh'azhi
Temperaments: Esotericism / Equity / Diversity / Collectivism
Territory: Western Oval, 1 star
Government form: total anarchy with a weak hivemind as a "guardrail"
Ideology: Esotericism / Equality / Progressivism / Fundamentalism{0} (Anarcho- ̴̫͘ ̷̪͘ ̷͙͝ ̴̘́ ̶̹͑ ̷͍͋ ̵̟͐ ̷̬͠ ̸̩̈́ ̸̜̐ ̵̯͂ ̶̙̆ ̴̰̏ ̷̠̌ ̴͈͛ ̶̙́)
Economic system: Shared Burden
Population: ~200 thousand??
Capital planet: "Paradise"
Climate preference: living habitat

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

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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'kri (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 (REWORKED!)
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)
Astropolitical rank: Minuscule Nation
Interciv relations: Hegemony member, puppet of Dal-Ghar Iron Empire
Dominant species: human (Homo sapiens sapiens, not durabilis)
Temperaments: Ambition / Diversity / Individualism
Territory: 50 and a half planets in Eastern Oval
Government form: unitary presidential republic under a fascist dictatorship
Ideology: Supremacy / Nationalism / Tradition {4} (Fascism)
Economic system: Dirigisme
Population: ???
Capital planet: Bnykaal-hyl-kaah
Climate preference: temperate grassland
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)
Astropolitical rank: Minuscule Nation
Interciv relations: Hegemony member, puppet of Dal-Ghar Iron Empire
Dominant species: Homo ultrasapiens
Temperaments: Logic / Conformity
Territory: 48 and a half planets in Eastern Oval
Government form: unitary parliamentary republic under a technocratic dictatorship
Ideology: Technocracy / Fundamentalism / Conformity {5} (Eugenic Technocracy)
Economic system: Cybernetic Economy
Population: ???
Capital planet: Bnykaal-hyl-kaah
Climate preference: temperate grassland
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
Dominant species: Azi-Mh'aq
Temperaments: Autocracy / Traditionalism / Cleanliness
Territory: 1 habitat in Western oval
Government form: hierarchical hive-minded cult
Ideology: Fundamentalism / Tradition / Order / Conformity{X} (Redemption of the Flesh)
Economic system: Banditry
Population: ~10 thousand?
Capital planet: "New Eden"
Climate preference: habitat

Outsiders

AEON Clusters
Name: AEON Clusters
Astropolitical rank: Outsider, individual clusters are Minuscule, but as a whole they can be a match for a Superpower, militarily speaking
Interciv relations: Neutral
Dominant species: non-sapient robots
Temperaments: Diversity / Adaptability / Marginality
Territory: 1500 stars in the Southwestern Oval
Government form: fractured hiveminds
Ideology: no ideology
Economic system: Banditry
Population: trillions of units
Capital planet: none
Climate preference: space

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.

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.

Reccani Confederation (Reccani) This 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)
Economic system: Reputation Economy
Population: ???
Capital planet: Kehes I
Climate preference: cryogenic methane-world

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 most 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.

Garden of Gaia (Gaians)
Name: Garden of Gaia
Astropolitical rank: Outsider, technically Minuscule
Interciv relations: Unaligned, protectorate of Seven Commune Worlds
Dominant species: various human and animal genemods
Temperaments: Simplicity / Marginality
Territory: a few habitats in 1 star system in Western Oval
Government form: no government
Ideology: Tradition / Autonomy{0} (Transhumanist Anarcho-Primitivism)
Economic system: No Economy
Population: around 200 thousand??
Capital planet: New Gaia
Climate preference: living habitat

Garden of Gaia, or simply Gaia, is a Terran splinter polity under the jurisdiction of the Seven Commune Worlds, though it's not one of the Seven. They share a system with one of the Seven (hereafter referred to as the benefactor). The Garden itself is a cluster of Dyson Trees orbiting right in 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.

While they originated from the anarcho-primitivists and deep-greeners of old, 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.

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.

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. What follows is a coma that lasts a month or two. 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.

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.

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.

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, though not simplistic per se, are lacking in themes beyond those three.

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.

UNDER CONSTRUCTION! COME BACK SOON!

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Precursors

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.

UNDER CONSTRUCTION! COME BACK SOON!

Silent Empire (NEW!)
Name: Silent Empire
Astropolitical rank: Outsider
Interciv relations: Neutral
Dominant species: Silents
Temperaments: unknown
Territory: ~200 stars in the Central Oval
Government form: unknown
Ideology: (unknown)
Economic system: unknown
Population: unknown
Capital planet: unknown
Climate preference: synthetic

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
Mankind
Early Terran History (pre-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 - An UN scout ship, the Indefatigable, stumbles upon a relmai colony. Prior to this, no alien life was discovered bu 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.

UNDER CONSTRUCTION! COME BACK SOON!

The Human Civil War The 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

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).

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).

Planet descriptions
Akeruh
Capital World of Chohjozra Nrukhrizchaa
Population: 9.3 billion
Species: 97% Chohjozra, 3% others
Capital: Krrzghtyaa (25 million)
Type: Swamp World

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
Capital World of Black Fang Republic
Population: 150 million
Species: 86% Canids, 10% Synthetics, 4% Others
Capital: Unity-City (20 million)
Type: Cold Garden World (taiga / alpine / tundra / cold desert)

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.

Kehes I
Capital World (de-facto) of Reccani Confederation
Population: 4 billion
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 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.

UNDER CONSTRUCTION! COME BACK SOON!

Miscellaneous Lore
Sheratan 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 many regional variants of chess. 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 two half-lives 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 (NEW!)

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:

  1. 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.
  2. 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.
  3. Standardizing the symbol of medicine Oval-wide. A syringe and scalpel in an X shape.
Art

Author art (by Max)

A portrait of a relmai
Pixel art portrait of an typical relmai civilian

A chohjozra
A chohjozra

A human spaceship
The TFCV Aleutia, a Terran freighter starship

A sy!yvl
A sy!yvl commoner. The green around the eyes isn't markings but rather the color of their sclerae.

A kseldani
A kseldani of the worker caste. Likely of the Collective, considering the mindless stare and lack of adornment.

A Gaian Dyson tree
A Gaian habitat tree, seen slightly from the side. This is a mature two-layer wheel-type specimen.

A Gaian individual
An inhabitant of a Gaian tree. Only slightly genetically modified compared to baseline humans.

UNDER CONSTRUCTION! COME BACK SOON!


Fan art

Mh'azhi
A relatively humanoid denizen of Yig. By @theoddfirefox on Discord
Canid
A female Canid gladiator. By @theoddfirefox on Discord
Chimera
A Chimera civilian. By @theoddfirefox on Discord
Books

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.

  1. 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
  2. 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
  3. 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
  4. 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.
  5. 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.
  6. 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.
  7. 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
The Discovery of the Xenodigestion Enzymes

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.

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