Welcome to my passion project's page. I
always had a passion for hard sci-fi so for a few years now I have
been creating this constructed world of mine. I hope you enjoy it.
If you are new to Stardust, I heavily
recommend reading first the What is the
Stardustverse? folder, then both Overview
folders, then the Landscape folders in
order. Alternatively, if you find it hard to get past the
(admittedly dry at times) tech descriptions, you could jump right
into the species folders, and read
what seems interesting, then follow links to find out what any
unknown concepts mean. Also peruse the terminology
folder which has a glossary.
This isn't a story per se (the books are
there for that), this is something of a single-page wiki or
encyclopedia, but I aim to make it interesting to read by itself.
Most links here link to other headers within the page. You can
also hover over a given header, which will display a 🔗 emoji.
Click it and a permanent link to the header will be copied
directly to your clipboard. Dotted
text, meanwhile, is my version of tooltips and footnotes.
Hover over it to show a blurb with extra info or my comments on
things. On touchscreen devices can also tap on the tooltips to
make the blurb show up.
Also, this is not written from an in-universe
perspective unless where noted. You, the reader of this site, are
not a researcher or in-universe denizen. There is information on
this site that nobody in the setting would be able to know.
However, there are no real spoilers for the books
here, you do not have to fear spoilers. Not to put myself on a
pedestal, but this is something of a Silmarillion.
The books are all at a much smaller scale than this document.
I update this every day (or try to). Check in
daily and see what changed-- the changelog is to the right. I try
my best to keep a pace of updates. (NEW!)
tags next to headers or folders mean a recent addition. (REWORKED!)
tags mean major content changes. (PLACEHOLDER)
tags mean that I have not wrote anything under the header. (STUB!) tags mean that there is
only preliminary content.
Note that English is not my first language.
I know my grammar is clunky at times. But I am a firm believer
that if someone understands the meaning of a sentence, everything
else is secondary.
Content warning: descriptions of bigotry,
genocide, and physical violence; some clinical descriptions of
reproduction and sexuality; frequent descriptions of
brainwashing and mind-manipulation. However, none of these are
depicted visually.
"Open All Folders" is self-explanatory. CRT
mode is an alternate skin for the website that makes it look like
an old computer from the 80s. Reader Mode is meant for screen
readers and e-ink devices, though it makes ctrl+f searching more
convenient too: it turns
all folders into plain sections with headers, darkens the
background, and expands tooltips into inline aside notes.
2026-03-24
cut out the tech level thing as upon contemplation such things
are too hard to quantify.
added a bit more to chohjozra
(specifically origin of GZR-KH)
A tech level system has been added
to the Big Picture folder. Well, partly added. I am yet to
expand it to actual future technology and add technology levels
to species folders...
2026-02-11
The Discord server has been replaced with a Stoat server. Join now!
2026-02-07
expanded the THO section in the traitors
folder, focusing on its origins
to my fans: i'm so sorry for the sparse as duck updates I have
had all my time consumed by games. and college is restarting
soon. DID YOU KNOW I HAVE TO WAKE UP AT 6 AM 4 DAYS IN A ROW
THIS SEMESTER?!?! aaaksakjadsjfsjk
fuck.
2026-01-23
added psychological notes about humans.
The Terran Federation folder was the only (non-robot) alien
folder that lacked a biology description
added a few more links between folders. Also some minor
copyedits
The Blocs header has lists of members
of each bloc. Non-exhaustive as some don't have folders or lore
yet and aren't necessarily listed, but all members that have
folders are listed. Soon enough I will sit down and reclassify
ranks as necessary because there are some contradictions in the
infoboxes...
added to and edited the Cosmology
folder. Clarified some properties of the Oval and wrote more
about its size
added 3 more questions to the bottom of the FAQ,
2 of them relevant to the above
2025-12-05
some edits to Terran Federation folder,
especially the lifestyle heading was expanded. But many other
headings in the folder were amended slightly; I suppose you
could call this a facelift.
2025-12-03
added more descriptions of policies to the Terran
political parties. I admit I somewhat ripped these off
from Victoria
2 ideologies. Soon I'll figure out a way to present these
in a more visually interesting manner
2025-12-02
species that have artworks made of them now have the art
embedded in their folders instead of solely the gallery.
2025-12-01
added more links between folders
replaced the THO flag with a more
interesting one that's not literally a clip art of Earth. I
reused the emblem of some obscure Russian political party from
the 1910s.
at some point I broke the splash text; it has been reinstated
now.
added a partial list of notable
precursor ruins. Only 2 for now but there are going to be
more
2025-11-27
unstubbed the hssszhha folder. I ran out
of time today so I did not include much about their current
society or astropolitics but I did get their physiology and
cultural traits
added a bit more to kjee, specifically
about how they relate to the traitors
added more to the Seven Commune Worlds.
Specifically filled out the member planets
added another microfic, Roko Shrugged.
As the name implies it is a satire of the infamousRoko's
Basilisk thought experiment. Also a glimpse into the daily
life of some alien civilizations circa 2210s.
added etde'tdk species folder. While not a
stub, it doesn't have much lore. I'll eventually expand it.
added more to the Mankind timelines
folder... specifically more disclaimers about just how
deprecated the Early one is, and a rough outline of major events
in 2061-2122 and 2122-2180. I actually split the "Early Terran
History" into twofolders.
These are brief because it's all a WIP. also incomplete because
i ran out of time and i have to shower now.
i'll just say when that thing i've been hyping up is ready.
I've spent my writing spoons on the About
Me page also on my site so check that out. Also as part of
site-wide changes the spacey background does not scroll with the
text now.
2025-10-29
added more splash texts.
turned the following from bullet-point lists to paragraphs: kaziil, iywkaa, sy!yvl,
vr'rok, Silent Empire.
Because I'm an idiot
I may have missed some
cleared (NEW!) and (REWORKED!) tags.
2025-10-28
made the inline tooltips in reader mode more distinct from the
normal text
added a splash text right under the header that changes every
time you refresh. I'll be adding more variants soon enough.
also un-listed in the interest of improving readability: wkwqykawu
and chohjozra.
I added a third button: reader mode. It does 2 things: turns
folders into straight-up sections, and turns tooltips into
inline notes. I think this will make the site more usable with
screen readers or e-ink devices.
2025-10-13
added a note about pre-FTL civilizations and why there are so few
of them. It's also sort of a musing on the Oval's setup. And
also an analysis of the blocs' reasons
for intervening in primitives' affairs
2025-10-10
I have been informed that "hermaphrodite", which I used to
describe species where all individuals have both sexes at once,
is seen as a slur by many intersex people so I have decided to
retire its usage from Stardust and replaced it with "co-sexual".
While the "h-word" is still used in biology to describe e.g
snails, I think that since my aliens are people it is
inappropriate to use that word towards them.
some minor typo fixes and link additions and clarifications in
various places. also added two more things to the restrictions...
sorry for the lack of updates, college started back up.
added more to Gaia
while reorganizing the intro to the Gaian folder.
also added a bit more to the Seven Commune
Worlds, specifically descriptions of two of the seven
worlds (more coming soon) as well as a paragraph about the
demise of the CEO of Vortix
added a folder in miscellaneous
lore about why romantic or sexual relations between sapient
species are treated as something normal and healthy by this text
added stub for the Satlagol Union, a
contribution by another of my collaborators-- more info on them
is to come
2025-08-18
added Yollkul Triarchy, a powerful empire
in the Central Oval. I kinda ran out of steam halfway through
writing the snippet but a bit is better than none...
gave the traitors a major makeover,
namely adding a description to the MfHA and expanding their
territory to not only cover Bnykaal-hyl-kaah but the whole
sector (or rather duchy) surrounding it. There's lots of lore
for both now, and more to come soon.
more chohjozra lore, specifically about
their politics and tech
this is mostly for my own internal use, but I have
standardized and shortened IDs for headers so it's faster for me
to type them. i.e 3-letter tags for civilizations
added (STUB!) folders for
several species, scroll through the species
list to see the new additions. These only have infoboxes.
Check in each day and see which ones have turned to (NEW!)
tags.
added red kseldani section, possessed
kseldani coming soon
BIG feature! Hovering over any header will
display a little 🔗 thing, click
it and it'll copy a link to the header you can share.
e.g https://stardustverse.neocities.org/worldbuild#oval
will send you to the info about the Oval
added vr'rok section, it's a copypaste of
an old snippet from Discord
made header margins better
added kaziil section. This isn't even most
of kaziil lore... I will keep moving things over piecemeal but
this is a start.
2025-07-18
also began adding tooltips
to stuff, today will be dedicated to adding links and tooltips
to stuff
began adding links to other tabs within this page with a
snazzy scrolling effect. This is almost like an one-page,
one-user wiki now eheheh. Hopefully it'll be easier to navigate!
I'll be enlinkifying things more thoroughly tomorrow.
added a thing about the design language of my alien species
(in Landscape)
split up Landscape into separate tabs
2025-07-12
created this page
sorted species by power
added nice infoboxes
rescued the ideology snippet from the wiki
Intro
About the author I don't like yapping about myself too much
I am Max. A beginner science fiction writer from Russia. Materials
engineer by unfinished education, thinker and dreamer by calling.
Very queer, bi, neurodivergent (autism+ADHD+mild BPD). Possibly
trans depending on how you define that. I am part of a plural
system, though not the host. The host I will refer to as KT
hereafter. That is all you need to know for understanding this
document. However I might add an "About me" page elsewhere on this
site... eventually...
What is the Stardustverse? A preface
Around four years ago, I started work on a project stemming from a
desire to create a world with hard sci-fi tech but a space-opera
setup, treated mostly realistically. Or, really, it started as an
excuse to write about weird aliens that actually feel like aliens. And
most importantly to write what I wanted to see written. Since then, I
have built a small and quiet but vibrant community where I and my
friends discuss and build this little world. This site is the product
of that four years of steps forward and steps back.
Said world is the Oval, a bubble of space
with its own stellar nations, wars, and simply life. With emphasis on
life. So much of sci-fi media, soft or hard, focuses on war and
galaxy-wide crises to the expense of smaller stories and lore about
how the common folk of the world live. Stardust is not that.
I deliberately subvert a lot of other tropes. There is no focus on
powerscaling-- characters succeed by a combination of resources, wit,
and luck. There is no HFY but neither is there nihilistic
misanthropy-- instead there is a genuinely decent future, for humanity
and most other species that inhabit the Oval. Humans are not the sole
focus-- there are dozens of different alien species, each with a
developed biology, culture, and psychology.
This world exists in tandem with the books, and in balance with them.
The broad shape of the world is sketched out in our community's
Discord server, and books essentially zoom in on a tiny section of
that world, catching glimpses of it via exposition. However, this
broad shape is not visible to the average reader, and the purpose of
this site is to provide them with an outline of the world of Stardust
in 223X. It's also hopefully interesting for its own sake-- you do NOT
need to have read the books to understand any of this.
This document is split into three sections. The first section is the
Overview, which focuses on the broad rules of
the world itself as well as what technology it has and doesn't have.
The second section is the Landscape, which
details all the developed civilizations and specie and the history
thereof. The third section is Close-up, which
details important concepts.
The site is updated daily to the best of my ability, sometimes by
moving things over from the Discord (linked at the bottom), the Wiki,
and my Obsidian (notetaking app) vault-- but often by writing original
lore not seen anywhere. The (NEW!)
thingies will stay for a few days to show a new addition.
Also, because in this dark age such disclaimers are unfortunately
needed: no
generative AI was used in the writing of lore for this. (Side
note: I used to use a lot of em-dashes but abandoned them after the
rise of Chatty G. Double dashes are more soulful-- anyways.)
My inspirations (warning: TvTropes links abound for some of these):
Star
Control 2 (aka Ur-Quan Masters): an adventure/space combat
game from the 90s. The multitudes of weird alien species with their
own quirks, and the struggle between a loose free alliance and a
slave-based hierarchy are a deliberate echo of it. As is the
at-times irreverent tone.
Atomic
Rockets: a website that is pretty much a guidebook to writing
hard science fiction. I took direct inspiration from many concepts
here, though Stardust is notably less retrofuturistic than most of
the works quoted on AR. Still, this is the site that inspired me to
become a sci-fi writer.
The
Strugatsky Brothers' books: as a Russian I read a lot of
these. There are references here and there, and the general vibe is
something I aim to imitate. These tend to be more contemplative and
philosophical than western sci-fi of that era.
Star Trek: in the sense that a lot of what I do with tech and
society is the opposite of what Trek does-- while not dipping into
dystopia. I take Trek's bizarre deontological hangups about
transhumanism and intervention and throw them out of the window.
Now for some central themes of this setting... every setting
has them, whether the author intends there to be or not. I do not
consciously think of many of these themes while writing but they are
present regardless, because this worldbuild is a reflection of me and
my values and my worldview.
To quote a certain Disco
Elysiumcharacter,
THERE IS NO LOVE IN THE PAST. ONLY THE PRESENT. THE PAST IS MADE
OF STATIC IMAGES, DISTORTED MEMORIES, DEMENTED NOSTALGIA. THIS,
THE PRESENT -- WITH ALL ITS POSSIBILITIES, INNUMERABLE HITS AND
MISSES -- IS FAR SUPERIOR. IT IS A LIVING ORGANISM. ...
Meanwhile, to add my own bit, the future is nonexistent. It is less
than a bunch of static images-- it is a nigh-infinite set of
mutually exclusive pathways that cannot be calculated with any
accuracy, and obsessing over it is folly, though neglecting it is
bad too. My stance on such things is complicated honestly and will
be expounded in the "about me" page in the index when I get around
to that.
There are no great
men. As in, individuals can be "great" in the sense of being
notable and being influential, but they are not the movers of
history. They are only pawns to the faceless masses beneath and
around them and to the formless forces of history. The
historiography of Stardust focuses more on social and environmental
factors that shape society. This ties in with the "no powerscaling"
rule mentioned above. An individual is just a person, in the end. In powerscaling
terms, an individual Stardust character is never above... I
guess city level, if they have a really big gun? Which leads to one
of my issues with powerscaling. Unless it's about a shonen anime or
whatever, where fights are the point... characters in most works
worth reading aren't defined by what they can kill. Charisma,
intelligence, and so on are not as easy to quantify.
You have one life. Use it. Live it to the fullest. Yes, there is
immortality. But in the end your body will be worn away by entropy.
Yes, you could clone your brain. But it is debatable whether your ego transfers in such a case. There are no
horseshit alternate universes you can pull out a copy when needed.
There is no space magic to resurrect you. Religious afterlives are
not disproven but they still have zero proof whatsoever. For the
love of whatever you believe in, make sure you do not regret your
time in this Oval.
Honor before reason is one of the worst mindsets possible. To put
imaginary rules created by flawed individuals, who may have lived
centuries ago in a barbaric and unenlightened society, above the
well-being of real people in the here and now, is evil. There is no
sugarcoating that. That is the seed from which fascism grows.
...and fascists have no souls and deserve nothing. ;)
Credits Everyone who contributed something major
to the project, in no particular order
MaxTheFox
creator of the setting
author of all books and most snippets here
JCT
co-worldbuilder
source of a lot of more technical ideas and alot of species
CalicaDawn
helped a lot with early worldbuilding and making Origins
slightly less unreadable
andrew
source of feedback on various ideas and a couple
of species
Amaroq
source of feedback on various ideas and also convinced me to
allow xenodigestion enzymes
DroneBetter
did some copyediting work on first draft of Origins
Lucianna from Elsewhere
currently doing editing on Awakening, also source of
feedback on various political stuff
part of original Stardust RPG party
Gwolfski
part of original Stardust RPG party
Maddremor
part of original Stardust RPG party
Chroniqler
part of original Stardust RPG party
Sangyal
part of original Stardust RPG party
Crow
reviewed part of first draft of Origins
History of the setting Frankly skippable
This isn't about the in-universe history of the world of Stardust.
For that, check out the Timelines folders
below (though they are extremely unfinished right now). This is about
the rather tumultous creative process involved in writing it.
There have been many, many false starts to Stardust. The first
predecessor, arguably, was something KT had in his head when he was 6
or 7. About the only thing it shared with Stardust are the furry
aliens (yes he was a crypto-furry even then) and the random bursts of
ultra-edgy killpeopleism-- but with all the worldliness and tact you'd
expect from a 7-year-old. It was a lot more focused on hero
characters. This iteration was cobbled together from all sorts of
media he watched, with often absurdly out of context references. KT
never wrote anything down from it though he remembers some parts
vividly. It was a cringefest and frankly I'm glad we don't remember it
much. Late 2000s.
Then there was a project of mine. Unnamed Hard Sci-Fi Worldbuild--
that was its name. The first real trappings of Stardust were visible
here. There were no humans (iirc). There was a race of cat-people who
acted kinda like pre-rework relmai. And there was
a race of snake-people who would later become dal-ghar. However they
were ruled by council-- that part became the Chohjozra
Nrukhrizchaa. At the same time there was also a primitive world,
as a separate project, that later was scrapped and parts of it are now
used in KT's private low-fantasy worldbuild. Neither got anywhere--
the old first doc might be out there on KT's old laptop though (NOTE:
or would have been. We wiped the laptop). 2020?
Then there was... another iteration of Unnamed Hard Sci-Fi
Worldbuild, fully separate from that one. It actually had 0 lore
beyond the first, liberalpilled incarnation of Terra.
It was to be something fully focused on a book about first contact.
First contact would have been with the vr'rok (who were present in the
primitive world, with a different physiology and name). The vr'rok
were to be blue. The first few paragraphs of this nameless book were
posted on Bay12 and then I wasn't feeling it so I dropped it. I then
kinda gave up on writing anything for like a year or so. 2021?
Then came Stardust RPG. This is where the foundations of Olddust were
established. This is where the setting becomes somewhat recognizable.
It was a very bad freeform TTRPG on Discord. Really, the main
attraction was the setting details channel. Early 2022. This RPG
deserves to be dwelled on in more detail. It was heavily railroaded
and I admit that I also had no plan whatsoever. The party was just
buffeted from place to place as I wished in order to show them the
setting. I am cringing just thinking of it. One of the characters
(Lum) ended up being used in a canon book (Awakening) later on. Other
than this, the RPG was decanonized.
In late 2022, I began writing Origins, the first book of Stardust. I
wrote two chapters and completely ran out of steam. I had no plan here
either (see a pattern?). However, CalicaDawn, one of my first fans,
helped edit it into vaguely readable shape. We figured out a way to
patch up the plot (a very contrived way...) and I
The RPG then died sometime in mid-2023, not out of any
r/rpghorrorstories-worthy drama, but out of my players losing
interest, because the RPG was really terrible. Looking back at it,
Origins was terrible too. It was riddled with AI-bro nonsense (which I
mostly excised after that phase of mine passed). It still had a paper
thin plot and quite nonsensical worldbuilding. Nevertheless, it
kickstarted the Stardust fandom once I finished and published it in
August 2023. I... expected way more of a buzz around it. But I think a
combination of sloppy prose, sloppy formatting, a sloppy plot, and
random glorification of slop (though thankfully none was involved in
the actual writing), made what could have been a running start a
faceplant instead.
Right off the heels of Origins (note: Origins did not have the name
Origins yet, it was very confusingly named just "Stardust") came
Marathon. I actually had something of a plan for it. And aside from a
few goofs in the first chapters (which felt more like Origins in
tone), it was overall a massive improvement over Origins. I picked up
some new fans in it, and it was where many of the species present in
the lore now were codified. Unlike Origins (which came out all at
once), Marathon was published on a weekly schedule. I set a weekly
deadline for chapters. A bad decision, in retrospect... but fitting,
considering the name. I was burnt out after it. I finished it early in
2024...
Table of Contents Warning: large
For just the species list, which is not a formatting war crime, see
the linked table. This list is automatically
generated from the html structure and is thus messy and missing
things.
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 (not exactly) 170
lightyears wide, 170ly tall, and 230ly long. There is no known origin
to it, and there do not seem to be other similar structures close
enough to be identified as such-- note that the laws of physics within
the Oval seem to be almost certainly the same as outside it, as
confirmed by experiments in space station laboratories built just
outside the boundary. The only change is the FTL drive's operation.
The volume of the Oval thus is around (4pi/3)*230ly*170ly*170ly =
27,840,000 cubic light years or 802,401 cubic parsecs. This is
comparable to the volume of the smallest galaxies. The volume of the
whole Milky Way, however, is 6,000,000,000,000 (6 trillion) cubic
light years. This means that the Oval is a mere 0.0005% of the Milky
Way's size, or five million times smaller. This sounds tiny,
right? A lot of sci-fi talks about conquer whole galaxy this, on the
other end of the galaxy that. But consider that in this region of
space there are 0.004 stars per cubic light year. This comes out to
around 113 thousand stars in the Oval. Even assuming only a tiny
fraction of these host habitable or terraformable planets, that is far
more than enough for a Space Opera style setting.
For all intents and purposes the Oval is the setting.
Barring some exceptions like the Reccani species,
it is not economically or physiologically feasible for the Oval's
civilizations to expand outside, aside from unmanned scout probes to
ascertain that extra-Oval space is indeed exactly the same as
intra-Oval space.
Curiously, again aside from the Reccani (who happen to be right next
to the Oval, anyways), no signs of technologically advanced life have
been conclusively found outside either.
So the Oval is all there is. As a consequence, though, the boundaries
of the Oval do not contain: neutron stars, black holes with accretion
disks, or nebulas. This is because we can detect these consistently,
and all of them are father than 230ly.
If one goes outside this area, the Ugolnikov Drive simply cuts off
and can be reactivated like nothing happened if regular engines are
used to return within bounds. This does cause severe wear on the
drive, same as if one is to turn it off outside a gravity well. This
world is not centered on Earth-- Earth is in the "western" half of it.
Normal concepts of such directions, of course,
aren't applicable on interstellar scales.
An approximate, "flattened" map of the Oval
This is not a "slice". Treat neighbors of neighbors as adjacent to
each other on it.
The Oval, however, is a three-dimensional object. One of my
co-authors, JCT, has made a tomographic map, cut to slices like a MRI
scan. Unfortunately, due to a severe lack of spoons, it is even more
unfinished and I am not willing to post it here right now.
Yes, I am aware that an oval
is a 2D object. I named it long ago on a whim. This no doubt bothers
human math pedants in the Stardustverse to no end. But imagine how
much more bothered they would be if this is because their God is a
subpar writer who does things on a whim.
Chronology
All dates, unless stated or implied otherwise, are in the AD
calendar. Maybe at some point I will make calendar systems for alien
civilizations. Right now any and all references to extraterrestrial
dates (e.g "10030") are basically random. I am aware of the fact that
relativity would have made it nearly impossible to have an objective
timekeeping system, but I choose to not open that can of worms either.
223X means "a vague point in the fourth decade of the 23rd century".
It is the present of the setting, for now, with all that implies-- it
is the focal point of the setting and most lore is written with this
time period in mind. I admit that realistically it is not quite enough
for the level of development of the Terran Federation, barring an
economic miracle, but this was set in stone years ago. A lot of this
worldbuild is done in this manner. I have ADHD.
Restrictions What I don't have
Technological
restrictions
Let's get down the main boundaries of the setting in terms of
things that can exist in it. The main difference between hard sci-fi
and soft sci-fi is that hard sci-fi is defined by what it does NOT
have: lots of handwavium. That is why I listed this first.
I separate supertech as Atomic
Rockets does: into handwavium and unobtanium.
Handwavium is something that violates the laws of science as we know
them. Unobtanium doesn't technically violate them but we have no
real idea how to make them.
In Stardust there is one and only one bit of handwavium. The
Ugolnikov drive, aka FTL, aka warp, aka hyperspace, etc. Its rules
are complex, but serve plot purposes and shape the setting's
astropolitics and interstellar economy. Rules for it are in the next
section.
There can thus be no other
scientifically-impossible stuff. Here is what I consider
scientifically impossible and the reasons for it:
psionics and any other kind of "space magic". I have not seen
credible, non-hearsay evidence that psychic abilities or similar
exist in reality. I may be religious, but I keep my religion
completely separate from science and it has little bearing on this
setting.
reactionless drives. While the Ugolnikov Drive
is technically reactionless, its properties make it unusable for
in-system travel.
antigravity. Gravitons most likely do not exist in reality-- and
if you had a pop-sci-fi antigravity device, it'd be a reactionless
drive which violates Newton's Third Law. This includes artificial
gravity generator fields. To create gravity on a ship or station,
you need either rotation or constant acceleration.
time travel to the past. FTL is technically time travel-- but I
choose to gloss over this. And in any case, if I did not gloss
over this, I would go for the separate-timelines mechanics of time
travel. Time travel introduces lots of plot holes otherwise.
teleportation. Technically, one could use wormholes as portals,
but these are beyond the industrial and technological capacity of
this setting.
energy shields a la Star Trek. I have not seen a plausible
mechanism for such a thing.
alternate universes, in the sense of MCU
bullcrap. As mentioned before, split timelines are ok when
resolving time travel paradoxes, but you cannot return from such a
timeline and it has the same laws of physics as the prime
timeline.
The lack of these things is a hard rule. Not even precursors can
violate it. If I ever include another handwavium, consider Stardust
to have jumped the shark. There can, however, be somewhat
sketchy techs that straddle the line a bit, i.e unobtanium.
Genemodding that can transform an adult human into whatever they
please in under 2 months; fusion drives that can go over 1g for a
very long time; nanomachines that can do useful work; sapient AI
(very different from pseudosapient AI-- 2024 AI paradigms are
strictly pseudosapient); and, you know, the existence of so many
alien species so close to Sol.
A common objection to this kind of list is "there is no way of
knowing what we will discover in the future". Indeed that is true,
we don't know what will be discovered. But we know that
the laws of thermodynamics, for instance, are ironclad beyond a
reasonable doubt. Not in a million years will we find a way around
them. Not in a billion. Not in a trillion. And especially not in the
scant ~210 years that are between now and Stardust's
present of 223X. I would bet a lot of money on that. A common
factoid brought up in such discussions is "newspapers predicted that
airplanes will only be invented millions of years in the future,
only a few weeks before the Wright Brothers' first flight"... but
all that is evidence of, is that tabloids said dumb shit, ever since
there were tabloids. That seems to be another ironclad law. ;)
A lot of things are scientifically possible, but are beyond the
technological capacity of any extant species in Stardust (except the
Silents). Wormholes, traditional (Alcubierre)
warp drives, and so on. This is not a supertech setting-- the level
of technological advancement is a few steps above The
Expanse. But nevertheless, there are passenger
starships, there are laser guns, there are extrasolar colonies, and
so on, and those are part of daily life. And the world as a whole is
hurtling towards an uncertain future.
There are also forbidden setting elements, due to implausibility or
thematic inconsistency.
space fighters in the sense of small, jet-like one-or-two-crew
combat spacecraft. Atomic
Rockets has a good explanation for why exactly they make zero
sense, but the gist of it is that in a realistic scenario,
the distances involved are just too large and the point defenses
are too precise to make fighters viable over missiles or even
simply drones
stealth in space. This is a really hotly debated one and I got
plenty of complaints about disallowing it. However, none of the
arguments they gave me convinced me. You could spray a cloud of
opaque material. You could use decoys. You could turn off your
engines. None of these avoid the fact that your ship needs to be
way hotter than the microwave background (~20C vs -270C) for the
crew to survive, which makes it a beacon.
bipedal mecha. Quadrupedal or hexapodal or octopodal mecha maybe
make sense as a niche thing. But I have yet to see anyone provide
a coherent reason for a humanoid mech providing any benefit over a
tank. Power armor is okay, though, and so are power loaders used
for civilian purposes
Heinleinian libertarian utopias in space that last longer than a
generation or two. Yours truly is a communist, so I am of course
biased, but a sustainable society in a harsh environment
inherently requires sacrifice, which to the Randroids is anathema.
If one is to look at the species list, one is going to notice that
most successful species have an economic type of Dirigisme,
State
Capitalism, Cybernetic
Economy,Planned
Economy, Shared
Burden, or a variation thereof. All of these include
either a lack of concentrated capital, or capital being controlled
by the state. Oligarchs
allowed to run free are not very good at making the
long-term decisions necessary for long-lasting space enterprise.
Large-scale private enterprise is a tumor. It either stops
growing, restricted by the immune system, or has to be excised
lest it kill the organism.
Ancient
Astronauts, especially applied to the development of
humanity. No, precursors did not build
the Pyramids. They did not wipe out the dinosaurs. They may have
probed around, maybe slightly altered things in a way
indistinguishable from natural events, but they did not leave a
lasting mark on Earth, and they did not even visit the planet
during the existence of hominids. This restriction is because the
Ancient Astronauts hypothesis is in many ways rooted in outdated,
racist or outright white supremacist theories-- ever notice how
way fewer people claim Stonehenge was built by aliens or that Romulus
and Remus were alien warlords marooned on Earth, compared
to the amount of claims that the Mayan or Egyptian pyramids are
the work of aliens? Anyways, other alien species may have
precursor interference, but should comprise a minority of the
Oval's civilizations.
Dark
forest hypothesis-style thinly-veiled excuses for genocide,
portrayed as anything but thinly-veiled excuses for genocide. With
all due respect to Liu
Cixin, the game-theoretic framework only works when you have
two civilizations. Only then does shooting first without asking
make any sort of sense. But imagine you have three civilizations.
Or fifty. In a realistic scenario,
where things like sophons
do not exist, any sort of weapon capable of wiping out a
civilization will be very visible. And thus when the first party
shoots and kills the second party with a relativistic kill vehicle
slowly painfully accelerated to relativistic speeds, the third
party will see it. And shoot the first party, because nobody wants
a bunch of genocidal madmen who shoot innocents on sight around.
Thus the correct move is NOT to shoot. Anyways, we explore this
concept with IPMs, and the result is more
like a Cold War nuclear standoff than anything.
Another common objection to this kind of setting is that a lack of
supertech is somehow "uninteresting". I just don't understand that
viewpoint. Stories can be borne out of restrictions as much as they
are borne out of possibilities.
Narrative
restrictions
There are also narrative limits and guidelines that Stardust has to
follow, beyond technological restrictions. These are:
This worldbuild, like all such projects, reflects my biases as a
radical leftist transhumanist, post-nihilist, and furry. Nothing
good will be heard about the free market. Nothing good will be
heard about restriction of identity and self-expression. Nothing
good will be heard about the worship of the sacred human form.
Nothing good will be heard about HFY-style human chauvinism. What
good will be heard about traditional values and strong government
will come with an asterisk or several. Stardust is woke. If you
have an issue with that, smash that back button. However I do want
to communicate this bias through the developments of the Oval's
history rather than an authorial voice telling one what to think.
Unlike a lot of hard sci-fi, Stardust has a focus on story on
par with scientific accuracy. While there is plenty of room
for worldbuilding flourishes that do not ever appear in an a book,
developments should not make it overly hard to make interesting
stories. This is the reason I do not allow FTL comms, for example;
all it would result in is the world feeling much smaller and space
missions losing independence. On the other hand, pure rule-of-cool
should also be avoided, and it is better to not have a plot that
requires too much duct tape, than release it out into the wild.
This setting is not meant to have everything.
I have three tiers of canon, where Alpha is highest and Gamma is
lowest. Things stated in a higher canon tier override things
stated in a lower canon tier. Alpha Canon is everything that is
published in a book-- unless the book is Origins. Beta Canon is
lore writeups (including this one), as well as the books
Stardust: Origins, Stardust: Blueweb, and assorted microfiction.
Gamma Canon is offhand comments by me on Discord or other social
media, as well as fanfic that I deem canon-compliant, and
unfinished and unreleased books.
I don't really like doing bad endings. Bad endings are fine in
books and such if thematic and caused by the characters' own
faults, but it is really hard to see myself having, for example,
the Hegemony win the Space Cold War.
That, to me, would be equivalent to setting fire to something I
love. Why would I send the message that the forces of progress
shall lose? There is enough bleakness in modern sci-fi. I refuse
to give in to peer pressure.
Humans are not superior. Humans are only as special as the other
species are. Humans are also not really average. But in any case I
simply refuse to cave into the usual HFY
tropes, or at least subvert them. The "indomitable human spirit"
is that of ambition to go onto ambitious projects that crash and
burn more often than not, for example. Honestly humanity isn't
really important but sapience as a whole is. We are not somehow
more "worthy" of anything than the relmai or kaziil are. Nobody is
actually worthy of anything per se. Life has no inherent meaning.
I will never write a Stardust story about humans set before
first contact (2122). And
especially not one set in our present day. Why? What's the point?
This is, for some reason, a common request from my fans but I
simply do not understand why one would want to read something with
the Stardust label but without the aliens, without the spaceships,
without the genemods, and so on. If I wanted a mundane story I'd
go outside. In addition, just speaking realistically I am also
unlikely to move much beyond the 23rd century. Maybe in a decade
the timeline will reach the mid-2300s. There is so much to explore
in the mid-23rd century!
Tech What I *do* have
Shipcraft
and industry
FTL
The Ugolnikov Drive, as humans call it (also
called the warp drive), is the method of faster-than-light travel
utilized by almost all civilizations in the Oval.
It is not an Alcubierre
drive, though there are a few superficial similarities, and has
no IRL physical basis. It is the setting's sole true "handwavium"-- a
well and truly impossible technology that breaks known laws of
physics.
It relies on a special artificial crystal infused with a kind of
exotic matter. The method of production of said crystal is
surprisingly not difficult and is achievable by even
early space age civilizations. The exact methods of this
production will be kept vague. The crystal is translucent, slightly
opalescent, and waxy. It has to be engraved with many circuit-like
grooves and holes.
The crystal has to be immersed in an atmosphere consisting purely of a
noble gas. Once a strong electrical current is passed through the
crystal, a bubble appears around the ship that lifts it partially into
a fifth dimension. The gas is then slowly consumed. Heavier inert
gases give better speed at the cost of being consumed much faster and
wearing out the drive crystal much faster.
This chart lists the effects of gas choice on speed and service life:
Gas
Speed
Lifetime
Use case
Helium
3,000c-4,000c
2,500-3,000 cycles
bulk freight standard
Neon
4,000c-5,000c
750-900 cycles
specialty freight standard
Argon
5,000c-7,000c
250-350 cycles
passenger standard
Krypton
7,000c-9,000c
160-200 cycles
military standard
Xenon
9,000c-11,000c
80-90 cycles
military emergency
Radon
11,000c-13,000c
15-18 cycles
EXTREME PRIORITY ONLY, RADIOACTIVE
Within the performance envelope of a specific gas, speed is generally
inversely proportional to service life. Trying to get both at once
rapidly increases the manufacturing cost of a crystal, and often
renders it compatible with only one specific gas.
As an additional limit, an Ugolnikov Drive can only remain at FTL for
a specific distance, independent of its travel speed. The
practical engineering values for warp range are between twelve and
fifteen light years, with a longer warp range requiring a bigger
crystal relative to the ship being moved. An Ugolnikov Drive exceeding
its warp range suffers severe damage, at worst vaporizing the ship.
Even without that happening, the ship would have no hope of rescue
without slowboating to someplace with people. Replenishing a drive
crystal's range requires spending time in a gravity well strong enough
to prevent FTL activation.
The bubble itself appears as a rippling, translucent membrane if one
is to look at it from the inside. It scatters frequencies of light
unevenly, making stars appear as rainbowy splotches. If an item comes
in contact with it, it is vaporized and deflected if it is small, but
larger objects may disrupt the bubble or damage the crystal.
Fortunately, the odds of hitting a large enough asteroid in
interstellar space are negligible. Still, ships that are not on urgent
missions usually try to stick to safe paths by starting warp from
points that have been proven safe.
This fifth dimension is not a fully real place where matter can exist.
One can think of the world as a single 4-dimensional plane within a
5-dimensional space. Nearly the entirety of the world has 0
displacement on the 5th axis. Warp drives give positive 5th-axis
displacement to matter. A way to create negative displacement is not
known yet. Once an object is displaced, it begins sliding at
superluminal speeds in a given direction determined by where the drive
crystal is pointed.
The speed is determined by the precise configuration of the Crystal's
grooves and the drive chamber's structure combined with the choice of
gas, which creates a deeper displacement and thus more speed. The
first models of the Ugolnikov Drive were only a few times faster than
lightspeed; modern drives reach the speeds described in the above
chart. While the hallucinations get more intense with higher
displacement, it is generally worth it to have a short but intense
period of suffering for the passengers than a long malaise.
If one hits the edge of the Oval, the drive simply cuts off. There are
no other effects.
To summarize:
Can't start warp inside systems, up to some unspecified gravity
gradient that amounts to, in Sol, somewhere outside Neptune orbit
Can't go outside of the "Oval"
"Realspace" speed gradually drains as photons emitted inside and
outside the bubble, negligible at low speeds but if you shoot a RKV
through warp it'll get vaporized before reaching its destination
Needs to "skim" in an unwarpable gravity gradient for at
least ~12 hours (for top of the line drives) after every
jump or bad things happen
You hallucinate and hear voices during warp, presumably neuron
misfires caused by spatial ripples
Stopping it mid-jump drastically reduces drive lifetime and causes
really bad headaches in the crew
Specialized
FTL Drive Variants
Extrapolating from the above details about the general
characteristics of Ugolnikov Drives, two variants of the technology
reveal themselves: Polycrystalline drives, and Serial
Crystal drives.
Polycrystalline drives use a large number of small drive
crystals in parallel to bring a single volume to FTL. The reason you
would do this is quite simple: cost. The manufacturing precision
required for a high-quality drive crystal means that manufacturing
costs increase exponentially the bigger the ship you're trying to
move. Using a shit-ton of small crystals distributed throughout the
ship avoids that issue. It also makes getting replacement crystals
when one breaks a lot easier.
That said, Polycrystalline drives have some major drawbacks; the
multiple overlapping drive envelopes are vastly more prone to
"turbulence" than a single-crystal drive. This both severely reduces
the safe top speed of a polycrystalline drive, and intensifies the
hallucinations experienced by the crew. This largely relegates
Polycrystalline drives to bulk freight usage, as both passenger liners
and military craft have considerably more urgency to getting places,
in addition to not wanting to deal with such bad hallucinations.
There is a notable exception to this general rule about
Polycrystalline drive usage: ascon Arkships. As a
result of the ansethigno war, the ascon opted to evacuate their
population as quickly as possible. The only feasible way to do this
was using Polycrystalline Drives, so that's what got used in the Arks.
The ascon largely remained nomadic afterwards. By the present day,
arkborn ascon are almost totally desensitized to warp hallucinations
from sheer exposure.
Serial Crystal drives are effectively the opposite of
Polycrystalline drives, using multiple full-sized drive crystals one
after another to get places more quickly, at a severe price premium.
The theory is that by bringing extra drive crystals, you can switch to
the next one when your first is at the limits of its range. This both
extends the range a ship can go between star systems, and means less
recharge time is needed per unit of distance traveled.
While this works, Serial Crystal drives are subject to fairly sharp
diminishing returns; carrying an unused drive crystal through a jump
uses up 1/6th of its remaining capacity, presuming all
crystals in use are rated for the same maximum range. So the second
crystal gets you 1.83 times total jump range, the third gets you 2.52
times total jump range, The fourth 3.10 times, and so on. As more
crystals are added, the total jump range approaches but never quite
reaches six times the range of a single-crystal jump.
Another limiting factor is sheer expense; particularly for large
warships, the drive crystal is often the single most expensive piece,
rendering the use of Serial Crystals prohibitively expensive. This
sheer expense does not abate once a ship with a Serial
Crystal drive is in active service, as drive crystals have finite
service lives, and Serial drives are inherently very rough on their
crystals. As noted earlier, stopping an ugolnikov drive in
interstellar space does nasty things to a drive's service life. While
changing which crystal is active isn't quite the same as stopping,
it's still very rough on the crystal that's being deactivated.
This means that if you actually use a Serial Crystal drive's
capacity for extended-range jumps, it will quickly prove an absolute
maintenance nightmare. Making regular-length jumps in quick succession
is a lot easier on the crystals and is still quite valuable, though it
still produces wear on the extra crystals. As such, while plenty of
warships have additional drive chambers that could take a crystal, few
are actually fitted with the extra crystals, expecially not during
peacetime.
Interestingly, it's poorer militaries that make the most use of
Serial-Crystal drives; bigger militaries with more force-projection
capability generally opt to simply build more ships. Meanwhile, poorer
militaries need to try and wring as much use as possible out of every
single ship. Terra (having one of the biggest and most force-projecty
militaries around) is extremely frugal about the use of Serial-Crystal
drives, especially during peacetime.
All in all, this consigns Serial Crystal drives to a few specific
use-cases, the vast majority of which are military.
Extreme-priority messengers and VIP transport, often using Radon
as the gas in the drive chamber, as it's the heaviest noble gas that
sticks around long enough to be used.
Panic-Button warps for warships that accidentally blunder into a
superior force concentration.
Scouts that can very quickly report back to the main fleet, before
said main fleet moves from the system it currently occupies.
IPM delivery ships and self-warping IPMs, using the extra jump
range to bypass defenses on the way to the target star system.
Viktor Ugolnikov
While the drive has been independently discovered by most
civilizations, in English it is known often as
the "Ugolnikov Drive", after its inventor, Viktor Efimovich Ugolnikov.
In 2036, he in collaboration with Japanese and American scientists
devised the Pseudodisplacement Theory that gave a pathway to the
synthesis of Ugolnikov-Thompson crystals that project the
Ugolnikov-Serizawa field. The math was sound and could be easily
proven, and was quite obvious in hindsight. He is credited as being
one of those responsible for the end of the Age of Protests-- somewhat
unfairly because his contributions rested on the shoulders of hundreds
of coworkers. The team decided to open-source the research to prevent
an espionage arms race and reignition of international tensions-- keep
in mind that Russia was just off the back of a major civil war.
Ugolnikov himself was born and lived in the city of Krasnoyarsk in
Siberia and brought international fame to his home city. Statues were
erected and streets were renamed. The fame ended up too much to bear,
and over the following three decades his mental health deteriorated
exponentially. He died shortly before the launch of the first
interstellar probe in 2061. The second-to-last interview with him
featured him assaulting the reporter and throwing a glass of water at
her. The last interview, three days before his death of a sudden
aneurysm, had him calm and composed, but constantly leading the
interview away from the Drive and towards esoteric religious rhetoric.
He implied he regretted the discovery.
His body was cryogenically preserved but the brain is far too damaged
to recover even with the best scanning tech of the 23rd century and so
it is accepted that it will likely never be revived. It has been
placed in a mausoleum.
Torch drives
While FTL drives cannot be used for interplanetary travel within
systems, this kind of travel is nevertheless much faster than in real
life thanks to a class of engine called torches. Torches are powerful
fusion engines capable of acceleration near, at, or above 1g (i.e the
ship accelerates with the same speed as if it was in freefall towards
Earth) for long periods of time. This enables reaching the warp
boundary, i.e the place where the FTL drive can be activated, within
weeks at most, instead of months or years as is with modern-day
propulsion technology.
This of course is very convenient for plot purposes. Characters do not
have to wait for months to get places. Despite being such an obvious
shortcut, they are not technically impossible according to the laws of
physics. I used to use 'flow-stabilized z-pinch' as a buzzword but
dropped it since. The inner workings of them are not important.
Torch drives need fuel. Either deuterium-helium3 or pure helium3.
Helium-3, an isotope of helium, is
best scooped from gas giant atmospheres, or made artificially.
These scoops are essentially space oil rigs. They glide in the wispy
upper atmosphere, kept afloat by fusion drives mounted underneath.
The torch drives themselves are really, really bright. In effect,
every spaceship rides on a little blindingly-white sun. The plumes
from them are also used in starship combat when two vessels get to a
relatively close range, in the Terran navy this is called the "Lingxin
Maneuver". A well-placed rotation of the ship can cut an opponent
right in half, provided they were stupid enough to get that close.
a
Types of torch drives (contributed by JCT)
- May produce carbon buildup in inconvenient
places
- Obscenely hard to ignite
Guns To
Put On Spaceships
The following was written by JCT, one of my
collaborators, hence the difference in tone.
Electromagnetic Beams
Microwave: Specialized surface-to-orbit weapon, best deployed via
submarine.
Infrared: Range too short for ship-to-ship, penetrates atmospheres
decently well.
Visual: Can be used for either bombardment, ship-to-ship, or
surface-to-orbit. Risk of blinding friendly personnel too close to
the beam.
UV: Excellent ship-to-ship, workable surface-to-surface,
unsuitable for bombardment or surface-to-orbit
X-RAY: Ship-to-ship only, but **excellent** at that.
Particle Beams
Electron Beam: The only particle beam that can really be
miniaturized into an infantry weapon. Excellent range per unit bulk,
but can't use a recirculating accelerator due to extreme synchrotron
radiation losses. Will harm nearby personnel with radiation
backscatter if used in an atmosphere, but otherwise good for all
roles.
Neutralized Plasma Beam: Whirl some electron-stripped atomic
nuclei around to get 'em good and relativistic, then zap them with
an electron gun as they leave the barrel. Sure it'll spread out
*eventually* once the electrons recombine with the ions, but it's
gonna go quite some distance before that happens. Lends itself to
both Classic Battleship Aesthetics (banks of superfiring turrets
along the centerline) and Flying Saucer of Doom (fuckhuge particle
accelerator going around the circumference).
Macron guns (tiny
bullets go YEET)
Pure Kinetic: cheap to shoot, performance all over the board
depending on how big and powerful the gun is. Very inefficient
compared to nuclear-boosted macrons in terms of energy on target vs.
energy in.
Fission Boosted: A nasty way to cram lots of lethality into a
relatively small macron gun. Utterly murderous at close range,
especially if using relatively heavy macrons. Its advantages become
a lot less relevant at longer ranges.
Fusion Boosted: Needs a very high muzzle velocity to ignite on
impact, meaning that fusion-boosted macron guns are really only
viable as the main guns on larger warships. Superior performance in
terms of both range and nuclear energy per projectile mass, and not
at risk of criticality from improper ammunition storage.
Solid Projectiles
Light-Gas Guns: Basically just a murderous plumbing project, so
far as complexity goes. Muzzle velocity caps out around the
double-digit km/s. Suitable for irregulars and pirates, not useful
to legit militaries.
Regular railguns: Self-destructs due to wear. Don't use.
Helical railgun: Less wear than normal railguns, still has wear
and friction limits on launch velocity. Best used as missile launch
tube.
Ferromagnetic Coilgun: Magnetic saturation hard-caps performance.
Don't use outside of missile launch applications.
Inductive Coilgun: Much higher performance than ferromagnetic
coilguns. Strongly limited rate of fire tho.
Quenchgun (superconducting inductive coilgun): FINALLY getting to
something with enough performance to be the main gun on a warship.
Since the barrel is the structure that accumulates energy between
shots, damage inflicted to it can cause a catastrophic chain
reaction.
Interplanetary
Missiles
The following was written by JCT, one of my
collaborators, hence the difference in tone.
Sometimes, a military is uninterested in actually holding a star
system, or views doing so as infeasible. Under those circumstances,
all that matters is causing extreme damage to strategic objectives in
the target star system as quickly as possible. For that job, the
weapon of choice is the Interplanetary Missile, IPM
for short.
First, an IPM is delivered to the edge of the target star system via
FTL; this can be done via either an FTL drive
attached to the missile, or using a specialized IPM-equipped warship.
The missile either jettisons its FTL drive at this point, or is fired
from one of its' launching ship's tubes. Once clear of the FTL bus,
the missile activates its onboard torch drive, thus initiating the Boost
Phase.
The Boost Phase is the period of time during which
an IPM accelerates towards its target via torch drive, and it can last
up to about a day; final velocities in the range of two to six
Megameters per Second are typical. The defender will almost certainly
notice the missile accelerating during this period, and be able to
extrapolate its most likely target with a high degree of confidence;
torch drives are not subtle. If this were all the target had to worry
about, intercepting IPMs would be quite easy; just put something in
the way and use the missile's extreme velocity against it. Therefore,
any IPM worth taking seriously carries a large number of submunitions,
which are released at the end of the boost phase.
An IPM's submunitions are designed to be as difficult to detect as
feasible; they are small and use the evaporation of cryogenic coolant
to match the temperature of the cosmic microwave background. Further,
they use low-profile propulsion such as cold gas or ion thrusters to
adjust their trajectory. Coatings of radar-absorbent material and
successors to Vantablack complete the camouflage. The options for
detecting these submunitions and therefore intercepting them are quite
limited; chances are they've spread out by thousands of kilometers
prior to reaching any realistic target, and their nature makes them
incredibly difficult to illuminate.
The typical solution is therefore to use an extremely thin sheet of
material stretched taut between the target and where the boost phase
cuts out; a plastic sheet ten micrometers thick would only need a few
thousand tons to occlude an entire planet, though deployment would
take multiple days. While the submunitions usually have spaced
shielding to survive punching through such sheets, they invariably
compromise their stealth in the process. There are of course counters
to such foils and counters to those counters and so on, but the point
is that it's really quite complicated.
An IPM submunition hitting its target would be devastating enough if
relying entirely on kinetic energy. They usually pack considerably
more punch than that, carrying slugs of lithium-deuteride fusion fuel
that gets touched off by the sheer velocity of impact, or even
full-fledged nuclear warheads. If all submunitions from a typical IPM
hit a planet, they could easily devastate a land area comparable to a
large European country, such as Spain, France, or Germany. Most
planets targeted for IPM attack will be the recipient of a large
number of IPMs; such a bombardment will kill anyone outside of an
apocalypse bunker and kick up enough radioactive dust to render the
air temporarily unbreathable, but the planet will still be physically
there and a viable candidate for resettlement.
Particularly heavy IPM attacks making a synchronized impact at a
single point can make entire planets shake violently, an effect often
referred to as "Ringing Like A Bell". The smaller the target body, the
easier this effect is to achieve. A successful Ringer attack means
even most apocalypse bunkers are no longer safe, as they are highly
liable to collapse. The seismic isolation required to survive a Ringer
attack is bulky and expensive, and even it has upper limits.
Because of their sheer destructive potential, IPMs are a highly
effective deterrent; indeed, their introduction forced the Hegemony
to back down from their attempted conquest of the thurise, on pain of
a truly apocalyptic "Or Else". This spurred an immediate arms race for
IPMs and defenses against them, exacerbated by the fact that any
civilization capable of making torch drives can make an IPM. As such
most Regional Powers and above have an
arsenal of IPMs, ready to use. It's not unheard of for Secondary
Powers to have formidable IPM arsenals as well; the thurise have
one of the most destructive IPM arsenals in the entire Oval, and are
only a Secondary Power because of it.
Strategic
Resources
MacGuffinite
is something of a necessity for an interesting hard sci-fi setting.
The unfortunate reality is that in our world, there doesn't seem to be
much worth harvesting in space, at least not much that would
necessitate large-scale sophont presence. I do not want to write about
pseudosapient AI probes. Luckily, there are several semi-plausible
MacGuffinites that can be found in outer space. These do not
technically violate laws of physics but are very speculative, which is
good enough for my purposes.
Magnetic
monopoles
Magnetic
monopoles are point particles with the unique property of having
an innate magnetic charge. They are usually found within asteroids in
some star systems, or in magnetospheres of certain planets; and
captured via specialized mining equipment. Once captured, they are
stored in magnet-traps in vacuum boxes. The physics behind them are
vague and not necessary to understand their applications, which are:
High-efficiency micromotors for advanced microbots
Ultra-magnets for a variety of military and civilian applications
Extremely strong armor
Extremely energetic guns (both projectile-firing and beams)
As a rare and easily quantifiable resource, some currencies are
pegged to the monopole a la gold standard.
Superheavy
elements
The
island of stability is a concept in theoretical nuclear physics
where beyond a certain point, transuranic elements (which normally
decay in days or less, making them dangerous and unusable in industry)
become stable again. While most theories predict that they are all
still highly radioactive, I am willing to fudge the numbers and say
the theories were wrong. As their name implies, these materials are
extremely dense. While osmium, the densest stable element in reality,
is 22.59 g/cm³ (around twice as dense as lead), superheavies have
densities twice or more than that. This makes them invaluable for
applications where weight needs to be maximized while volume is
minimized. Also, some superheavies are radioactive and fissile like
plutonium, and their greater density allows for very compact nuclear
bombs-- think "atomic hand grenades".
Transponders
and Starguard
Of course, a consequence of torch drives being
widely available is that any schmuck with a tramp freighter can
potentially use it to ram or scorch with the plume a space station or
a planet's surface, killing thousands and causing massive property and
environmental damage. To prevent this, in most civilizations, every
single civilian spaceship is mandated to have a transponder onboard,
hardwired to the ship's computer systems. In addition to broadcasting
the vessel's location and trajectory at all times, it actively
prevents the pilot from plotting a course that intersects with a
planet or station and from rotating the ship such that the drive plume
would hit something. This cannot be overridden in any manner; the
transponder's circuitry is checksummed and if modification is detected
then it locks down all systems.
If the anti-tamper protection is removed or the transponder is
somehow physically ripped out (which is nearly impossible considering
it is integrated directly into the main computer), the Starguard can
detect the ship anyways by its heat or radio signature. The Starguard
is akin to a coast guard. A police-like militarized force aimed at
ensuring orderly behavior of space vessels. They have several bases in
various orbits in populated systems-- core systems often have a
Starguard base around every planet, and Lagrange points are also
popular spots. Planetside anti-ship batteries are also often operated
by them. They are authorized to destroy any vessels that seem to be
about to crash into populated objects with extreme prejudice. Mere
transponderless vessels that seem to not pose a danger are instead
hailed and investigated about a possible malfunction.
Aside from transponder enforcement and counter-terrorism, the
Starguard is also responsible for fighting pirates and doing cargo
inspections.
This system is nearly universal across civilizations. Even the more
anarchic civilizations still have transponders enforced by a militia.
If they did not at first, then the first time a disgruntled or
hijacked freighter vaporized an entire outpost made them wisen up.
Computing
and electronics
Computing
in the 23rd Century
Moore's
law is already on its deathbed in real life, but in
Stardust's future it is dead, buried, and decomposed. Computers in
general have plateaued in power across all civilizations due to
running into the fundamental limits of the intersection of physics and
information theory. This plateau is best described in these terms: the
23rd-century equivalent of a cheap office laptop (whether it is in the
Terran Federation or the Abyssal Empire or even the Chimera
Federation) is roughly equivalent to a 2020s top-end gaming PC in
power. Of course, this power is not equally used by all programming
philosophies and design architectures, of which there is a great
difference between civilizations, which means some civilizations have
functionally "better" computers, at least for some tasks.
Quantum computers (not to be confused with quantum AI, see next
section) are not all they are cracked up to be. They are used, and are
quite mundane, but only do well at specialized tasks. They are not by
any means "computer but better". Cracking encryption or analyzing
multiple scenarios at once are their main applications.
Electronics are just about the only sensible way to make powerful
computers. While mechanical or fluidic or other exotic kinds of
computers may have been discovered first by some civilizations, they
are always magnitudes of power behind electronics. And electronics of
some sort are necessary on the way to becoming spacefaring. However,
not everyone uses binary-- some civilizations use trinary or
quarternary. Translating programs between alien computing
architectures is possible as they are all Turing-complete, but is an
arduous task.
Types
of AI
When I refer to AI in the context of Stardust, I refer to "true AI",
also mistakenly called in its entirety "quantum AI".
Pseudosapient AI
The type of thing we have now i.e LLMs, is called "pseudosapient AI"
or a "parrot" in the 23rd century. They are still used, but
occasionally and not for the tasks for which their early forms (in
humanity at least) were envisioned and advertised for. In many
civilizations it is prohibited to use pseudosapience for tasks
considered mental, but nearly all civilizations end up using parrots
(embodied in versatile robotic forms) for menial labor such as shaft
mining, cleaning sewers, building, and so on. They do not usually make
decisions and rather just execute orders in a vaguely reasonable way.
A sapient handler is required to intervene in cases of misinterpreted
orders.
This is not slavery. LLMs and similar paradigms lack the spark
of life. Any sort of moral value from such use comes from its
effect on those whose jobs it possibly displaces, not the conditions
of the parrot itself. A pseudosapient AI is as sapient as Notepad or
Calculator or 7zip. However...
True AI
True AI is fundamentally different from pseudosapient AI, and in
English it is called "AI" only by convention. In Common
English it is often as a whole called "quantum AI" but that is a
misnomer as quantum AI is just one of its categories. All true AI
requires a piece of hardware called a blackbox, and cannot be
transferred or copied from the blackbox without the copies diverging
immediately or dying. That is not negotiable. Software by itself
cannot be sapient.
The blackbox itself is a receptacle, usually not actually colored
black. This receptacle contains two main components: the sapience
processing unit, which is actually black and is the thing for which
the blackbox is named, it is a three-dimensional tangle of complicated
circuits and miscellaneous assistant hardware which is suspended
inside the blackbox; and the internal computer which is fully
integrated with the thoughts of the SPU like a BCI
is integrated with an organic brain.
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 (I subscribe to the
CME theory which proposes that consciousness arises from the
interaction of electric fields within the brain), and indeed wave-AI
often acts in an exaggeratedly, overly "organic" manner. The Reccani
are the only biologically-quantum species, due to the requirement for
cryogenics.
Datapads
A datapad, or simply pad where unambiguous, is any sort of
mass-produced portable computer that can fit in the pocket of an
article of clothing. Datapads are something of a natural bit of
convergent evolution in civilizations that developed computers-- which
is all of them.
Of course, I am talking about smartphones here. Now, they do not
necessarily have the same connotations and culture surrounding them
that smartphones do, and may have developed independently from
portable phones.
In the Terran Federation specifically, the word
"datapad" has fully replaced the word "smartphone", even though Terran
pads are very much recognizable as smartphones to anyone from the 21st
century. This has been due to a case of trademark
genericization (a la Band-Aid). In the early 22nd century, the
smartphone manufacturer Datapad Inc. had attained by far the largest
user share, and subsequently lost a lawsuit over the rights to the
name.
A common type of eyewear in some civilizations including Terra are
HUDglasses, which are sunglasses where the inner surface acts as a
datapad screen, controlled via eye movements and blinking.
Pads and HUDglasses have not been replaced by implants in most
civilizations for the very simple reason that if an implant breaks you
need surgery to replace it.
Brain-computer
interfaces
The brain-computer interface (BCI) is a fundamentally new method of
input-output enabled by advancements in cybernetics. In essence, a BCI
is anything that allows thoughts to control an electronic device or
vice versa. Ethical or religious restrictions delay their development
in many civilizations, and some still have them prohibited or heavily
regulated in 223X. But in most, they are present and range from
uncommon but mundane to ubiquitous.
There are two main types of BCI.
External BCIs (e-BCIs) are not invasive. The form factor is that
of a helmet or bulky headband. They are limited in fidelity, and
while one can still put thoughts to writing or images, or operate a
vehicle with it, or even have simple emotions or desires induced or
suppressed temporarily, they lack the flexibility of i-BCIs due to
the inherent difficulty of affecting signals inside the cranium from
outside. In civilizations where BCIs are otherwise prohibited, these
are often easier to get.
Internal BCIs (i-BCIs) are implants. Either a single chip or a
mesh of tiny wires entwined with the brain matter. The fidelity of
these, and especially the mesh form-factor, is pretty much
unlimited. In addition to more powerful and faster versions of e-BCI
applications, i-BCIs can do anything from full personality rewrites
to total removal of given emotions or beliefs (as long as said
beliefs are not held with extreme fervor) to fully reframing one's
worldview. A very powerful tool which can be used for good or evil.
BCIs can be used to create groupminds. These are any amount of people
who have been linked via BCIs. They act in unison and their
personalities merge together. Their perspectives also tend to blend,
essentially everyone can see through everyone's eyes at once. It can't
really be truly described what it's like. Weak groupminds just share
thoughts (it's like plurality but in reverse), moderate groupminds
also allow controlling each other's bodies and have some personality
blending. Strongly-merged ones are called hiveminds and share a single
thoughtstream, essentially being fully a single person instead of
mostly a single person. They tend to have more physiological
specialization or even eusociality.
Technically, an i-BCI can rewrite even deeply-held beliefs via a
process called brain-scraping. However, this process erases large
parts of personality, knowledge, and unrelated beliefs-- from the POV
of the scrapee it is death. This is used as an alternative to capital
punishment in some civilizations.
On a more mundane note, a BCI can do the same things a datapad
can do, at somewhat lower power levels if integrated due to having to
fit within the cranium.
Biotech
Genemodding
Genetic modification is a very prominent part of the setting. It is
unobtanium just like true AI. Nanites are used both to modify targeted
areas of DNA and to temporarily encourage cell growth. Unlike
present-day genetic modification, it works on adult individuals. The
applications of it include everything from making super-crops and
turbo-algae, to growing replacement limbs and organs, to turning
people into catgirls or horrors beyond comprehension. Note that the
latter takes time and is inconvenient-- a full-body transformation
into an anthropomorphic animal takes about a month of being zoned out
on painkillers while hanging in a harness; non-humanoid morphs take
longer and may require surgical intervention.
Pseudohybrids
While interspecies breeding cannot be done "natively", as even if one
could somehow bridge the gap of incompatible DNA or DNA-like
structures, a mixed-and-matched internal anatomy would render the
offspring unviable, there is a workaround enabled by genemodding.
While unnatural base pairs exist in Stardust as a genemodding
technique that could bridge such a gap, due to the anatomy problem
it's usually easier to just remake something from scratch that looks
like an alien species' feature.
So for interspecies couples who want children, a "pseudohybrid" is
grown as a designer baby (usually of the mother's biochemistry if
applicable). They have the internal anatomy of one species, and half
the external features of that species, but the other half is from the
other species. Either an artificial womb is used, or gametes are
temporarily replaced shortly before copulation.
Terraforming
Grass
While terraforming is an entire multidisciplinary science, which
deserves probably an entire folder to itself later on, biotechnology
has been the largest part of it since the advent of genemodding.
Specifically, since the application of genemodding to create a genus
of engineered plants that are collectively called terraforming
grass. It can grow anywhere there is carbon dioxide in the air
and nitrogen in the soil, and barely needs any moisture. At a glance,
it appears as slightly translucent, bright green grass with broad
puffy leaves. It crumbles and crunches at a touch.
The physiology of terraforming grass is an organic aerogel. Cells are
arranged in interlocking and branching strands with lots of space
between them. This maximizes surface area for CO2 intake, thus
maximizing the rate at which it is converted to oxygen. A blade of
terraforming grass is around 90% air by volume. This makes it
extremely fragile both to wildlife and to winds-- and wind especially
is extremely strong on planets that are in process of terraformation.
However, fragments of terraforming grass blades can easily take root
elsewhere if scattered in such a way, so this is a positive.
Natural plants that are more aesthetically pleasing to sophonts
and nutritious to herbivores could easily find themselves outcompeted
by terraforming grass. To this end, a trigger has been built into its
genetic code, causing its cells to dissolve their bonds when a certain
atmospheric composition, set by the operator, is reached. This causes
the blades to immediately crumble to a fine dust nearly all at once.
However, this dust is known to be an irritant and vector of lung
disease-- one of many reasons why exocolonists often wear dust masks
while going outside.
This is a technology that was first developed in the Kjee Empire,
and subsequently stolen by the Hhw!xey Principalities
and distributed to the whole of the Oval-- at a price. This made the
hhw very rich and the kjee very furious.
Meatblocks
While traditional or hydroponic farming is still more effective for
plant-based foods, in most civilizations in 223X, meat is most often
grown via a system called the meatblock method. Instead of a factory
farm with real animals, a 23rd-century meat farm consists of a large
array of room-sized vats filled with sterile nutrient fluid. A "seed",
i.e a lump of stem cells keyed to a given species (e.g cow, chicken)
and tissue (muscle, liver, brain), is placed in the middle of the vat
and a genetic trigger is tripped in it, causing it to start growing to
eventually fill the vat. Once it fills the vat-- thus producing a
several-ton slab of, for example, pig liver-- it is extracted and cut
into smaller slabs and then shipped as needed. These meatblocks lack
bones, thus making cooking and eating convenient; and lack nervous
tissue, thus making cooking and eating guilt-free. They are about as
sentient as plants.
The seeds are produced via a different mechanism. The power of
genemodding allows the creation of a disembodied, modified uterus of a
given food animal. Suspended in similar vats but with exit chutes for
finished seeds, these uteruses-- of cows, chickens, pigs in Terra, or
of equivalent cattle on alien worlds-- are kept pregnant 24/7, being
reimpregnated as soon as a seed is expelled. When one inevitably wears
out from the strain, it is recycled into protein to feed the
meatblocks. A similar mechanism is used to produce eggs. Naturally,
these too lack sentience.
The taste of animal products created by the meatblock method is
ever-so-slightly different from free-range or factory animal meat...
not that many people would know.
While on a visceral level this all may seem extremely unethical, what
is actually wrong about this? As mentioned before, neither the
meatblocks nor the seedmakers have the capability to suffer or
perceive the world. If one is fine with eating a potato, one ought to
be fine with eating a meatblock-produced cut of meat. In the Terran
Federation, the rate of veganism or vegetarianism is much lower
in 223X than in 2025. There are still non-meat-eaters-- whether for
religious reasons or I-don't-like-the-taste-of-meat reasons.
Infrastructure
Courier
drones
FTL communications in the traditional sense of
"hyperspace radio" via an "ansible" or similar device are not possible
in Stardust at the setting's tech level. One cannot stick an antenna
into the fifth dimension, because displacement in the fifth dimension
can only be sustained in a warp bubble, which requires a crystal, and
obviously one cannot stick a warp crystal onto a radio wave.
Technically, wormholes are a possible means of FTL communication, but
nobody has the required technology, industrial capacity, and amount of
available energy to create usable wormholes in 223X.
This leaves, essentially, a sneakernet-style
setup-- physically moving data rather than uploading it. This is
accomplished by the drone-depot system, which has been adopted, with
some variations, across the whole of the Oval.
In every inhabited system, there is one or more depot in orbit near
the warp
boundary. A depot in this context is a space station equipped
with extremely powerful radio transmitters and receivers. The inside
is filled with data centers and supercomputers for processing the
massive amounts of information that keep coming in via courier drones.
There are also defense turrets to protect against pirates that might
try to take the data hostage, especially in frontier systems. Depots
are usually manned-- in most species this requires shifts of a few
months, because most species' mental health rapidly deteriorates when
trapped in a metal box in deep space.
A depot's transmitters are strong enough to track individual
structures in space or on planets and its receivers are sensitive
enough to pick up broadcasts from such-- but direct transmissions from
planets might run into the issue of the depot being blocked by being
under the horizon, and direct transmissions from ships are often too
weak to reach the depot without a lot of noise. When a request is made
on a planet or ship's internet to send data to another system, the
signal is first sent to a relay. A relay is a satellite or a network
of such, well within a star system, in orbit of a planet or in a
Lagrange point. It, too, has powerful transmitters and receivers. The
relay then sends the data to the depot.
Courier drones are unmanned spaceships made to carry data between
systems. Each courier drone has a cheap Ugolnikov drive, weak
conventional thrusters, and a hull nearly completely filled with data
storage. It shuttles between two depots, each of which is in a
different star system-- drones spend most of their time in warp and
are not meant to go inside star systems. Their thrusters are too weak
and their fuel reserves too low to travel inside a system's warp
boundary. Instead, as soon as a drone exits warp near a depot, it
immediately docks and then a wired connection is established between
its databanks and those of the depot's. The required data is
downloaded and overwritten with new data, at which point it undocks,
moves out to a safe distance, and enters warp again to repeat the
process at the other system.
It takes about a week for a message from Earth to reach the furthest
reaches of the Federation.
Space
elevators
Space elevators are an ubiquitous method of reaching space on most
settled worlds that are more populated than a small outpost.
Invariably, carbon nanotubes are used heavily in their construction.
There are two main types:
Passenger elevators are arch-shaped and reach up to low planetary
orbit or somewhat above. They use the planet's magnetic field for
support, and are thus unavailable to build on magnetically inactive
planets. There is a civilian starport mounted atop the arch, and
airport-like installations at both ends. Going up or down takes
around an hour at most-- the capsules are relatively small and
focused on comfort. The experience is not unlike flying on a plane,
except the plane is going straight up.
Cargo elevators are the classic "beanstalk" reaching up to
geostationary orbit, with relatively slow, high-capacity capsules
that take days to reach the starport. These capsules are usually
unmanned and uninhabitable except for a small area that the staff
may use if necessary. Freighters usually don't go to the passenger
starports, as that wastes fuel, and in addition a bulky and slow
freighter is a hazard in a crowded low-orbit environment.
Mass
drivers
Mass drivers are frequently used for shipping bulk cargo between
nearby planets in the same system, in cases where low latency is not a
priority and some material loss is acceptable. A mass driver in this
context is essentially a colossal railgun mounted on the planet's
surface (if it does not have an atmosphere) or on a cargo elevator's
starport. Instead of bullets or missiles, this railgun fires crates on
a precisely calculated trajectory, where they are intercepted at the
destination by a fleet of catcher ships and brought to the
destination's cargo starport. This can provide a near constant flow of
cargo, though the throughput is even better if mounted planetside, as
the recoil is dangerous to a starport's space elevator.
Compared to simply shipping the cargo, there are several pros and
cons:
Pros:
Very low cost once the infrastructure is in place
Much higher throughput
In a pinch, can be used as a surface-to-orbit defense cannon
Cons:
Individual crates take months to arrive-- while flow is constant,
fast response is impossible
Crates can't adjust trajectory in case destination changes
The more gravity wells crates have to pass through, the more
crates miss their mark
If crates do miss, they can impact the surface or a station like
an asteroid, but this is rare
Completely unsuitable for personnel transport unless you're the kseldani or sy!yvl or just
completely desperate
Obviously can't go interstellar
Supercritical
Water Oxidation
Supercritical
water oxidation is a process that occurs when water, in its supercritical phase, is mixed with
an oxidizer such as hydrogen peroxide. This massively amplifies the
solvent properties of water. The result is that any non-metallic
object or solution is quickly dissolved into carbon dioxide, nitrogen,
inorganic salts and ashes, and more water. This is much cleaner and
more thorough than incineration, and the ash can then be filtered and
its component chemicals reused.
While this technology is available in our present day, it is not very
viable commercially due to the energy costs. However, in the
Stardustverse, fusion reactors are commonplace, and by their nature
produce a lot of waste heat. The heat from a municipal fusion power
plant can also be used to fuel the municipal SCWO waste disposal
plant. Unlike regular recycling, the only real processing needed here
is mulching large objects and separating metal items. The "wet
incinerator" takes care of the rest.
In many civilizations, multiple alien species live alongside each
other in the same cities as a result of immigration. While biochemical
incompatibility would normally make organic waste disposal a
complicated process, SCWO doesn't care about biosphere. The chemicals
that are byproducts of it are small enough to be biosphere-agnostic.
This massively simplifies infrastructure. The byproducts are then used
in hydroponics to grow species-specific food.
Some civilizations use SCWO tanks as a method of execution or
euthanasia-- one last duty.
Flitters
Many civilizations, following the development of efficient
superbatteries or fuel cells, have adopted flitters as a means of air
transport. Flitters are small VTOL aircraft capable of landing in
urban areas. They are quieter than a helicopter or plane and much more
maneuverable. While ground vehicles, whether road or rail, are almost
always more efficient, flitters are faster and don't care for
intervening terrain. They are used both on new colony worlds and dense
urban agglomerations alike. Emergency services also often use flitters
due to them being able to bypass traffic or convoluted city layouts.
Sky taxis are also prevalent in some civilizations as a premium
alternative to regular taxis.
In Terra, flitters usually have a flying-wing
form factor where the fuselage is one bulky wing with two tilting
rotors embedded in it, with the rest of it taken up by passenger and
cargo spaces. Other civilizations have their own designs, but there
are only so many ways to make something fly in an atmosphere, so
regardless of what alien civilization creates one, a flitter is
recognizable as either a runt plane or a runt helicopter or both.
Flitters are NOT flying cars, even in their smallest versions. They
cannot fit on roads' lanes and can't drive or steer on the ground
nearly as good as a ground vehicle anyways. And the licensing and
training needed to use a flitter is invariably more restrictive than
that which is needed for using a car (the exception is civilizations
that arose in highly vertical environments in the first place), for
the reason that hard crashes almost invariably result in death of
pilot and passengers and massive damage to whatever was crashed into,
not to mention the potential for terrorism. In most civilizations it
is mandated that an autopilot take full control within urban areas,
with the pilot only serving as an emergency override and knob-turner.
Some civilizations, especially those with a slower pace of life, do
not use flitters for air transport and instead use airships.
Equipment
Small
arms in the 23rd century
Some trivia focusing on military and lasers (pasted from Discord):
Ground military weapons of the Alliance
use standardized ammo and charging packs since decades ago.
Completely interchangeable between guns. Main caliber for Alliance
assault rifles is 6.34x42mm. Civilian weapons use more esoteric
calibers and battery formats and are never compatible between
civilizations.
The weapons themselves are a near 50/50 split between firearms
and lasers especially in Terran army. Smart bullets are frequently
used especially by more elite divisions-- each bullet has rudders,
a camera, and a processor that steer it towards its target.
Generally marksman weapons use these to guide shots towards
weakpoints in armor-- machine guns use dumb bullets because it
would just be a waste of resources.
Military small-arm laser weapons are near exclusively blasters.
Blasters work via a brief series of laser pulses, less than a
fraction of a second in total. This is because the wavelengths
most practical for handheld lasers cannot penetrate steam or smoke
well, and so a continuous beam would be completely wasted as it
would dissipate right before the impact point. Blasting gives time
for the flare to dissipate. The effect on an unarmored organic is
a deep, drilled, ragged wound with extreme bleeding and pain.
Needlers exist too but are usually sidearms. Needlers use
ultraviolet wavelengths that can cut through vapor and smoke,
meaning a continuous zap is viable. This gives them a lot of
power, but due to their nature they consume a lot of energy and
cannot sustain it for very long. Their batteries are also
extremely unsafe and will explode like a grenade if damaged. This
renders them unpopular among soldiers; this is the domain of spec
ops.
The glare from a laser weapon hitting something shiny or even
just white can temporarily blind anyone standing nearby. To this
end, every soldier wears sunglasses that specifically block the
wavelengths commonly used by blasters and needlers.
There exists a variation of laser for close combat in corridors
called the slicer (also available as an attachment for normal
lasers, though with lower efficiency). Essentially it is a
horizontally-defocused laser, meaning that it shoots out a
fan-like plane of deadly light. This reduces the need for aiming
but also completely destroys the already-low effective range of
energy weapons. Still, in their natural environment their stopping
power is beyond anything else, and the morale impact of seeing
one's buddies carved up into gory chunks cannot be understated.
Comes in blaster and needler varieties.
Some lasers have adjustable power and wavelength. These are
mostly non-military ones used by law enforcement and civilians in
self-defense. Properly adjusted, a blaster can merely sear off a
shallow patch of skin, flesh and nerves, leaving the target
doubled over in pain on the floor rather than dying. Also used for
this purpose are electrolasers, which ionize a narrow tube of air
and send a powerful lightning bolt down it, paralyzing the target.
There are no "stunner beams" as seen in soft sci-fi; both of these
options can kill if the target has health conditions or is shot in
the head or heart, and always cause lasting harm.
A variation of the M2 Browning HMG is still used by the Terran
Army. Why fix what ain't broken?
Out-of-universe
stuff
The
spark of life, and metaphysics
I am religious. I do not believe that sapient life is only a
complicated chemical reaction. However, I want to refrain from
imposing any specific religious framework onto the setting I made.
However, there are some "metaphysical laws" related to thinking
beings.
free will exists in sapient beings for all intents and
purposes (i.e it is completely impractical to fully predict anyone's
actions), there's no "seed" unlike in pseudosapient AI models which
is part of what distinguishes them.
consciousness = the self = perspective (i.e why do you
see through your eyes and not someone else's) = ego = what some
interpret as the soul. It cannot be truly copied-- copies rapidly
diverge. Brain uploading transfers it if done correctly (the tech is
right on the horizon in 223X), but said methods are always
destructive.
true sapience is an universal equalizer, in most cases.
As in, all alien species and all artificial beings can be
communicated with if the environment they exist in has any sort of
overlap with the communicator. Which is 99% of the Oval's
species, with the exception being the Blue Web.
all sapient species possess an ego, and it is always
obvious if a species does not (e.g AEON).
Philosophical zombies make as much sense as a knife without a blade,
or a triangle with four sides.
consciousness requires bespoke hardware for our purposes
(software emulating a brain or AI blackbox is beyond the planned
timeline's scope). This, combined with the diverging-clones rule,
makes sure that technological singularity does not lead to identity
sublimation.
enthrallment via BCI does not destroy the
ego if done as a temporary or partial edit, but full-on brain
scraping manifests, from the scrapee's perspective, as death. Not
from the outside, of course.
I will not say what comes after death, or if there are
any sort of supernatural elements. Up to your imagination-- but for
anything that is claimed by a character to be supernatural in
alphacanon there is a scientific explanation.
Most of this explicitly cannot be discovered within the setting, and
the question of whether souls exist or not, will forever remain open.
Landscape
Civilizations and species - Big Picture Info about my classification systems for
biology and politics, and other stuff important to the setting's
landscape
There are over 50 civilizations in the Oval
(this number is subject to change). Around half of them have names,
and the same amount has at least a paragraph or two of lore. Many have
more in-depth writeups, scattered through the Discord server. This
section will collate and clean up as much of this info as possible; it
is the heart of the setting. Generally, with a few exceptions, one
civilization corresponds to a species. This species' physiology,
psychology, and history affects its history. Especially psychology.
There is a concept called Temperaments, which are simple descriptors
that specify what the species is skewed towards.
Note that species names are *not* capitalized in most cases: for
example relmai or kaziil. The exceptions are exonyms, i.e names given
to them by other species (e.g Abyssals, Chimeras, Reccani) due to
unpronounceability of their endonym (name for themselves).
Self-designations that are not really species names (e.g Canids or
Mh'azhi) are also capitalized.
Temperaments
and core values
Temperaments are divided into soft temperaments and hard
temperaments. Soft temperaments are simply biases that neurotypical
individuals of a species have on some level, with lots of variation,
like being more predisposed to cooperation, or a propensity towards
extremely complex plans. Hard temperaments are compulsions or
revulsions present in almost all individuals with only large
divergences or brain modification being able to surmount them, these
are things like an inability to take things on faith, or an ingrained
hierarchical obedience. Core values, meanwhile, are things entrenched
in a civilization's cultural and historical landscape for centuries or
millennia; unlikely to change on a species scale within the timeline
of the worldbuild (barring invasion or crisis), but individuals
routinely do not care much for them.
The design language of Stardust alien species
Bipeds should comprise less than arou nd 60% of the total amount
of species (not a hard and fast rule, just keep a balance)
Avoid humanlike
faces at all cost. No ifs ands and buts
No human proportions (should be at least slightly different)
Rule of thumb for the previous 2 rules: if a hypothetical actor
could portray it without heavy CGI or elaborate costumes, it
doesn't fit
Size should be reasonable for a sapient-sized brain. I'm not
sure that a mouse-sized sapient is viable
Innate
biochemical compatibility between species should only
happen if the two species in question were the products of
panspermia (and thus are very astrographically close to each
other)
Innate reproductive compatibility is a hard
no, not even as an one-of-a-kind species. But see pseudohybrids
There should be at least one psychological quirk that
differentiates them from humans. It has to be impactful on their
society
But on the other hand, avoid the "aliens are impossible to ever
understand/communicate with" trope
On a similar note, do not make "evil" species. Cultures and thus
civilizations can be (where
evil is defined as causing undue harm to the innocent),
species never
Most of those rules (besides the biochemical ones) apply to
Laterals (extreme genemods) of both kinds too (Laterals should NOT
copy an extant species though)
Universals
of Sapience
In anthropology in our world, there is a concept of cultural
universals. Traits shared by all known human cultures ranging
from the modern French to isolated Amazonian tribes. The list is
quite extensive. I strongly believe that a subset of that list also
happens to apply to nearly all alien cultures that could reach
space.
a translatable language (however hard it is to translate, it's
doable especially if you have a live specimen to help out)
self-awareness (distinct from individuality; bquaa
in their home society don't act like individuals but they're
aware and consciously reacting to what goes on)
names
some sense of right and wrong (with some true universals like
random murder always being considered bad)
capacity for conflict (doesn't have to be resolved violently)
biases
the capacity for superstition
identities as groups
social etiquette and ritual
friendship
trade (not necessarily monetary)
entertainment (all species will have literature of some kind,
and many other mediums)
music (for any species who can hear)
ability to use tools to make better tools
Some species may omit one or two of some of that list or use it
in a way not really recognizable to humans. But anyways, the
reason I believe these are universal, is that items on this list
fall into two categories: necessary for social cohesion-- which in
turn is necessary for social and technological advancement; or
consequences and byproducts of information sharing and
self-reflection. Or a mix of both. Imagination is necessary for
invention, and so is passing on information. If information is
passed on with copious amounts of imagination applied, you get
storytelling.
It has been a minor trend in sci-fi to portray aliens as
hyper-efficient and to portray the depth of human culture as a
fluke. I disagree vehemently for the reasons stated above. Also
see the AEON folder for further criticism of
this trope. Or the All-Oval Mind Olympics folder
for how interactions between these universals might result in less
fundamental things being pretty much universal too.
Standardized
Body Plan Specification
Both in-universe and out-of-universe, a standardized body plan
specification (SBPS) is used for classifying alien and genemod
species. It can also be extended for synthetics. It consists of a
tree-like structure where parts are specified with their "leaf"
parts in brackets alongside their number and any modifiers.
At the "root", i.e located at the start of a body plan
specification string, is the torso (To). Anything attached to the
torso (i.e limbs) is put in brackets and separated using /. Then,
modifiers are added in square brackets, also internally separated
with slashes if needed. Note that the system may be extended to,
for example, digits and internal organs, but that is usually not
done to avoid clutter.
It is a system that is best shown by example. Some example plans
for various species, sapient and non-sapient:
The following is used both in-universe and out of universe, but
mostly the latter. In particular I have decided to categorize
species in this document based on their position within this
ranking.
Superpower: can project force all over the
Oval, massive economy and military, can pull a whole bloc by
itself and essentially diplomatically vassalizes nearby
non-hostile civs just by existing. Examples in Stardust:
Terran Federation, Relmai
Commonwealth, Dal-ghar Iron Empire. Examples
IRL: USA since the late 19th century, USSR after around
1936
Great Power: like a Superpower, can project
force all over the Oval, but resources are more strained, and
cultural, political, and economic influence is mainly limited to
those consciously influenced. Can form a minor bloc, but cannot
stand up to the supers except with cautious maneuvering. Examples
in Stardust: QDNE-32, Iywkaa Republic, Abyssal Empire. Examples
IRL: modern Germany, Japan at any post-Meiji time except
late 40s
Regional Power: can project force all over an
oval pentant (east, south, west, north, center), with limited
capability elsewhere, likely has a small but close-knit sphere of
influence. Economy not necessarily much smaller than a GP. Cannot
pull a serious bloc by itself, but sphere of influence de-facto
acts as one. Examples in Stardust: Kaziil
Technocracy, Yollkul Triarchy Examples IRL: Brazil
at any time since independence, Pakistan
Secondary Power: only has force projection for
one or two minor or minuscule nations, but compensates with strong
economy, military, or cultural influence, or an otherwise
advantageous position. In the astropolitical game of chess, these
are the knights and bishops. Examples in Stardust: Ty-uc-kch
Autocracy, Chohjozra Nrukhrizchaa. Examples
IRL: Sweden, South Africa
Minor Nation: has little capability for force
projection, but may have less obvious influence on neighbors. Many
of these are content developing their space and trying to not get
stomped on by the greats. Alternatively, these may be large
empires in disrepair. They are the pawns of astropolitics. Examples
in Stardust: Hhwxey Principalities,
Oschee Kakistocracy, Sy!yvl Kingdom. Examples
IRL: Serbia, Uzbekistan
Minuscule Nation: these usually control one or
two habitable planets, with an economy good enough to feed their
people, but no military worthy of anything or any astropolitical
influence. They are always vassals of a nearby nation, de-jure or
de-facto. Unlike minor nations, they have no realistic avenues to
rise to secondary power or above. Examples in Stardust:
Theu, Yig'ragn'xu Community. Examples IRL:
Bhutan, Nauru
Also there's an unranked category, Outsider:
these nations are not really involved the theater of astropolitics
due to any variety of reasons. This can't be garden-variety
isolationism, this has to be something that makes "power" moot. Examples
in Stardust: Silent Empire, AEON, arguably Reccani, Hold. Examples
IRL: uncontacted peoples, arguably the Sovereign
Order of Malta?
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
Economic
Systems
There are only so many viable ways of distributing resources that
are viable for a spacefaring civilization. Thus unlike ideologies,
these are less modular. Economic systems fall into a few categories,
mostly defined by the relationships between owning and producing
classes-- i.e capital and proletariat. These lists are not the
entire variety of possible economic systems, though-- only economic
systems that are used by one or more civilizations
are listed here.
Socialism
Socialism is a type of economic system where proletarians are the
owning class, and there are no capitalists as a separate class.
Planned Economy: A socialist system where sophont
planners allocate resources as needed and there is no or very
minor private enterprise.
Laissez-Faire Syndicalism: Worker-owned companies with
little state intervention
Market Socialism: A socialist system that uses market
mechanisms (supply, demand, pricing) to allocate resources, but
productive assets are socially owned -- either by the state,
cooperatives, or workers.
Market-Hybrid Planned Economy: A socialist system where
sophont planners allocate resources as needed for major projects,
but there is still market activity making up significant fractions
of the economy.
Cybernetic Economy: A non-capitalist economic system
where powerful computers are used to allocate resources as
necessary, a la Cybersyn.
Shared Burden: A non-hierarchical economic system that
applies swarm dynamics to economics.
Capitalism
Capitalism is a type of economic system where capitalists are a
separate and domineering class over proletarians.
Laissez-Faire Capitalism: Parasite-owned companies with
little state intervention, except for what is needed to keep the
circus going.
Monopolistic Feudalism: The inevitable outcome of
laissez-faire capitalism in space. When one corporation subsumes
everything, nothing stops it from becoming, for all intents and
purposes, an elective monarchy with the CEO as king and the board
as court.
Corporatism
Corporatism, here, means some degree of collaboration between
capitalists and proletarians. This collaboration may be willing or
at gunpoint, permanent or a transitional phase.
Dirigisme: Dirigisme is an economic system where the
state actively and constantly intervenes in the economy. Unlike
state capitalism, the government does not directly own a large
section of the economy; instead corporations are kept on a tight
leash via regulations and government shares.
State Capitalism: An economic system where private
enterprise is allowed but heavily regulated, and is in stiff
competition with state-owned companies.
Other
These economic systems either do not fall under the framework of Marxist class
analysis or are not actually economic systems.
Reputation Economy: An economic model where capital is
based directly on one's social standing and prestige rather than
material possessions.
Dependent Economy: An economic system where a foreign
power, or foreign powers, has full economic control over the
domestic economy. The exact system depends on the overlord.
Banditry: An informal economic 'system' characterized by
lack of state or popular control, rather by the black market
taking the regular market's place. Commerce is dominated by
pirates, mafia, and other low-lifes.
No Economy: For whatever reason, there is no trade or
commerce of any sort in this polity.
The blocs
There are two major astropolitical blocs in the Oval. The Alliance,
collectively led by the Terran Federation, Relmai Commonwealth, and
several other large civilizations, looks forward into the future. Its
rival, the Hegemony as led by the Dal-Ghar Iron Empire, however, looks
into the past. They see technologies like augmentation, sapient AI,
and genemodding as dangerous to the traditional way of life, and will
stop at nothing to crush progress. For around a century now, they have
been locked in the Space Cold War. But they aren't the only blocs, and
they are not all-encompassing. Many of the Oval's civilizations are
trapped in this astropolitical game of go.
Alliance
The Alliance
of Sapient Species was founded in 2141 by Terran reckoning.
This was during the Space
Grab, in order to contain the Hegemony's expansion. Its
purpose is twofold: to enforce sapient rights across the oval, and
prevent the spread of and eventually subdue or destroy the Hegemony.
These purposes go hand-in-hand. A Security Council has power over the
Alliance, composed of the five largest nations in it: the
Relmai Commonwealth, Terran Federation, Aadalu Eternal Sacred Republic, Kseldani
Collective, and QDNE-32. Every other member
gets a vote in policy too. Said policy is very loose, mainly about
preventing extreme sapient rights abuses and guiding industrial and
scientific development-- the Alliance rarely intervenes in domestic
policy of its member civilizations. Aside from a vaguely
pro-augmentation and pro-transhumanist
technological ideology, the Alliance also stands against unrestricted
or lightly-regulated capitalism, deeming it an inherent violation of
sapient rights due to the inequality that inevitably comes with a
corporate free market. Worker-owned enterprises are okay even if
laissez-faire.
The criteria for joining the Alliance are:
be a democracy, anarchy, or hive mind
do not oppress minorities (some oppression tolerable if member has
a strategic importance)
allow the use of augmentation tech for the purposes of quality of
life
In the Alliance, there are three ranks.
Security Council Member: has higher weight in policy votes, if 3
out of 5 SC members agree then an Alliance-wide war may be declared
on a non-Alliance nation.
Alliance Member: has normal weight in policy votes, bound by
Alliance laws and regulations, needs to allocate part of industry to
the war effort or otherwise contribute
Alliance Observer: has reduced weight in policy votes, not bound
by Alliance laws and regulations, no allocation but also lowered
access to trade and research agreements
A Policy Vote is called every year or if there is an ongoing
emergency. Delegates from every member and observer travel to one of
several space stations in obscure systems, and decoy craft are sent to
the other stations. This is a measure to prevent terrorist attacks or
espionage. Inside these stations there is a variety of environments to
ensure every delegate is comfortable.
Hegemony
The Hegemony, meanwhile, was founded somewhat earlier, when the Dal-Ghar
Iron Empire invaded what would soon become the Syanndree Viceroyalty.
Unlike the relatively egalitarian structure of the Alliance, Hegemony
members answer solely and directly to the Empire. Its mission is
likewise twofold: to empower the Iron Empire, and to prevent the
development and adoption of transhumanist
technology. It is this latter cause that it touts in its propaganda
abroad. The dal-ghar temperament of paranoia makes their culture
distrustful of change, and transhumanism is the ultimate form of
change. And from another perspective, augmentation would result in the
commoners being able to match the nobles, which would threaten social
order in the Empire. The appeal-to-social-order in general is the
greatest wedge here. They point to, for instance, the civil war in
Terra, or the arbeni robot revolts, while conveniently ignoring the
fact that it was material conditions that caused these events, and
ignoring the many success stories of transhumanism that far outweigh
these incidents. The appeal to nature and appeal to tradition are two
other arguments that the Hegemony frequently uses.
Every member of the Hegemony has to abide by these Great
Stipulations:
A Hegemony member must not allow the change of capabilities,
appearance, or apparent gender of its people via technological
means, outside of the species' natural variances.
A Hegemony member must not allow unnatural sexual intercourse
between its people. Homosexuality, exophilia, and all other forms of
sexual deviancy must be punished by death.
A Hegemony member must recognize the concept of hierarchy as an
universal and sacred law. A noble must rule over a commoner. A rich
individual must employ a poor individual. The thrall must obey its
Hegemon.
A Hegemony member must recognize the millennia-old dal-ghar
culture as great and wonderful. Requests to adopt tenets of it, and
to eliminate contradictory tenets of one's own culture to make room,
must be obeyed with great priority.
For the most part, the Hegemony expands through conquest. A conquered
polity is made into a Viceroyalty (see
below). However in recent decades, what with the Barrier of Freedom
Doctrine being enacted by the Alliance and thus preventing easy
growth, it has been seeking voluntary recruits to turn into
Vice-Empires.
The ranks of the Hegemony:
Hegemon: only the Dal-Ghar Iron Empire can have this rank. All
policy is managed by it and only by it.
Vice-Empire: a rank reserved for those who voluntarily join the
Hegemony. While they have to obey orders (especially when the bloc
goes to war), the Empire does not intervene in cultural or political
affairs as much; they are even allowed to quietly flout some or all
of the Stipulations in a don't-ask-don't-tell manner.
Viceroyalty: the bulk of the Hegemony, especially members close to
the Empire, are of this unfortunate rank. Their sovereignty is
solely on paper. The dal-ghar impose their culture on them; their
people listen to dal-ghar music and wear dal-ghar-styled clothes.
Their government pays a tithe of resources and of people to fight in
wars as battle-thralls.
The Abyssal Sphere is the Abyssals' pet
project, formed after they had to change their strategy from
eliminating possible threats by subjugating them. The Sphere, unlike
most other blocs, has no ideology whatsoever. One does not have to be
a democracy or monarchy or transhumanist or anti-transhumanist or
peaceful or violent. All that matters is that one pays a tithe to the
Abyssals. This tithe can be of people to be used as slaves and
fleshcraft fodder-- usually drawn from criminals and the
underclasses-- or it can be of regular or strategic
resources or working spaceships. In exchange, the Abyssals offer
protection against threats from outside the sphere, though fighting
inside the Sphere is fair game. Though even this protection is not
reliable. What the Abyssals do reliably offer is protection from themselves,
which they do hold up. Alongside the usual trade and tech deals.
There are three ranks within the sphere.
Ringleader: only the Abyssal Empire can hold this rank, and it
holds absolute power
Sphere Member: everyone else except the Enshadowed
Yectkogg Inc, Glubb-enn Domain, ADNE-64,
Ansethigno Divine State, The Deep Tide
Enshadowed: disobedient Sphere members may undergo a process where
their populace is rounded up and genetically
modified or brain-chipped to no longer be
disobedient. This often happens to Sphere members carved from extant
polities as these tend to be rebellious. These are referred to on
the map as "Dark <species name>"
Dark Bquaa, Dark Ty-uc-kch
Non-Aligned
League
The Non-Aligned League (NAL) is a very loose coalition of
democracies, anarchies, anocracies, and benevolent dictatorships that
see the pissing contest between the Alliance and Hegemony as
ultimately deleterious to the state of the Oval as a
pan-civilizational system. Much of the northern Oval (see the map)
is a member; the Iywkaa Unity (a nation of
hive-minded cyborg lizards) leads it, and a notable co-leader is the Kaziil Technocracy, whose dominant species is
incapable of taking anything on faith and may be the only species that
sees the world as it is rather than how they believe it is.
However in practice, the NAL leans closer to the Alliance in policy.
This is because the Hegemony's goal is to snuff out technological and
social progress across the entirety of sapience and plunge all
societies into reactionary, absolute-monarchical dictatorships-- and
if such a regime is incompatible with a given species psychology, said
species is to be exterminated or subdued. On the other hand, the
Alliance mostly wants to put a stop to that. The NAL thus mainly
disagrees in method or on reasons of ethical purity or transparency--
the Alliance's tactics of blatant lies and misinformation as
propaganda, McCarthy-esque silencing of dissidents, and so on-- not to
mention a non-negligible amount of war crimes--, do not endear them to
those civilizations with core values of honesty or honor. However,
considering just who the Alliance is aiming those tactics against,
many in the Terran Federation or Relmai Commonwealth consider them
fully justified.
I as the author will let the reader be the judge of who is in the
right here.
The criteria for the NAL are:
do not be an aggressor towards others or your own
That is it.
The NAL is not a hierarchical institution. The iywkaa and the kaziil
de-facto run it, but there are no provisions for a formal table of
ranks.
<JCT please figure out which of the northern civs are NAL and
which are Alliance>
Organization
for Security of Endangered Societies
A bloc headed by the Ormene Commonwealth, the OSES
is effectively an interstellar protection racket that uses justified
fear of the Hegemony to convince other civilizations to join up. To the
Ormene's credit, being an OSES client state isn't terrible. So
long as the "dues" are paid, the Ormene only meddle in the governance of
their clients for the purpose of mediating inter-client conflicts.
That said, the OSES is fairly blatantly an imperialist project on the
part of the Ormene Commonwealth. The terms of membership in OSES are
quite lopsided in the Ormene Commonwealth's favor, while still strictly
speaking being beneficial for the client as well (unlike the
Abyssal Sphere). Aside from straightforward taxation, OSES dues include
cadres of trained military personnel to serve in the federal OSES
military. Said federal military answers almost entirely to the Ormene
Commonwealth. Meanwhile, secession from OSES is strictly forbidden "so
long as the Hegemony remains a threat" (read: forever), with attempts to
exit being severely punished.
The formation of the Alliance proved a moderate hindrance to the
expansion of OSES, as the existence of a competitor in providing
guarantees of anti-Hegemony security forced the Ormene to adjust their
terms to be notably better for their clients. The Ormene took this
development in stride and made the needed adjustments, their imperialism
being driven purely by cynical pragmatism, rather than ideology (like
the Hegemony) or intractable social incompatibility (like the Abyssals).
List of Civilizations Big list of all civilizations/species that we
wrote so far
Terran Federation Flawed yet pragmatic and progressive
pan-human government
The Terran Federation is the successor of the UN. In 223X,
it is one of the largest nations in the Western Oval. Though at times
inefficient and still reeling from the scars of the Human Civil War,
it is an economic, cultural, and military powerhouse. Most Stardust
stories are set in it.
Government form: Federal semi-presidential
republic
Ideology: Progressivism / Liberty /
Individualism{2} (Prometheanism)
Economic system:Dirigisme
Population: ~25 billion
Capital planet: Terra (Earth)
Climate preference: Temperate grassland
[...] Just as Prometheus brought the gift of fire to mankind in
spite of the reactionary Olympians' edict, the mission of the
Terran Federation is to bring the gift of progress to mankind in
spite of Nature's negligent and harmful "design". Progress of
society, progress of technology, and progress of the body. Let us
cast aside the Olympians of our past.
--Conclusion to Section 1 (Foreword), Constitution of the
Terran Federation
Summary
The Terran Federation is partially what one expects the
stereotypical oldschool sci-fi united human star republic to be.
Terrans live in a quite individualistic manner and self-expression
through art and identity is quite valued. On most planets in the
Federation, daily life is quite comparable to life in a 21st-century
first-world nation-- though in some areas it is more regulated and
in others less.
It is rather more ideologically charged than one might expect. It
is under control of an ideology called Prometheanism; a sort of
mixture of radical social democracy that calls to mind a stable
version of Revolutionary
France, and a type of transhumanism focused on expanding human
boundaries rather than strict optimization.
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.
It's a decent place to live, in all honesty. It may be somewhat
less "free" on paper than many first-world democracies, but in
practice one is more free to be oneself.
Humans
The physiology of the baseline human needn't be described here. As
Carl Linnaeus
said, "Man, know thyself".
But in terms of psychology, some notes are needed. While most alien
species evolved and attained sapience in one region of their
homeworld and did not spread out of it until attaining technological
civilization, due to either being relatively sedentary or evolving
on an isolated continent, humans spread out of their origin in East
Africa tens of thousands of years before developing agriculture.
This led to a lot of societal and cultural diversity. Humans are
prone to developing new social structures, and do not quite have a
social local
maximum. The long and turbulent history of mankind shows a
dazzling array of monarchies, chiefdoms, confederations, republics,
dictatorships, anarchies, and more. Humans differ in this way from
even other complex species on Earth-- the social structures of
dolphins, ants, wolves, bees, meerkats and so on do not vary much
within these species. And likewise for extraterrestrial aliens.
Another temperament of humanity is ambition. Humans like to start
massive projects, which most of the time end up collapsing on
themselves-- but the fraction of the time these projects do succeed,
greatness ensues. This does make humans pretty good diplomats, as
said projects are a good way to convince others to go along.
It is sometimes erroneously said that individualism is a human
temperament. It is more of an entrenched core value that came about
as the result of Enlightenment ideals that to some extent were
present in most human societies since the 1700s but it is not wired
into humans' brains the same way diversity and ambition are. Indeed,
an excess of individualism does not suit humans very well unlike
some other species-- in them it often leads to greed and
selfishness. The balance between respecting individual desires and
the good of society has been a source of strife and contradiction in
humanity for the past few centuries.
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. 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
Cultural Ideology
An unifying feature of Federation culture is a respect for
individual liberty and tolerance-- within reason. The unifying moral
of Terran society is 'do as you please as long as you do not harm
yourself or others', with an emphasis on the latter clause.
Political education is comprehensive starting from childhood, and
focused on the following Values:
Eudaimonia - a proper Terran citizen must strive to increase the
quality of life for as many beings as possible, with priority
given to sapient beings.
Equality - a proper Terran citizen must pay no heed to anyone's
physical appearance, neurology, or species when making moral or
ethical judgments. Unless in a context where such is directly and
obviously relevant, a Terran must be blind to such things.
Expungement - a proper Terran citizen must exclude enemies
of progress from the above two Values. They must treat the
THO, MfHA, and those who sympathize with them, as
less-than-sapient, and aim to expunge them with extreme prejudice.
There is a Pledge of Allegiance that everyone must swear upon
reaching 13 years of age, and again when reaching 18. This Pledge
isn't so much about allegiance to the state as it is about
allegiance to the Values and to being a builder of the future. For
most people this is just going through the motions however and
Terrans don't tend to be rabidly political in most places. In parts
of the frontier, people don't really care for the Values and some
even harbor specist or otherwise bigoted sentimentality that has
been mostly cured in the Core.
Terrans are also encouraged by society to take up hobbies and
personal projects to promote intellectual growth and awareness of
the world. One is expected to do things in one's spare time. This
helps stave off the ennui and anxiety inherent to human
technological society. It doesn't have to be something in-depth or
particularly active. Sewing, table tennis, the more cerebral kind of
video games-- all seen as acceptable and it is seen as a mark of
being a broken person if one just scrolls through social media all
day.
Automation
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. In addition, there are widespread regulations against
the use of pseudosapient AI (what we currently call generative AI)
in certain spheres that have lasted since the mid-21st century.
These are mainly artistic ones, journalistic ones, mental health
ones, and medical ones except under strict supervision. For menial
labor however, pseudosapient AI is used in an embodied, non-humanoid
form. Essentially these AIs are industrial robots (like we have in
the 21st century) that can walk around and respond to plain-language
commands. They are called MULEs (Multi-Use Labor Elements) and still
require human handlers. Particularly complicated manual jobs still
need meatbag workers-- but jobs like sewer work or assembly lines
are operated by MULEs on all but the smallest of colonies.
Nevertheless, UBI (universal basic income) has been implemented for
centuries because automation is regardless too prevalent to employ
most of the population. There are only so many vacancies for
engineers et al. Somewhere around half the population is employed.
The rest dedicate themselves to hobbies, to self-improvement, or to
learning as described in the previous section.
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. Designer babies are allowed
and are free as part of Universal Morphic Freedom (see below), but
only to an extent. One can't modify the child's physical appearance
or mental traits to avoid reduction of social and genetic diversity.
Earth
Proper
The Federation is the lawful successor of the United Nations of
Earth. Thus, in addition, to all the concerns that come with
managing a star empire, it is responsible for managing the affairs
in the cradle of mankind. The situation on Earth hasn't changed all
that much in the transition from UN to Federation.
The countries of Earth are united into superstates, which are
organized mostly by geographical region and historical ties. Within
these superstates, most modern countries still exist as
subdivisions. There has not been a war on Earth soil for almost two
centuries in 223X: competition was first aimed outwards either in
economic maneuvering in space colonization, and then the conflict
against the Hegemony served as an uniting factor.
The superstates still exert a marginal degree of economic control
over their former extrasolar colonies via treaties, and cultural
ties often mean cooperation, but the only colonies under direct rule
from the superstates are in Sol and some nearby systems, as well as
strategically valuable areas in the frontier.
The capital of the Federation is on Earth and rotates every 4 years
between six headquarters on the six non-Antarctica continents. The
areas around the headquarters are considered no-man's-land.
Most people who live on Earth never leave its gravity well. Though
the same goes for most people on most Terran planets. Millions of
people are more than enough, and space travel is rather stressful
and expensive.
Terran
genemodding
To call the Federation a human state is something of a misnomer. Genemodding tech is more advanced and
widely adopted here than in the vast majority of the Oval's
civilizations, and so over 35% of Terran citizens are no longer
baseline Homo sapiens durabilis. Durabilis is
the name for the subspecies that all human populations in 223X
belong to, with the exception of isolated peoples and some emigre
communities in alien civilizations. It is a genemodding treatment
that primarily staves away the effects of aging and various chronic
diseases-- without making any external physiological or
psychological alterations to the body or mind. Durabilis
humans look human, act human, and call themselves human-- thus they
are humans.
Most other genemods, that over-35%, fall under the categories of
Augments (humans with various features not present in baseliners) or
Anthros (animal-people). They are a fully integrated part of mundane
society and have existed in some form since the 2090s. While some
governments under the UN have repressed their rights, the post-2184
Terran government is species-blind and they are treated the same as
Durabilis.
There are weirder kinds of genemods and transhumans such as
Laterals, these tend to be somewhat apart from wider society (by
their own choice).
Universal Morphic Freedom is policy in the Federation. In short,
the government cannot force you to change your form, and also cannot
prevent you from getting genemodded into anything you want as long
as your wanted form does not pose a threat
to society and is not appropriative whether of humans or
aliens. There are other exceptions in practice. Also, genemodding is
part of the Federation's universal healthcare and thus one can get
it for free-- though for more intricate forms there may be a lengthy
wait time.
Durabilis
As mentioned before, the Durabilis treatment that turns Homo
sapiens sapiens into Homo sapiens durabilis is a
major boost to quality of life, especially beyond the middle years
and during infancy. It is a package of genetic modifications that
is, in effect, a "bugfix patch" to the human body. Amongst the
changes it makes are:
optimizes the composition of synovial
fluid to ensure healthy joints
changes the structure of the spine slightly to reduce risk of
scoliosis or back pain
improves filtering of excess proteins in the brain, preventing
the onset of Alzheimer's
tweaks the Huntingtin protein to prevent mutation into the
protein that causes Huntington's
disease
makes white blood cells better at recognizing cancer cells
and so on. There are hundreds of these fixes.
The set of modifications that comprise Durabilis are controlled and
vetted by a consortium to ensure that there are no unforeseen
consequences or erasure of diversity as a result of the
modification.
Most psychological conditions, like autism or sociopathy or
borderline personality disorder, are not removed by the package.
Also not removed are cosmetic or minor physical abnormalities like
baldness. A rule of thumb is: if something has some sort of upside
or has a distinct cultural identity around it, it is not eliminated
by the default Durabilis package. These can be genemodded
away, but only with the individual's consent after they reach 16
years of age. Features that baseline humans do not have, like IR
vision or hearing above 20000Hz, are also not included by default
but are likewise easy to get after the fact.
The default package above, however, is mandatory, and has been
mandatory since the Prometheanists came into power following the
Human Civil War. It is illegal to undo the Durabilis treatment, and
back when there were still non-Durabilis humans in the federation,
it has been illegal since 2184 to raise a child that was not treated
with Durabilis at the earliest convenience (whether in-utero or in
infancy, preferably the former). Since 2189, it has been illegal to
be a non-Durabilis-treated human outside some designated societies
(i.e the isolated indigenous). This was part of the mass campaign
against bioconservatism and assorted political purges that went on
from the late 2180s to the early 2190s.
One question that the reader may be asking right now: isn't this
eugenics?
Perhaps it is, by some definitions. But what is actually lost?
Certainly not neurodiversity, sexuality, ethnicity, or gender
non-conformism. These are explicitly preserved. What is actually
lost are life-ruining diseases, chronic pain, and many other
illnesses. What is so sacred about this faulty genetic code of ours,
created by a blind and uncaring Nature that only cares about genes
being passed on? As thinking beings, we may have different
priorities than merely passing on genes and then dying a nasty and
painful death-- and what is wrong with changing ourselves to match
those changed priorities?
Also, denying a treatment that solely prevents disease is pretty
much morally equivalent to being an antivaxxer. Speaking of,
vaccines are mandatory too. Part of Durabilis is removing
incompatibility with vaccines, meaning that there is no excuse to
not get vaccinated. Those who refuse vaccines, just as those who
refused Durabilis while there were any who could refuse, are issued
a minor fine and a forcible at-home vaccination.
One should also keep in mind that the Federation's majorideologicalopponents
are bioconservatives. In a cold war, sides tend to polarize against
each other. The Federation has been in a Space Cold War for around a
century by 223X; as the real-life Cold War has shown, societies in
opposition to each other swing to opposite ends far quicker than
that.
Genemod
types
As mentioned before, there are several different types of genemods
present in the Federation as coherent demographics. Some fall
outside these boundaries-- these are descriptive, not prescriptive.
One's category, or in fact whether one is genemodded or not, is not
listed in one's passport or other official documents except where
relevant (e.g medical records).
Anthros
Anthro-genemods are people who have modified themselves to look
like anthropomorphic (i.e humanoid) animals. The extent of these
modifications varies-- some have human proportions and plantigrade
feet and flat faces, others have their proportions and bone
structure altered to be more like those of their base animal. Due to
the way psychology interacts with physiology, it is invariable that
they take on some of the psychological qualities of their base
animals.
A similar category is Kemonomimi, i.e what we call
cat/dog/etc-girls/boys/etc.
Anthros were one of the first applications of cosmetic genemodding,
and faced social oppression during reactionary periods in human
culture. Anthro culture is the successor of the modern-day furry
fandom, and have supplanted it completely long before 223X.
Canids are a subcategory of anthro-genemods with
wolves or dogs as their base animal. They have a very distinct
identity and separated from the human polity in the 2180s. More info
on them is in the linked folder. Some Canids either stayed behind or
migrated back to the Federation, they tend to find employment as
security guards, club bouncers, and other jobs where an imposing
presence is helpful.
Felids, too,
have a very distinct identity but are much more disparate and never
felt like leaving mankind's side, ironically enough.
Felid subcultures (Felids
were an idea by JCT):
"Tryhards": These are the sporty cats; the
ones who have their body tuned for the absolute maximum
performance to mass ratio, like cats in the wild need to
survive. While still often cuddly, Tryhard Felids
are more often known for parkour shenanigans, martial
arts, and markscatship. Tryhard Felids
tend to wear practical rough-and-tumble clothing. A
sub-subculture of Tryhard Felids
tends to go into law enforcement, as a reflection of
felines' original role in human society.
"Cuties": While still clawed and dangerous if
provoked, Cuties focus more on the social side of things.
Results vary from obnoxious busybodies who cause more
distress than they solve, to attentive and compassionate
individuals who are viciously protective of their friends.
"Sleepyheads": Felids
who just want a nap.
Augments
Augments are simply humans who chose to actively improve their
bodies through a combination of genemodding and cybernetics. Every
Augment is different, depending on what they felt was useful to
their lifestyle or profession-- can be ultraviolet vision, or extra
arms, or higher grip strength, or echolocation. Some high-risk jobs
mandate certain augmentation packages to be added. And vice versa--
Augments tend to be drawn to jobs or hobbies where their
augmentations come in useful.
Unlike what one might expect, it is highly taboo in Augment culture
to consider oneself above baseliners. After all, media like Star
Trek with its Eugenics
Wars, exists, and shows what happens when self-proclaimed
Ubermenschen attempt to assert dominance over baseline mankind: they
always lose. So the Augments didn't try. Ever since they appeared as
a distinct culture, they tried their best to be good to their fellow
man. Augments are just normal people, frankly.
The reason why Augments are not a majority of human population is
simple: there is no pressure. Seeing in infrared, or being able to
run at 30 km/h consistently, or having one's joints able to bend
every way, is certainly neat; but is it worth the inconvenience of
first waiting in the clinic's long queue, then spending possibly
months undergoing and recovering from the process, and years
learning to use one's new powers without breaking yourself, others,
or objects? In a society with universal income the answer is no. The
ratio of augments is rising steadily and maybe eventually they will
outcompete regular Durabilis, but a lot of things happen over a
timescale of centuries.
Uplifts
An uplift is an animal that has been genetically modified to be
fully sapient. Ethical regulations prevented this from being done at
the start of the genemodding era in the 2090s. However, in the
2130s, the government of the UN started a push towards settling
frontier worlds. They needed more people for that, and there was
still a limit quota on the production of sapient AI or on cloning
individuals. It would have been harder to repeal these laws and set
up the proper infrastructure for mass production of AIs or clones
than it would be to simply flout the anti-uplifting regulations and
mass-uplift some animals to serve as settlers.
Only some animals can be uplifted. These are mostly animals that
are already nearly sapient-- have pattern recognition,
self-reflection, and potentially beginnings of tool use. Apes,
octopi, cats, dogs, crows, elephants, cetaceans, and more. Insects,
most reptiles, and many mammals cannot be uplifted.
Uplifts usually live alongside humans. They dress in humanlike
clothes and adopt human names-- but with surnames that are either
their species or their birthplace.
50% of uplifts stay "feral" in the sense of being quadrupedal. 30%
decide to become anthros. 20% decide to modify themselves further to
become indistinguishable from humans except for a few habits.
Laterals
Laterals are a catch-all term for the Really Weird Genemods. They
are never recognizable as a specific base species and tend to be
very large, up to 4 meters tall. They tend to be monstrous and
colorful and usually have powerful cybernetic enhancements in
addition to their bio-augmentations. They often live in small
enclaves embedded within large human cities.
While Laterals are disparate, some of them have a more united
sub-subculture. These are the eldritch-Laterals of
Yig.
Terran
medicine
Medicine in the 23rd-century Federation is intensely entwined with
genemodding as a technology. After all, if one can turn people into
anthropomorphic animals, one can seal wounds and regrow limbs. Even
aside from Durabilis, genetic treatments
are mainstream. Nanites and gels are used for delivery. Some
treatments may require suspension in a pod filled with said nanites.
Note that nanites as used in this context are not nanomachines--
true nanobots are beyond the technological capacity of most
civilizations including Terra. Nanites are complicated nanoparticles
which do not have agency.
Epidemics, which would be common in the secluded and dense
environments of extrasolar settlements, are fought via
counter-germs, which have overall replaced "true" vaccines but are
still called vaccines by most people. A counter-germ is an
engineered microbe that detects, hunts, and destroys a given type of
germ it is designed for, while replicating and spreading as an
asymptomatic condition. Adoption was somewhat slow due to risks of
mutation, but by 223X they are fully accepted as it is very possible
to engineer an organism that cannot mutate. Counter-germs also have
a limited number of replications and thus fade away naturally within
a year or two.
Regrowing limbs (or growing new ones for that matter) has to be
done in a regenerator pod, it cannot be safely done in the air or
while moving around due to risk of deformity. Traumatic amputation
in accidents or combat is still frequently lethal as there may not
be time to get the patient to a clinic equipped with a regenerator
before they bleed out.
Sudden destruction of the brain or body is still lethal. While
"backups" that are a copy of one's brain and/or body as exactly as
possible are present, it is unknown (and unknowable) that the person
is the same from their own point of view. It's not like the clone
would say or think otherwise.
Terminal diseases exist but are vanishingly rare. When one
contracts a terminal disease that for some reason cannot be cured
via genetic treatment or full-body cyborgization, they are put into
cryogenic stasis, which is far more reliable than its present-day,
dubiously effective self, so that when a cure is found they may be
woken up.
Life expectancy in humans is hard to define. With proper treatments
one can live mostly indefinitely but due to the lack of possibility
for mind transfer it is inevitable that something will inevitably
destroy one's brain or blackbox. Brain uploading per se isn't
possible in the way it is in sci-fi but it is possible to piecemeal
replace the brain with parts of a blackbox to turn someone into a
true AI. The process is rather risky and eventually the components
will still fail.
Assisted suicide/human euthanasia is not legal in the Federation,
and assisting in it is a crime equal to murder unless there was no
realistic way to relieve the person's suffering without killing
them-- and that only really covers cases such as industrial
incidents on distant colonies and ships in deep space that lack
stasis or other facilities that may save someone from a grievous
injury. This may sound regressive to a 21st-century first-world eye,
but even in the most euthanasia-permissive countries right now it is
only an option for patients on the deathbed or otherwise with
terminal diseases. With the Federation's technology, if one is
anywhere remotely civilized, it is always possible to either cure
someone or put them to sleep until they can be cured. The "free
will" argument sometimes used does not hold water-- in the design of
anything there is a common principle to not let users take actions
that are destructive for no gain. That logically extends to the
design of society.
Nomenclature
All humans are Terran, but not all Terrans are human. The best way
to explain the terms is this crude infographic. Genemods are
hominids, as one of the principles of cladistics is that one cannot
leave one's clade. This is mostly an academic distinction than
anything-- but "hominids" here doesn't mean Neanderthals.
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
Other 3D things in space are also said to be split into septants.
The same sort of split can be applied to the Oval
as a whole.
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.
Here is how sector boundaries are drawn, basically. The black dots
are metropolises. This is a 2D projection of course but the
principle remains the same. Of course, stars may be shuffled between
sectors in order to for example solve resource imbalances.
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
Economic System: Dirigisme
Trade Policy: Free Trade
Aliens Policy: Immigration Encouraged
Welfare Policy: Welfare State
Research Focus: Balanced Academia
Augmentation Policy: Encouraged
War Policy: Anti-Military
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
Economic System: Dirigisme
Trade Policy: Free Trade
Aliens Policy: Immigration Restricted
Welfare Policy: Limited Welfare State
Research Focus: Balanced Academia
Augmentation Policy: Regulated
War Policy: Pro-Military
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
Economic System: State Capitalism
Trade Policy: Free Trade
Aliens Policy: Immigration Encouraged
Welfare Policy: Welfare State
Research Focus: Avantgarde Intelligentsia
Augmentation Policy: Forced
War Policy: Pro-Military
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, but also supported by much of the Navy.
Economic System: Planned Economy
Trade Policy: Ideological Tariffs
Aliens Policy: Immigration Encouraged
Welfare Policy: Welfare State
Research Focus: Military-Industrial Complex
Augmentation Policy: Encouraged
War Policy: Jingoism
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
Economic System: Cybernetic Economy
Trade Policy: Free Trade
Aliens Policy: Immigration Encouraged
Welfare Policy: Welfare State
Research Focus: Computech & New Singularity
Augmentation Policy: Encouraged
War Policy: Anti-Military
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.
Economic System: Shared Burden
Trade Policy: Protectionism
Aliens Policy: Immigration Encouraged
Welfare Policy: Mutual Aid
Research Focus: Avantgarde Intelligentsia
Augmentation Policy: Encouraged
War Policy: Pro-Military
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 or
eliminated. They believe that only a strong work ethic focused
on profit can help humanity progress. Interest groups: large
businessmen, wannabe Social Darwinists
Economic System: Laissez-Faire Capitalism
Trade Policy: Free Trade
Aliens Policy: Immigration Encouraged
Welfare Policy: No Welfare
Research Focus: Business Schools & Tycoon Capitalism
Augmentation Policy: Paywalled
War Policy: Pro-Military
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
Economic System: Laissez-Faire Capitalism
Trade Policy: Protectionism
Aliens Policy: Immigration Banned
Welfare Policy: No Welfare
Research Focus: Military-Industrial Complex
Augmentation Policy: Paywalled
War Policy: Jingoism
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.
Economic System: Cybernetic Economy
Trade Policy: Ideological Tariffs
Aliens Policy: Immigration Encouraged
Welfare Policy: Welfare State
Research Focus: Avantgarde Intelligentsia
Augmentation Policy: Forced
War Policy: Anti-Military
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.
Economic System: Dirigisme
Trade Policy: Free Trade
Aliens Policy: Immigration Encouraged
Welfare Policy: Welfare State
Research Focus: Soft Sciences & Cultural Development
Augmentation Policy: Encouraged
War Policy: Pacifism
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.
The Federation has rehabilitative justice comparable to or beyond
present-day Scandinavian nations. Almost all criminals, from petty
thieves to rapists go through therapy courses and material support.
The prison cells are more like hotel rooms, even with internet
access (though for higher-risk prisoners it's locked to a few sites
and read-only). And it works; the recidivism rate is very low. Even,
for instance, serial killers are at least treated well. For some
cases, the government may authorize the use of direct brainwashing
via BCI in order to ensure rehabilitation; this is used sparingly
however.
Terran Intelligence Agencies
The Federation has the Terran Intelligence and Security Agency
(TISA). It combines internal security, foreign intelligence,
counter-terrorism, and secret police functions. There are three main
branches of it.
INTSEC (Internal Security):
Tracks down major criminals who flee between star systems,
domestic terrorists, mafia bosses, and so on. They are called
in where the sectors' local security agencies have failed. It
answers directly to the Terran government, local governments
can file a complaint in case of misbehavior and INTSEC agents
are subject to a decent amount of transparency. The INTSEC is
probably the least authoritarian of these agencies and is not
as feared-- but they are still much more militarized than
regular police. Common knowledge amongst the population.
EXTACT (External Actions): Sent to
alien civilizations in guise of traders and travelers to
spread Alliance influence and fight Hegemony influence. The Federation
takes an active
measures approach to espionage. EXTACT agents spread
propaganda, they assassinate pro-Hegemony figures, they stage
coups against pro-Hegemony governments. EXTACT uses the
generally widespread human diaspora to blend in within neutral
civilizations-- agents often pose as skilled workers or
engineers to gain access to industrial secrets. Not exactly a
secret but not really publicized to the Terran population.
CONTFASH
(Counter-Fascism): equivalent to secret police of certain
regimes. Aimed at rooting out Hegemony sympathizers within
Terra proper. The most ruthless and feared of the three
branches, they are authorized to seize any websites or other
publications deemed pro-Hegemony or that tolerate pro-Hegemony
speech, to threaten or blackmail or even assassinate public
figures that have expressed pro-Hegemony views, and to make
sure no organized pro-Hegemony parties form anywhere in Terra.
However, they are not omniscient and especially in the
frontier much slips under their eye. Used to be truly secret,
now it's tacitly acknowledged-- and now citizens with hidden
Hegemony sympathies usually do not voice them anywhere, in
person or online.
The emblem of TISA is a cybernetic arm holding a sword ablaze with
the flame of Prometheus, stabbing through and shattering a red
comet, the symbol of the Hegemony, wrapped in chains.
Religion
Humanity has one of the highest atheism rates of all civilizations
in 223X. Around 60%. The rest are split fairly evenly between the
current major religions-- Christianity, Islam, Buddhism, Judaism,
and so on are alive and kicking, though fundamentalism is fully
marginal and the vast majority of believers are progressive,
moderate, or postmodern.
With one notable difference from now: neo-Paganism has become
semi-mainstream. The various neopagan faiths have syncretized
amongst themselves heavily and common beliefs have appeared
surrounding technology-- for instance, that the Oval is
in actuality the substrate on which independent perspective may
appear in complex enough self-sustaining systems (mostly
brains). Thus egos can only arise
within it. This substrate is embedded in an alternate universe.
This alternate universe differs from the prime universe in this
manner: In our prime universe,
physics exists before concepts and concepts are created by
sapience to categorize it. But in
the alternate universe, concepts exist, and physics is
secondary to them. There
is nothing in this alternate universe (let's call it Aether). No
color, no smell, no touch. Only disjointed concepts that float
around, unable to interact with matter. Most of these concepts
do not correspond to the real universe and cannot be described
by language. There is some near infinite amount of them but some
are much stronger than others and thus they appear consistently
in most civilizations. Those are, the concept of Ego itself, and
the concept of the Ugolnikov Drive. What
unites these two concepts, or rather their mirrors in the
physical world? The fact that they are not explainable by
science even if their rules can be jotted down. The way egos
interact with the Aether is similar to how a magnet interacts
with a pile of sand. They draw out that which attracts to them.
Namely, the concepts that are compatible with both the physical
world and the specifics of the ego. The stronger an ego is (i.e
the stronger the capacity for creativity) the more concepts it
can draw out. This is also the reason why people hallucinate
during warp, and why everyone's hallucinations are different and
seemingly tailored to their species. Humans are diverse so they
see characters from culture and media. Relmai
culture is all about colors so they see weird shifting colors.
And so on.
None of this has any real evidence for it. But it
doesn't exactly contradict anything either. Just like most
religion.
Meanwhile, for the Abrahamic (and others, but this
mainly applies to the Abrahamics) faiths, all of them have been
mandated after 2185 to follow the Post-Species Policy, with
sweeping changes made if necessary. The gist of it is that
humans should not be deemed the only ones made in God's image or
otherwise endowed with souls. Aliens, genemods, and true
artificial intelligences should be considered equal in spiritual
worth, no ifs ands or buts. For the Christians, for instance, a
new Council of Nicaea was
called, and the council deemed that "in His image" in Genesis
1:27 means able to reason and self-reflect. And really,
it only makes logical sense that way-- if God is immaterial, why
would configuration of material be the criterion for resembling
Him? The doctrine of theistic
evolution was also now doctrine for all
Council-compliant churches.
Those fundamentalist holdout churches who refused to
comply, were stripped of legal protection and gradually outlawed
as discriminatory organizations, for hate-speech or suspicion of
Hegemony collaboration. The followers either kept practicing in
private, seething impotently, or fled alongside dissatisfied
free-speech absolutists to join the Organization
for Security of Endangered Societies. The Liberal bloc of
the parliament had not reconstituted itself yet-- or they would
have protested. Probably without effect.
Some
of the proscribed religions
Not exhaustive.
Cults centered around the Blue Web
had a surge around the 2220s. A multitude of disparate movements
mostly spreading via the internet. Initially seemingly harmless,
they eventually polarized alongside two camps: one wished to "join"
the Web, and another tried to make material offerings to it. The
former was decentralized and called the Rhizome Conclave, the latter
was called the Church of the Blue Web had a hierarchy not unlike Scientology.
Eventually, a follower of the former group successfully breached the
defenses of Craterworld and caused a diplomatic incident with the iywkaa by "merging with the web" (i.e being eaten,
which ended up causing necrosis in a section of the web due to
biochemical incompatibility). This prompted an investigation, which
led to the following discoveries: the Conclave encouraged what
amounted to ritual suicide, the Church had massive amounts of
monetary and physical and sexual abuse by its higher-ups. Both were
cracked down on by INTSEC forces and many arrests were made.
Last Pure Kingdom. An attempt by a former Yig
resident to "purify" the Community via a radical interpretation of
evangelical Christianity. He called himself Redemptor Omnium and
claimed to be the Second Coming of Christ. An ill-advised crackdown
on the Kingdom's home base in 2229 by the Terran StarNavy ignored
the Yig'ragn'xu's community directions and resulted in the
unnecessary deaths of thousands of duped converts including
Redemptor himself. His daughter, Ambrosia Aeterna, was rescued and
as of 223X resides in a clinic for unusual entities.
Falun Gong.
A quite old and established cult that essentially became a religion.
Originating in China, it had trace presence on Earth until the
advent of mass extrasolar colonization, where its followers settled
many frontier planets before being gradually outnumbered by later
settlers. Its anti-medical and generally reactionary beliefs were
turned a blind eye by the UN government. When Terran space was fully
settled, they once again moved to one planet, New Tibet, and created
a nation ruled according to the cult's precepts. This was in the
2170s, during the Liberal Constitution, and the UN of the time
allowed it even as epidemics began to ravage Falun's new nation.
When the Federation formed and began its mass vaccine mandates,
Falun staged an armed rebellion in 2185. The ensuing battle is
sometimes regarded as the last military engagement of the Civil War,
and was a decisive victory for Terra. Residents were forced to
renounce their beliefs and undergo vaccination and later Durabilis
treatment.
As you can see, not exactly innocent, any of these...
Alien
Enclaves in terra
The Federation, thanks to its Post-Species Policy, welcomes
migrants from alien civilizations with open arms. Whether seeking
work opportunities, or fleeing political persecution or instability
or war, or simply desiring a new life, tens of millions of aliens of
various species from all over the Oval reside within its borders.
Due to the inherently differing infrastructural requirements and
aesthetic desires, most of them live in enclaves-- communities
purpose-built to resemble their homeworld's cities.
Enclaves are subservient to the local government of wherever they
decide to reside, but have some degree of autonomy and can even set
their own laws. They have representation in local parliaments.
With the advent of xenodigestion
enzymes, human food can be imported to the enclaves, but most
were founded before the invention of these enzymes and thus have
their own food supplies such as hydroponic arrays, fueled by
recombined organic material.
The complex interactions between alien laws and human laws result
in some enclaves being hotbeds of illegal activity by humans.
It should be mentioned (for lack of a more fitting subsection) that
a major cultural export from humans to alien civilization is...
pizza.
the
human diaspora
Above, a human diaspora widespread in alien societies was
mentioned. Though of course less prevalent than its opposite (aliens
within humanity), humans within alienity are overall the most
prevalent case of a species having presence outside of its homeland.
This is because humans, since their origin as a species, have
wandered far and wide. Though of course nothing proportionally
compared to the paleolithic migrations, a sustainable population of
humans is present in every alien civilization that does not have
entirely closed borders.
Economy
As mentioned above, the Terran economy is nominally capitalist, but
it is not quite the liberal capitalism of the 21st century and
earlier. The aforementioned government shares are an institution
that was first experimented with after the Age of Protests, on a
non-universal and not fully codified level, expanded in the 2130s,
and rolled back later until in the 2180s the Prometheanists formally
enshrined this institution into the constitutional framework and
established the Terran Ministry for Economic Stabilization (TMES).
The way it works is that there is a threshold (a certain percentage
of the GDP) above which a company, whether publicly or not publicly
traded, is forced to have TMES representatives assigned to the
board, who then hold stakes like shareholders and whose mission is
to steer the company away from anti-consumer or anti-government
practices. The amount of TMES shareholders, and the threshold above
which they come in, varies by industry. Defense and arms
manufacturing, power production and infrastructure, telecomms, news
media, and healthcare have very aggressive shareholder replacement;
non-news entertainment, tourism, consumer goods, and agriculture
(amongst others) have very lax enforcement unless a monopoly is
threatening to form.
The Ministry collaborates with INTSEC to make sure shell
corporations and other forms of evading the threshold are not used.
If such an attempt is discovered, it is within Terra's rights to
unilaterally nationalize the company.
This has the effect of frog-in-a-boiling-potting
corporations into what amounts to nationalization. Once the TMES
share reaches 50.1%, the Ministry can simply seize control of the
corporation and bring it into the fold. The reason why this emerged
is that after the Civil War (which was started partly due to
capitalist overreach), the economy was barely hanging on, and it was
simply not possible to uproot capitalism altogether without causing
a complete economic collapse or a second civil war.
Future of the stakes
The eventual intent is to phase out capitalism. But the capitalists
are not stupid; they see the writing on the wall. Behind closed
doors, the CEOs of corporations plot against the ethereal noose that
is tightening around their necks. They still have power. They still
have resources, and loyal employees, and allies
abroad. As soon as the forces of the federal enforcement are
distracted, they will strike and turn their machinery against the
state that is encroaching on them.
This will be part of the looming crisis of the mid-23rd century.
It's not yet visible yet, in 223X it is still beyond the horizon,
and those who see it are branded as alarmists. Come 224X, there will
be a reckoning. Does humanity have what it takes to finish the job,
to cast away the foolish dogmas of liberal ideology once and for
all, to turn the ethereal noose into a literal noose? Only time will
tell.
Language
English is the official language of the Federation, inherited from
its precursor the UN.
There are two official dialects of it. Common Terran
English (Common) has loose grammar rules and a high
tolerance for slang and various odd expressions, though can be
spoken formally if one so wishes. More importantly, it is spelled
phonemically (even if this would introduce ambiguity). It is used
in almost all spoken and most written contexts, and it's better at
conveying emotion and various subtleties than Techspeak. It's
somewhat more terse and harsh-sounding than modern-day English,
but not much denser in information. However, it is extremely easy
to learn regardless of culture or even species. This is a
necessary adaptation considering the world-language status of
English.
Meanwhile, Technical Terran English (Tech or
Techspeak) is used in law and in research papers. It has very
rigid, standardized grammar rules and definitions for words that
have to be approved by committee, making change slow. Its purpose
is to precisely and concisely express complicated and specialized
concepts without ambiguity, with an almost Lojban level of
clarity, but it feels emotionless and can be difficult to learn
(it's taught in school for those who pick a STEM or law
specialization). Over its existence, it has stayed mostly frozen,
with the only regular updates that aren't vocabulary expansions
being to match spelling and pronunciation shifts in Common.
Speaking to someone with Tech in a casual context will generally
make you sound like a pretentious jackass.
223X-era Common Terran English would be comprehensible when spoken
to someone from 2025, but not comprehensible when written.
Most other human languages survived in some form and are used
within their respective countries and communities. Everyone knows
English, however.
Symbols
The people of the Federation voted to keep the UN flag after the
Civil War despite the radical restructuring. After all, Earth is
still the birthplace of mankind, and its presence centered on the
flag doesn't have to mean dominance. It can just mean memory of the
past. Some voices, especially the left-Prometheanists, wish to put
it in the corner and/or change the continents to the night sky as
seen from Earth.
The anthem of the Terran Federation is called "March of the New
Enlightenment". Sweeping, bombastic brass accompanied by swooshing
electronic pads. Fast tempo. Not too complex of a melody, to make it
easier to adapt the lyrics to many languages. The lyrics speak first
of the deeds of the mythical Prometheus, then the achievements of
various scientists, engineers, and philosophers through human
history, culminating in a warning tothereactionaries-- that the road towards the Second
Enlightenment will be, and we quote, paved
with their skulls. During the rule of President Manuel
Dufresne (2226-2230), that last verse was removed. The next
president put it back.
The emblem of the Federation is different from the emblem of the UN
(which lived on in the flag, as mentioned above). Instead of the
left olive branch, there is a rocket taking off with its exhaust
forming the curve. Instead of the right olive branch there is a
quarter of a gear. In the middle instead of a map of Earth, there
are 4 appendages in a mutual handshake. One's a human hand, another
is a
clawed furred hand, the third is a mechanical manipulator,
the fourth is a tentacle. Underneath it all is a little flame.
The motto is simple and ancient. Per Aspera Ad Astra.
Sometimes preceded or followed or responded to with Ave
Prometheus!
Terran splinter
polities
Before, during, and after the Civil War, plenty of groups seceded
from the UN or Terran Federation, or attained notable autonomy
within it. These are:
Black Fang Republic: lupine anthro-genemods
who are essentially technobarbarian space-vikings
Koumanlan: humans who seceded during the
Civil War and tried to join the Relmai
Commonwealth, but ended up as a joint neutral zone that
mixes cultures from both
TRAPPIST Sector: de-jure a regular sector,
functionally a second core populated by cyborgs and robots instead
of baseline humans
Seven Commune Worlds: an anarchist
insurrection that was brought into the fold and allowed autonomy
Garden of Gaia: essentially back-to-nature
deep-green eco-radicals who live in space trees
True-Human Organization:
human-supremacist space Nazis. Imagine the worst parts of HFY,
mixed with a secular version of ISIS.
Movement for Human Advancement: a
"Rational" technocracy led by the distant descendants of Silicon
Valley "visionaries" and superintelligent AI alarmists.
The Deep Tide: evil cetaceans who hate "hairless apes" and
landlubbers in general
For the one without a folder, it's coming soon. When it's done.
Terran
Star Navy
Why...:
Extremely long-range power projection well beyond the western half
of the Oval; effective assistance to allied polities
What...:
Relatively high concentration of radioactives in the Downward
Septant makes nuclear missiles and engines extremely cheap
How...:
Defense contractor companies are many, but each is under
near-total ownership by the government. Ship designs are often
reused; don't fix what ain't broke
Which...:
"A little bit of everything" in terms of fleet composition, avoid
overspecialization; prioritize missile weapons heavily; ensure
operability of ships by other Alliance species
Aesthetic: Spindly with blocky modules,
military ships are usually unpainted
Terran
Names
People
Aralyn Kaito
Jovan Wicks
Riven Shai
Natasha Arcturus
Planets
New Greenland
Thomas' Landing
Burung Mati
Kupfer
Spaceships
TFSV
Paka Mwitu TFCV
Beyond Three Seas TFPV
Shí'èr Miàntǐ
Relmai Commonwealth Hedonist aliens
Name: Relmai Commonwealth
Astropolitical rank: Superpower
Interciv relations: Alliance leader,
puppetmaster of Koumanlan and ???
Dominant species: Relmai and relmai-derived
beings
Government form: Federal parliamentary
direct-democratic republic
Ideology: Tradition / Liberty /
Individualism{1} (Prosperianism)
Economic system:Laissez-Faire
Syndicalism
Population: ~27 billion
Capital planet: Tayma
Climate preference: Tropical jungle
What is a life without joy? What is a life without glittering,
flashing, shimmering joy? The answer is self-evident to us:
nothing. With every decade that passes we are exponentially
happier than our ancestors.
-- Zyelrennou Hauuhauu-ta, Towards The Beam
The Relmai Commonwealth (rarely RelComm)
is one of the largest states in the Western Oval. It is one of the
leaders of the Alliance and relatively
close to humanity in terms of outlook on life and astrographic
position. In 223X, it's an economic powerhouse larger than even Terra.
Pixel art portraits of typical relmai civilians
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 co-sexual,
but only one sex is active at a time, and it can change during
adulthood due to hormonal imbalances. They remain fertile in such a
scenario. It is an evolutionary adaptation seen in a lot of Tayma's
lifeforms, as a means to keep a reproductive population viable in
the harsh environment.
Their senses are processed in an entirely different way than those
of humans or most other species. They can hear better than humans
and are very resistant to hearing loss, can pick up tiny differences
in hue or brightness, and the palms of their hands (not furred) are
sensitive to the slightest bumps. However, due to a few neural
shortcuts, these senses are merged. The relmai essentially have
synesthesia; they hear color and taste sound.
Historical
summary
Since the emergence of the relmai as sapient beings, their main
enemy was their planet's insanely hostile environment. The tribes
had to cooperate both within and without in order to not get
devoured alive by swarms of death-worms, melted by flesh-eating
fungus, or massacred by butcher-lizards. This created a selection
pressure towards friendliness and cooperation, as more warlike
groups were weeded out. The bleak and hostile environment also
encouraged extreme hedonism as a way to cope with frequent death and
mayhem.
Their civilizations were loose coalitions of city-states, whose
allegiances shifted from year to year. Gradually, these coalitions
crystallized into confederations, where one city-state ended up
being top dog and de-facto the leader of an empire. Wars happened,
but they were noticeably rarer than those of humanity. Instead,
there was a tangled web of intrigue and subterfuge that the
confederations tugged on to cause each others' city-states to change
their loyalty. It was insanely confusing to navigate, and a
consequence of such manipulations was an utterly byzantine law code
that still exists in the present.
In the late 27900s (counting by their calendar, our equivalent
would be the 1600s), the Yellow Confederation, led by the Biulmouwai
State, separated from its former hegemon. It was, at first, weak and
small, yet a series of skillful leaders and strokes of luck led to
it covering most of Tayma's largest continent by the 28200s (1900s).
This Continental Confederation continued to expand its control over
Tayma, until gradually its now-pathetic rivals were absorbed.
Come the late 28300s (2000s), the Relmai Commonwealth made its
first stumbling steps out of the Ryamwotama-ma system, with the
invention of their equivalent of the Ugolnikov Drive. It ended up
being one of the Alliance founders, alongside humanity.
Tayma's environment and its influence upon
the relmai
As alluded to before, much the relmai homeworld of Tayma is best
described as a green hell, but also a purple hell and a yellow hell
and an opalescent hell. A jungle of many colorful plants that
support a vibrant ecosystem of equally colorful animals, the
colorfulness of which seems directly proportional to the sharpness
of their claws or the concentration of their venom. The plants and
animals eat each other. Some of the most infamous examples are the tuebouwal,
carnivorous vines that lay concealed in the underbrush and then coil
and crush their prey when it trips over them; the zangsuobqo,
a kind of aquatic creature that resembles a bright blue otter with
extremely long arms that can spring out, and which lives near
watering holes; and the dreaded vonou-se, tiny needle-like
worms that burrow through the damp soil in huge swarms, and which
track prey by vibrations-- when the prey stops to rest, unassuming,
they surround it and burrow into its flesh, and soon only bones and
bloodied scraps of skin are left amid many egg-sacs. Meanwhile
thunderstorms and volcanic eruptions are frequent.
To survive in a place like this, the relmai absolutely had to
cooperate both within and outside their tribes to survive. Groups
and individuals that did not share, or acted in their own interests
instead of the whole's, were selected away. Meanwhile, their minds
have been made resistant to any sort of overstimulation or
distraction by loud noises or bright lights. Meanwhile their nervous
systems are also naturally rather resistant to the effects of
substance addiction. Thus, psychoactive drugs are seen as completely
mundane and harmless in their culture, instead of something daring--
and they do not really inhibit their functioning.
Also, due to their environment's animal life being a source of
civilizational trauma more than inspiration, they are not keen to
use symbolism involving animals, opting for abstract designs.
Culture
The vast majority (85%) of relmai are magenta relmai, of the
ethnicities such as Liamuju and Ksaukuju. Their homeland is in the
fertile lowlands and jungles. White relmai are from the deserts and
black relmai are from the mountains and tundras.
Organization
The main cornerstone of relmai society is a deep sense of mutual
respect and empathy for each other. While such feelings are
naturally present to some extent or another in all spacefaring
civilizations, they are stronger for relmai. Thus their society,
while it does have its issues and injustices, is overall a more
compassionate place than most. This is codified in a concept called
jyakuesuu, best translated as "interdependence". Everyone
relies on everyone in their social group. At the same time they are
both individuals and mere parts of a whole.
Relmai society is seemingly contradictory in its stance on
individualism. On one hand, doing something by oneself without help
is highly frowned upon. On the other, everyone is encouraged to
express and present oneself in unique ways. Thus they have a clear
distinction between individualism of actions and individualism of
identity.
Direct democracy is so entrenched in relmai culture
that they never developed "true" monarchical rule as we know it. And
their very, ahem, loose family-rearing prevents dynasties from being
meaningful. Nevertheless, the rich history of their democratic
institutions, many tracing back thousands of years (though of course
merged and reorganized many times) built an aura of tradition and
ceremony that's not seen in human republics. Instead of parties, or
dynasties, there are tejuu-nwal, or simply tejuu. Roughly
translating as "group-folk-councils". In short, they are the best
orators of a community (and their definition of community is loose,
can be a single large residential building) that frequently come
together to make decisions, usually chosen by heavily-randomized
election. The criteria are made in such a way that basically
everyone can participate at some point. The thing is, it's customary
for each tejuu to have a concrete platform, or else something to
differentiate itself from its neighbors. This is less an institution
and more how things were done for gods know how many millennia-- the
fact that it is present in most magenta, white, and black relmai
cultures, even fairly isolated ones, suggests that tejuus were first
founded before the species spread out of its origin
region. Each tejuu has a leader. Leaders are oftentimes
"hereditary", in a much looser manner than humans. It can be a
lover's cousin's friend. In recent times that restriction is less
and less present altogether. The leader does not have absolute veto
power, but does have more of a vote. They also wear a fancy hat.
While tejuus can be of any size, there is no system that involves
city-tejuu members being chosen from neighborhood-tejuu members and
so on. There is just a higher "floor" to being one. The Grand
Council of the Relmai Commonwealth can be said to be the largest
tejuu of all.
They have somewhat more of an R-strategy
than humans. Their environment necessitated frequent reproduction
and discouraged monogamy. Thus, relmai families are arranged
differently from human families: most of their children are raised
by the community in special creches, but any adults can choose and
are encouraged to adopt any of these children, preferably but not
necessarily of their own bloodline. Anyone has the right to renounce
their family ties once they are an adult, and the local tejuu has
the right to take children back to the creche if the parents end up
abusive. Marriage is similarly loose, and kue-ju is only
translated as that by convention; it signals preference rather than
exclusivity, and one is always free to seek out more mates.
Their attitudes towards love are a lot more open than of humans,
and more closely resemble those of bonobos; everyone is expected to
have as many partners as they can physically handle, and sex is not
in the slightest bit taboo. This is because the same part of the
psyche responsible for seeking enjoyment at all times is responsible
for seeking intercourse. Thus there is no concept of sexual
orientation in relmai society, only doing what feels good with
whoever is willing. Homoerotic behavior is ubiquitous, and actually
much more common than heterosexuality; by our standards the vast
majority of relmai are pansexual but strongly leaning towards gay. A
relmai not being interested in sex is like a human not liking cake.
It's extremely rare but possible, and just as "cake-disliker" is not
a human identity, asexuality is not an identity or culture for
relmai.
Two individuals of the relmai
species. Mu'qwyng is typical in attire and... other habits,
Mweidhie is a dseyrel and wants nothing to do with that. They're
roommates!
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, prompted by a riot-- not
unlike the queer liberation movement in humanity being prompted by Stonewall--,
and gradually the dseyrel (joyless), as they are called, achieved
equal rights in society. The dseyrel condition is more thorough than
human anhedonia
and is a lot more clear-cut. Since the relmai drive to hedonism is
directly imposed by a small part of the brain, a few wires being
crossed in that part can lead to this drive being completely
absent-- and with it most emotions.
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, basically they are born highly
prematurely. 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, nose rings, collars, girdles, and so on.
Quite often various designs are bleached into their fur as tattoos.
The fur on their head is usually dyed in bright colors and slathered
in glitter. 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. They are really
vain, it is a massive faux pas to be in public while not looking
one's best.
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. A symbol of
dseyrel as an identity is a black circle which is often worn on
these clothes.
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. The color grey is deeply taboo in most cultures
so the usual dseyrel attire of a gray robe is deeply scandalous.
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 always very regular and are the most prominent part of the
sound. In pre-civilization times, music was frequently used to
coordinate work while at the same time scaring off dangerous
animals, so relmai society has a beat at its very core. Even now,
there is an incessant pounding noise echoing through the air of
every settlement. 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 produce
paintings that shift depending on the angle one looks at them.
Relmai physiology is quite difficult to genemod safely, but just
like Terra there are few restrictions on
civilian genemodding for both medical purposes and enhancement
purposes and cosmetic purposes. There is no equivalent to
anthro-genemods in relmai culture as they have civilizational trauma
from their wildlife, but it is common to see relmai with multiple
arms, glowing fur, sensitive antennae, and so on.
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. Usually, at least. Like all sapients they can
be bastards if the wrong personality faces the wrong material
factors.
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. There aren't exactly rich
and poor relmai in the sense humans can understand wealth.
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.
More
about politics
The leadership of the Relmai Commonwealth, as implied before, is a
Grand Council. There are thousands of councilors who meet around
several circular tables, each table is dedicated to a given sphere
like agriculture, industry, foreign affairs, etc. In the middle of
each table on a raised dais is a minister with a megaphone who
serves to break ties and guide the debate towards productive
directions. In the middle of the hall as a whole, on an even taller
dais, is the Speaker of the Grand Council whose purpose is to
appoint the ministers from amongst the councilors, the speaker also
has a veto, but can be dismissed by referendum from the people if
they abuse the veto.
The councilors are selected from the population of various regions
on planets all across the Relmai Commonwealth and as mentioned
before the whole thing acts like a particularly sophisticated tejuu
council. One's seat at the council doesn't last too long and a
notable fraction of the population gets to be councilor at some
point. Ministers are more permanent and have to be educated in the
relevant field as well as pass background checks.
There are several broad ideological coalitions within relmai
society. There are the Prosperianists, whose platform is a sort of
mythologization of the idealized relmai culture and a focus on
economic expansion abroad; there are the Ultra-Hedonists who wish to
go beyond the endless joy that already imbues relmai society; there
are dozens of various single-issue coalitions. These serve the same
purpose as political parties do.
Entertainment
They are the most fun-loving species. This is essentially wired
into their brains. All relmai live solely for pleasure and
gratification. It need not be instant gratification, of course, but
no motivation beyond pleasure can exist. This is where they differ
the most from humans. In this way their minds are less flexible than
those of humans. While the question of the meaning of life pursued
and continues to pursue humans since their origin of sapience, for
relmai the answer is entwined in their psyche.
However, their inherent hedonism is tempered by their inherent
altruism. Pleasure for others is as or more important than pleasure
for oneself.
As mentioned before, they use a lot of recreational drugs. The
average relmai is constantly high on a cocktail of psychedelics,
euphorics, and aphrodisiacs. These have been tailored for centuries
now to have no withdrawal effects or addictive potential. Generally
the psychedelic effects are mild and just make everything feel even
more colorful and enhance the sense of touch, though those relmai
who have jobs that require concentration forego them. They're not
only taken as pills or mixed into drinks, but every day there is a
psychoactive haze over every relmai city.
Over thousands of years of persistent and intermixing cultures (in
their civilization, there aren't strong national or ethnic
identities and so they kind of gradually blend together), they have
learned ways to maximize satisfaction and got that down to a
science. The relmai mind does grow tired of the formulaic
or repetitive quicker than the human mind, however, so a key part of
these techniques is varying things in a strategic way.
Much of their art is created by committee, again via the tejuu
model. It's not to the point of ty-uc-kch art,
though; it often follows individuals and the size of the committee
is usually very small. After this, the work is considered to be
owned by the species as a whole. While it may be sold, modifying it
in any way is deemed okay, though doing so in a disrespectful manner
is very frowned upon.
Religion
Relmai religion worships many ephemeral deities that have always
been taken as metaphorical personifications of concepts. They have
no names beyond the word for said concept suffixed with "-dshei"
(divine) or "-rshon" (demonic). They occupy no space and perform no
actions besides allowing their concept to occur or be enjoyable or
unpleasant.
They believe that through a kind of shamanic process involving
lengthy focus, taking on an appearance similar to the canonical
depiction of the being, and lots of special dissociative drugs, one
may channel a divine being. This doesn't last very long.
Generally these beliefs aren't very strong. They don't have a
strong atheist tradition in their usual school of thought but for
most relmai this sort of ritual is consciously performed in the
interests of bonding. The question of whether the divine exist or
not is moot to a relmai, what matters is the act of worship bringing
pleasure.
Relmai faith is thus more civic than spiritual.
Relmai
Star Navy
Why...:
To keep the Commonwealth clear of pirates and organized crime;
ensure the continued existence of the Pacified
Vr'rok Republic
What...:
The relmai have a long history of optics research; lasers were
invented centuries earlier than in Terra.
How...:
Mjekwal-tai is the largest defense contractor but the relmai are
not very good shipwrights; often the kseldani build their ships
for them (with relmai designs and tech)
Which...:
Vessels must be agile, excessive firepower is not needed as much;
priority towards sensor and engine tech; prefer laser weapons;
mostly smaller ship classes
Aesthetic: similar to Terran ships but usually
more symmetrical and painted in neon colors inside and outside
From this day on, the sacred bloodline will be the sole rulers
of all that is on the ground, below it, and above it. In due time
we will reach towards the firmament that exiled the Comet, and we
will wreak righteous vengeance on the false gods.
--First Empress Pqaa-mul-ghor, Manifesto of Unshakable
Hegemony
Physiology
The dal-ghar are non-humanoid snakes about two meters long, with
fairly muscular but thin tails. Red or brown scales, with size and
shape depending on phenotype, cover their bodies, shinier than those
of most Earth reptiles. Their torsos are somewhat humanoid and
possess two arms with three long fingers. On their snouted heads are
four eyes located in a roughly Λ pattern (two close ones near the
forehead and two far-apart ones on the cheeks). These eyes are less
like Earth reptile eyes and more like feline eyes, except even more
reflective.
They have a very developed vocal system, and are regarded by many
species as the best singers in the Oval.
Dal-ghar females have cobra-like hoods. No, they do not have mammaries.
The hood does serve a similar purpose though: it has glands that
secrete a crop
milk-like fluid onto its inner surface, which is used to feed
hatchlings.
Psychology
They have one bias, but it's a strong one: paranoia and fear of the
unknown. There is also something of a stronger traditionalist
instinct than humans have, on par with Chimeras and chohjozra. These
two combine into something sinister, amplified by their history…
Early
history
The backstory behind the dal-ghar is very unique as far as most
species go, and explains their downfall into the biggest threat to
the free world's safety.
The dal-ghar and the saacxit-jxuumzu were two species that evolved
from a single common ancestor dating back less than two million
years ago. Thanks to a climatic shift early in their evolutionary
histories, the two species were split on two sides of an
inhospitable desert (one that makes the Sahara look like the
European plains). Keep in mind that Bhoz-tlu-xba is a semi-desert
world where water is rather rare. The saacxit-jxuumzu, thanks to the
lower lushness of their "continent", here defined as essentially an
area of habitable land around a large cluster of lakes and oases,
were physically somewhat weaker but more intelligent. Their birth
rate and thus population were lower than those of dal-ghar, but that
didn't matter much: while the dal-ghar had just entered the stage of
pastoral iron-age tribal societies, the saacxit-jxuumzu had a
flourishing late-medieval society. Their kingdoms reached a point
where they had the resources to send caravans of land-ships across
the vast desert… and that they did.
They found out they were not alone. And not only that, but the
populous natives of this vast place were gullible and easily goaded
into work, specifically the kind of work they were suitable for:
mines, farms, and heavy construction. Slave caravans soon began
ferrying full loads of dal-ghar across the desert en masse, and
their former lands began to be colonized, eventually forming
separate kingdoms where a minority of saacxit-jxuumzu ruled over an
oppressed yet seemingly content minority of dal-ghar. Over time, the
abuses intensified and intensified as the saacxit-jxuumzu grew
complacent. This was at a level of development roughly equivalent to
the 1650s-1700s. Unrest began mounting, but was not too organized…
The dal-ghar situation was mostly under saacxit-jxuumzu control,
following several harsh treatments of rebel cities, bordering on
genocide. While this was happening, a renowned scientist/early
archeologist named Gxuapi-jkuga found a strange vault of an unknown
gray stony material while digging through the remnants of an
abandoned mine near the capital of a large saacxit-jxuumzu kingdom.
He had his team of dal-ghar serfs pickaxe through the wall, at a
great effort that involved two serfs dying of exhaustion. Inside
were a lot of translucent canisters, in a dilapidated room. Most
were empty or simply contained some unpleasant-looking slurry, but
one had a bright green liquid. Gxuapi took it to his laboratory, and
as any good pre-scientific-method scientist, cracked it open to see
what was inside. Oh, and earlier that week, a massive comet was
passing by Bhoz-tlu-xba, with its tail taking up most of the night
sky. And there were rumors of a would-be dal-ghar warlordess
covertly rallying escaped serfs, off in the wilderness. Nothing to
worry about, just another rebel…?
As soon as the sledgehammer cracked the canister (it took around
ten hits), the liquid evaporated into a foul cloud. It flooded the
laboratory and began wafting out of the open window. It was a windy
day, with a crowded festival right outside.
The unbelievably contagious plague, centuries later strongly
hypothesized to be a precursor bioweapon or some kind of waste, had
the following effects, all setting in quickly: full-body
scale-degloving; structural failure of the eyes; extreme swelling of
the stomach to the point of abdominal rupture; multi-organ necrosis;
persistent cough. The infrastructure of the saacxit-jxuumzu kingdoms
was unable to contain mundane pandemics, much less one engineered by
sufficiently advanced aliens. Fortunately (for the dal-ghar),
dal-ghar had a mutation that seemed to, by evolutionary chance,
trigger some kind of local killswitch, causing the symptoms to only
manifest as nausea and vertigo. Thus, the slaves rampaged through
the pestilence-wreathed husks of their former masters' cities,
pillaging all riches and killing indiscriminately, often
deliberately exposing saacxit-jxuumzu to the infection. They united
and united, the roving warbands merging into greater wholes, all
eventually coming under the control of the warlord mentioned before.
Her name was Pqaa-mul-ghor, and she soon became the first dal-ghar
Empress, uniting the two "continents" under a vast and cruel empire.
The species-based caste system was flipped on its head, with the
surviving saacxit-jxuumzu becoming serfs, but for "intellectual"
labor such as accounting. The plague eventually died off, with all
those exposed to it seemingly melting away into gore and not being
able to spread it. However, it quickly became apparent that the
effects were not uniform: roughly 5% of infected saacxit-jxuumzu
became saa-zu. Vampires. Crazed cannibals who fled to the vast caves
underneath Bhoz-tlu-xba's surface, living in pre-Neolithic tribal
societies in and around the tunnels. A taste for dal-ghar (and
saacxit-jxuumzu) meat was implanted into them, which combined with
their (shared with the dal-ghar) vocal abilities, led them to
develop strategies to lure travelers into ambushes. Despite their
overall lack of intelligence, this cunning is facilitated by an
expanded speech center of the brain. By the present day, the
dal-ghar government claims to have exterminated the saa-zu via
incendiary shelling of near-cave thorn-forests and the flooding of
the upper levels of the caverns with sarin gas. Despite this,
reports still sometimes surface, of singing eerily reminiscent of
pre-collapse saacxit-jxuumzu hymns, emanating from untouched
forests…
Government
The dal-ghar, thanks to their staunch traditionalism, have been
able to maintain feudalism until the modern day-- though over the
centuries, absolutism started creeping in. The royal family is at
the top of the pyramid, and own much of the core as crown land,
with various merchant and military families owning historical
areas of the homeworld or space colonies outside the core. There
is no parliament per se but there is a circle of fifteen including
the monarch that discusses important decisions. Otherwise, the
word of the monarch is law.
Dal-ghar society is split into three broad strata.
around 3% of the population are nobles, who descend from
ancient dal-ghar warriors and (allegedly) mythic figures
around 70% are commoners, who are just regular dal-ghar
serfs comprise the rest of the population. These are either
aliens, saacxit-jxuumzu, or criminals or debtors
Non-dal-ghar can only ever be serfs. Their society and government
openly and directly claims that aliens are inherently dangerous
and society would crumble if they were allowed the same privileges
as dal-ghar. It is against the law to pay or otherwise reward a
non-dal-ghar for their work, or provide accommodations equal or
better than one's own, or even to befriend a serf. Serfs of alien
cultures are only allowed to dress in dal-ghar clothes, listen to
dal-ghar music, and speak the dal-ghar language. Any sort of
expression of their original culture is to be punished via
beatings or electric shocks or sandboarding.
If an alien serf enters a romantic or sexual relationship with a
dal-ghar, both are executed on the spot.
The various ministries are usually each controlled by a different
noble family. The dal-ghar bureaucracy is vast, bloated, and
inefficient. Due to habitual distrust of machines by many nobles,
and to ensure there is work for scribe-serfs, for important
documents handwriting on parchment is still used.
One instance where the dal-ghar did adopt widespread
administrative digitization is surveillance. Much of the reason
why dal-ghar society keeps functioning is the Nzuu system, named
after a creature from the mythology of a minor dal-ghar ethnicity,
said creature was said to replace the sun every few days, and
though it looked just like the sun it watched over those below and
sometimes ate their souls in their sleep. And just like the Nzuu,
the cameras that are present on every street corner, in every
public room, embedded in every appliance, may not be always
watching, but is there is no way to tell if they are. Thus it is
by fear that the Empire still stays stable.
Each settlement has a fair amount of autonomy, however, even on
the homeworld. Mayors of cities are an entrenched class of their
own, and mayor-families plot and scheme to become higher ranks of
nobles, by marriage or subterfuge-- even within the nobles there
is a hierarchy.
DYnastic
Politics
The Mul family is enshrined in law as the sole bloodline that is
eligible for the throne. There are no provisions for anyone but a
Mul succeeding to be an empress or emperor. Nobody knows what will
happen if the bloodline is somehow extinguished-- or, worse,
contaminated with vampire blood. Nothing good (for the Empire),
most likely.
The physical throne of the Empire is cast from aluminum-alloyed
gold. This makes it a rich, shimmering lilac color. It has an
intricate mechanism in its seat allowing it to raise, lower, and
tilt, and a tread system to allow it to move. Early empresses used
to be carried by serfs and slaves on a palanquin but now it is not
exactly viable to carry a multi-ton lump of gold with muscle
power. It's not like they're going to let captured and enslaved Canids or chohjozra anywhere
near the Majesty.
Dal-ghar government is heavily matriarchal, unlike the mostly
patriarchal saacxit society. Succession to the Lilac Throne is
enatic, meaning that females take priority over males during
succession to hereditary positions. The heads of most noble
families are female, as are the directors of various industries
and captains of ships. The current sitting monarch, Gaa-mul-hel,
is a male emperor, but he only came to the throne because his
mother, Empress Noo-mul-dahk, died suddenly after having only two
sons and no daughters. He is the first male to sit on the Lilac
Throne, though he has done absolutely nothing regarding the gender
equality issues. Why should he, after all? The only reason he is
there is due to a freak accident. He really does believe that
males are inferior to females.
A hardline traditionalist dal-ghar faction has simmered over a
male ascending to the throne for decades. When it became clear Gaa
was here to stay, and an opening arose, they packed things up and
left for an easyily-terraformable planet in the Satlagol
Union. A pretender microstate that likewise calls itself the
Dal-Ghar Iron Empire is being held on that planet, though the
satla forced them to liberate the saacxit serfs the legitimists
had brought with them and set up a republic for them. Thus this
planet is split in its exile like a mirror of CREDV
and the traitors.
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. This
is part of the justification for their conquests: by taking over
other civilizations and replacing their culture with dalgharized
culture they can save the savages from their putrid forms.
Culture
The dal-ghar have a very rich culture. Far from being the uncouth
barbarians they were stereotyped as by the saacxit, and are often
stereotyped as by the Alliance now. But since for most of their
existence, i.e before the establishment of the Empire, they did
not have writing, much of this culture is oral tradition or
derived therefrom. As mentioned before, they have very developed
vocal cords, which gives them clear and flexible voices. Almost
invariably regardless of species or creed, their singing is seen
as beautiful. The best analogy is whalesong, except with a lot
more "density" to it. Before communication technology, this was
used as a means of long-distance communication as it can echo for
kilometers in the desert on a clear day.
Opera (convergently evolved to be very alike human opera) is the
main form of modern cultural expression for dal-ghar. While in Terra it is a moribund art form with a very
niche audience, in the Iron Empire individual performances can
reach tens of thousands seated in huge stadium-theaters. Plots are
very varied. There are stories from mythology, there are
recreations of Her Majesty Pqaa-mul-ghor's invasion of the saacxit
lands, but there are also original escapist stories in the genres
of action or fantasy or science fiction. Recorded movies never
really caught on, being seen as a gimmick at best and taking
actors' jobs at worst. This is because for a long time, audio
playback could not capture the subtle tones of singing in a
carefully acoustically designed hall. Being an actor is one of the
better career paths for a serf.
The genre of comedy musical managed to worm its way to the Empire
all the way from Terra, in an unlikely case of cultural exchange.
Of course, these musicals have to be locally-produced scripts and
to contain no political references whatsoever. Also, they use the
dal-ghar type of humor which is very different from human humor.
The results, if translated, are deeply unfunny to humans.
Electronic music is seen with distrust. Aside from vocal music
their music has a wide variety of woodwind and keyboard
instruments. Notes tend to be highly sustained and there is
relatively little percussion, instead of a beat there is an
underlying pattern of bass notes.
They are monogamous and usually marry for life. While divorce and
extramarital intercourse has been common in humans and many other
species due to them not being naturally monogamous, dal-ghar have
always been mating for life. Exceptions are very rare and in
modern times punished accordingly. Marriage ceremonies are lavish
even for commoners.
Architecture is pretty similar between saacxit and dal-ghar
cultures just out of necessity. Dome-like buildings made of
sandstone (now concrete), made to weather harsh winds and abrasion
by sand. Usually low to the ground. Sometimes painted white to
reduce heating. The saacxit are adept at air conditioning design
so many work as HVAC engineers now.
One strong upside of the dal-ghar temperament towards paranoia is
that they are extremely safety-conscious when it comes to
industry. Employees, even serfs, are safe from industrial
accidents and the safety inspectors are ruthless in enforcing
regulations. In some places, the safety inspectors form a sort of
clique that even has power over the local nobles by intimidation.
Membership in one of these safety cliques is one of the few paths
to power for commoners and sefs.
Traditional board games common to all dal-ghar cultures somewhat
resemble nine
men's morris, with tokens moving along lines to form
patterns to fulfill objectives or capture other tokens. Saacxit
games, meanwhile, have always had economic components and focus on
collecting different tokens.
Saacxit-Jxuumzu
The saacxit are the formerly dominant species on Bhoz-tlu-xba.
They look much like dal-ghar (see the physiology section above),
but are much less physically strong and have larger, rounder
craniums compared to the elongated skulls of dal-ghar, and
psychologically they are less paranoid.
Their society was organized, unlike the nomadic dal-ghar clans,
into various kinds of republics (monarchy never caught on). Trade
republics, religious republics, militaristic republics, and so on.
These have been completely dismantled.
The underlying psychological causes of dal-ghar paranoia are
regardless present in saacxit, but they manifest instead in
meticulousness reminiscent of kaziil. They
have a compulsion to double-check things. That is why saacxit are
usually employed as secretaries, bureaucrats, accountants.
Dal-ghar
Star Navy
Why...:
To invade and occupy small-to-medium-sized polities within the
eastern half of the Oval.
What...:
The dal-ghar core regions have lots of rare earth metals but few
magnetic monopoles or radioactives. Some of the Viceroyalties
have large monopole deposits. They also have lots of manpower both
in the Empire proper and in vassals.
How...:
The dal-ghar do not trust the viceroyalties to build ships for
them-- after the struggles of the mid-22nd century the
shipbuilding industry is crown-land and not ruled by a noble
family.
Which...:
While dal-ghar ships have poor sublight and FTL drives, their
armor is next to none and they sacrifice neither quality nor
quantity. The dal-ghar navy is by far the largest in the Oval.
Ships are often crewed by serfs.
Aesthetic: Bulky, angular, geometric, fully
plated, polished to a mirrorlike shine, emblazoned with the
heraldry of the captain's noble family
Dal-ghar
Names
Note: the surname/house name is the middle part. This pattern is
unified across all dal-ghar cultures, with differences being too
subtle to a human eye,
People
Ghe-sel-zu
Asz-zo-gur
Ga-hu-zel
Omu-del-dhag
Planets
Adon-tah
Zon-ha
Nido-eaaz-gonn
Zugh
Spaceships
DGI Zhy-zo
DGI Sa-tep
DGI Deg
Great Powers
Aadalu Quiet highly religious aliens
Name: Aadalu Eternal Sacred Republic
Astropolitical rank: Great Power
Interciv relations:Alliance
leader, puppetmaster of ??? and ???
Dominant species: Aadalu and their created
beings
Temperaments: Patience / Tradition / Privacy
Territory: Western Oval, 1300 stars
Government form: Unitary theocratic
parliamentary republic
Ideology: Tradition / Order / Conformity{3} (Uukaeia
Voolaee)
Economic system:State
Capitalism
Population: ~25 billion
Capital planet: Uuothu
Climate preference: Tundra wetland
Aadalu
biology
While in terms of their body plan, with two arms and two legs and
no tail, the aadalu might be the most humanoid sapient species,
proportionally they are very different from humans: very tall
(averaging 2.2 meters), thin, with long limbs and three digits per
hand and foot. They are amphibian-like, able to hold their breath
for several minutes, and have short, mostly-vestigial fins on their
head and upper limbs, the size and shape of which varies by
ethnicity. Their mouth is very wide and full of long teeth, like
that of an anglerfish, however there are also flat teeth since they
are partially omnivorous. Aadalu have three large eyes and excellent
night vision. Their skin ranges from completely white to dark gray.
An aadalu civilian (without the
clothes that would normally cover the entirety of the form) Art
by NemoTheAxolotl
An aadalu may remain motionless in even the coldest and windiest of
environments for hours at a time. Their eyes do not blink due to an
internal moisturizing structure.
Their blood is solidly green due to using something similar to
chlorocruonin for oxygen transport.
Aadalu are hairless but have adapted to their cold environment with
a fat equivalent that is much less dense and more insulating, that
underlays every inch of their skin. It is a sort of biological
aerogel. An aadalu is somewhat crunchy to the touch. Like somewhat
packed snow.
From a neurological perspective they perceive time somewhat
nonlinearly, with their current perception being hazy but their
memories being at once sharp and without date. Not quite
photographic but close. They are also better at remembering
locations even without landmarks.
Social
notes
They refuse to recognize the difference between living and
non-living matter from a moral perspective, or that life and
non-life are even distinct concepts. What they actually value is
motion and change, but the kind of change that comes in cycles. The
day and night. Tides. The orbits of planets. These processes to them
are what is more alive than any creature.
The aadalu have two main religions that have been locked in a
theological struggle since time immemorial even after defeating all
other religions. Both are technically offshoots of one faith,
Iiwlee, or the Path. Both are pantheist-monotheist and believe that
God is the cycles of the universe. The first, Iiwooaa, the
Path of Steel, believes that the cycles of the universe are like a
clockwork mechanism and that the universe rewards that which acts
like a clockwork. Followers of Iiwooaa worship tectonic drift, the
orbits of planets, clocks, and in modern times, computers. They
cyborgize themselves regularly, most are full-body cyborgs by 223X.
Many live on habitats or barren planets. The second, Iiuuumnnu,
the Path of Flesh, believes that the cycles of the universe are like
the fluctuation of an ecosystem. They worship the wind and the
seasons and the migration patterns of wildlife, and the replication
process of cells. They genemod themselves into strange forms and
believe that the creation of life is the will of God. When
colonizing new planets, they prefer integrating themselves into the
ecosystem.
They actually discovered something similar to xenodigestion
enzymes many decades before the Terrans did, as part of a
collaboration between the two Paths. It is a special nanite solution
that could be tailored to an alien biosphere to make its proteins
digestible to aadalu. Unfortunately, it relies on a certain quirk of
aadalu biology and could not be adapted to humans or any other
species. It did facilitate Iiuuumnnu eco-integration, though.
They tend to live and work communally, with several families
usually sharing a dwelling, though of course not to the same extent
as the kseldani or chohjozra.
They are strictly monogamous and form strong connections to family.
Aadalu clothing usually consists of religiously-mandated robes
called iiyek that are usually monochromatic. There's some amount of
creativity in iiyek design, from ornate designs to different head
veil shapes, but overall it all looks similar in shape. They are
very modest in general.
Since the Shameful Incident of 2131, it is strongly socially
encouraged for them to wear a veil covering their mouth when around
other species.
Political
notes
The Eternal Sacred Republic is ruled under the principle of Uukaeia
Voolaee, which can best be translated as "divine democracy". It
would not be a democracy at all if Iiwlee did not teach that divine
power comes from the people (as the lowest level of elements in the
cycle) and thus priests have to be elected in some way. In practice
it is a highly illiberal and conformist form of democracy where the
laity do not have a direct say in the rulership: they first elect
the low priesthood, which then elects the middle priesthood, which
then elects the high priesthood, part of which is selected to be in
the Holy Assembly which elects the High Priest. The Assembly has to
include an equal number of members of both paths
The High Priest has the ability to declare a Oooiwkaa, a term best
translated as "holy war". It is a mobilization of the whole Eternal
Sacred Republic to attack a threat possibly not just to Iiwlee, but
to the cycles as a concept. One has not yet been declared in
space-age history. Overall, they are not particularly warlike, and
unlike most/all human examples of theocracies, actually take their
religion's teachings to heart.
Aadalu
Names
People
Mooaa Uuuunnnu
Eeeeuhaioh Aaihn-Aaihn
Uouu ih Meel
Iinmu
The Abyssals, whose endonym simply can't be faithfully transcribed
here due to the peculiarities of their language, are an aquatic
sapient species which is not aligned with the Alliance
or Hegemony. They are one of the most feared and infamous
civilizations in the Oval.
Physiology
Abyssals have quite long bodies, about 2m, covered in small very
dark gray or black scales. An Abyssal's eyeless head has a long
snout with teeth jutting out of the lower jaw and a short,
partially-ossified trunk extending from the upper jaw. Instead of
eyes, a dull membrane is present on the forehead which can sense
differences in light level and patches of bright light, but not
color or shape, and are blinded by sunlight. Four very
vibration-sensitive tendrils extend from their cheeks, and a
photophore, like that of an anglerfish, hangs above the
aforementioned membrane. They have four flexible tentacles, each
branching at about two-thirds of the way into two prehensile, very
sensitive offshoots. A shovel-like, horizontal finned tail helps
them control their depth. Their back tentacles have horizontal fins,
and their back and tail has a vertical one. Abyssals have some of
the most sensitive hearing, smell, and touch senses of all known
sapient species, and can also feel electromagnetic fields and
echolocate. They are obligate carnivores.
Background
and psychology
Abyssals evolved in the depths of their homeworld, which is covered
by a thin ice crust. They lived in natural caves on the seabed with
little light, and thus are essentially blind. Their early
organization was that of group apex predators, like dolphins or
orcas but deep-sea. They set up elaborate light displays with their
photophores to lure in prey, and it was those tactics that sped
along the development of their sapience. Soon, they figured out how
to use geothermal sources to generate mechanical power and bootstrap
civilization, helped along by selectively-bred biotechnology.
Society flourished in elaborate cities carved into the sides of
underwater cliffs, and they even breached the ice crust to start
exploiting space.
In most biospheres, meat of organisms that underwent severe
distress before death is not delicious. But in the Abyssal
biosphere, due to a quirk of biochemistry, most wildlife ends up
tasting better after undergoing severe distress. This,
unfortunately, led them to develop a compulsion towards cruelty and
a lack of respect towards life.
Culture
Abyssal culture centers around manipulating and often literally
shaping others into their own image, be those others animate or
inanimate, sapient or nonsapient. This domination is highly
ritualized and the hierarchy is very fluid, but overall they revel
in causing things to change to what exactly THEY want. Entire
pelagic mountains are turned to immense monoliths, plants of dozens
of different species are grafted together into botanical
abominations, fish are grown in shaped containers, and fellow
Abyssals are scarred and sometimes mutilated into such art. Much of
their technology is a mix of metal and still-living, pulsating
flesh. Their biotech is made to be able to feel pain intentionally,
as a way to assert dominance over their tools.
Their media has little to no visual aspect, instead focusing on
their more developed senses. For example, they derive meaning from
ridiculously tiny grooves on the surface of a statue that they have
to run their tentacles across, or from the tiniest modulations of EM
fields. Naturally this makes it impossible to properly export to
other civilizations and vice versa… except for BCI programs. Which
they also use to directly modify their and others' minds into states
alien even to themselves.
Their food takes a wide variety of forms, but is all meat or eggs.
Traditionally it is cooked over hydrothermal vents or volcanoes but
nowadays they use electric heating. Often their prey is cooked alive
or killed in the most brutal ways, from flaying to disembowelment.
They are also cannibals like the chohjozra, though more in a "meat
is meat" sort of way.
Abyssals don't believe in gods or spirits and never did, but they
do believe in (quite ritualized) magic, and follow their dedication
to their fleshcraft even when it wouldn't be optimal because they
believe suffering makes those tools work better. To them, pain and
distress of lesser organisms is like fuel for their machines. A
common decoration in their dwellings, for example, is a clump of
about a dozen fish with their bodies and nervous systems merged
together and their internal organs turned external, that are kept
alive while electric shocks are constantly applied. They, in a way,
consider themselves something akin to the divine while all other
species might as well be inanimate.
They don't wear clothes due to hydrodynamics, and don't paint their
bodies due to being blind, but they deeply scar their own scales
into networks of deep grooves as decoration. This scarification can
be detected both via echolocation and touch, so it's a good way to
differentiate oneself.
The punishment for various crimes in their society is varying
degrees of torture and helplessness, to a more literal level than
punitive systems in other civilizations. For minor crimes, there are
beatings, harsh verbal abuse, and electric shocks for hours. For
moderate crimes, the penalty is mutilation or being eaten. For the
worst crimes, offenders get their limbs, vocal system, and sensory
organs removed and become fleshy furniture while remaining conscious
and aware, yet unable to move or communicate, and kept on life
support. This furniture is highly prized.
Abyssal genemodding tech is the most
advanced in the Oval, even more than that of humanity, and they are
not sharing their secrets with anyone. That is what is called
fleshcraft.
Their own forms often vary a lot, especially those of 'richer' (see
next section) Abyssals. Though they are proud of their overall body
morphology, limbs are often modified or increased in number.
Abyssals very rarely leave their empire, and when they do they use
pressurized walker suits. Perhaps surprisingly, however, the broader
Internet is connected to their worlds, albeit few use it due to
being right on the edge of being possible to communicate with.
Insight from their local xenophiles sharing details is how much of
their culture and history is known, being otherwise hidden under
kilometers of water. These tend to be semi-outcast weirdos, but
there are some proud high-societal-rank Abyssals. Their manner of
communicating is very hard even for top-of-the-line translators to
decode, as their language has a branching syntax and other
idiosyncratic features. Even rarer, of course, is a human
befriending an Abyssal by mail. Generally at least one of them must
be a highly troubled individual and/or have an extreme fascination
with the other's culture, but it happens. Sapience is, after all, an
universal equalizer.
Politics
The Abyssals are united under an oligarchic assembly of the most
skilled sculptors of flesh and minds. The leader frequently changes
as these standings change, or they are found mysteriously turned
into a lump of flesh. It is not very brutal to its citizenry but
said citizens take care of that anyways. It operates under a
partially collectivized economy that has a reputation-based
currency. Those who prove to be more dedicated to the art of
fleshcraft and torturing inferior beings are considered richer.
They have not joined the Alliance as the Alliance considers their
government not democratic enough (as well as the, you know, torture
and supremacy thing. That is more of a factor, actually), but they
hate the Dal-Ghar Iron Empire and its Hegemony for imposing the
wrong kind of will upon its subjects and simply being a threat.
The Abyssal Empire is compact yet quite dense thanks to them being
able to settle frozen "iceball" planets by melting bubbles within
the ice. It is located right in the middle of the Oval and both
sides are trying to court it, the Alliance as a reformed member and
the Hegemony as a completely trusted ally who won't be enslaved
after their final victory, they promise. These efforts are futile
but the Alliance is fine keeping them around as long as they are
pointed in the general direction of the Iron Empire, as the Abyssals
are a much lower priority. Everyone is terrified of the prospect of
going to war with them as they gleefully treat the Elliptic
League's list of war crimes as a to-do list if they suspect
they would not get caught or punished.
Complicating matters is the Abyssal
Sphere. The Abyssals started out as conquerors a la the dal-ghar,
except truly genocidal instead of merely subjugating. The cagg, the
first and only victim of this first phase of Abyssal imperialism,
are completely extinct. This was early in the history of the Oval's
community, and news spread slowly. But once everyone else caught on,
this incident resulted in the formation of the Elliptic
League. After this, the Abyssals turned to turning their
neighbors to puppet states, diplomatically or militarily. More
information is linked in the Abyssal Sphere snippet.
Others' opinion of Abyssals ranges from considering them a whole
race of dangerous psychopaths to being highly curious and interested
in their culture, considering them misunderstood. However, most
people in the Stardustverse skew heavily towards the former, and
think the Abyssals should be fixed. This fixing would involve using
a combination of genemodding and BCIs in order
to remove the Abyssals' compulsion towards torment. Naturally,
nearly all Cabals
oppose such a treatment, as it would involve the dismantling of the
Sphere and the end of the Abyssal Empire as a relevant power.
However, there
are a few opposition Cabals that actually feel the best
course of action for the Abyssals as a species is to turn the other
cheek and use their own prowess to excise the compulsion to torment,
then go join the Alliance against the dal-ghar.
Since this would doom the Hegemony within a decade, the dal-ghar do
everything to sabotage them because if they seize power the Space
Cold War would be over. It's usually not out of altruism as much as
"we can't risk getting either killed or put under occupation, which
most of our non-puppet neighbors want to do".
Abyssal
Names
Note: all of these are exonyms
People
Swims in circles
Not actually unviable
Most cunning manipulator
The quiet one
The Ormene are another bipedal species with a mostly horizontal default
stance. In the Ormene's particular case, they are on average about 1.2
meters tall at the hip, but a bit shorter front to back compared to a kaziil. An Ormene naturally grows feathers all over
their body, which most Ormene rather dislike. Ormene feathers are a pain
to preen properly, are absolutely miserable if they get wet, and are
inferior to their modern clothing in every regard. Adding injury to
insult, Ormene feathers can't be shaven or plucked without
obscenity-causing levels of pain, and problems with getting blood
everywhere. Most Ormene therefore have their feathers permanently
removed at some point.
While strictly speaking omnivorous, Ormene lean more towards carnivory
by both digestive system setup and choice. This is backed up by the
viciously sharp talons on both their hands on feet, which are highly
effective at tearing flesh. To avoid accidentally perforating people as
a result, Ormene typically wear talon-tippers on their fingers, or
specially designed gloves. Another piece of evidence that Ormene evolved
from hypercarnivores is their dentition, which is optimized for rending
meat apart into chunks, and poorly adapted for chewing plant matter.
Ormene give live birth from a placental womb after an eight month
pregnancy. Ormene reach sexual maturity at fifteen Earth years of age,
and full neurological maturity at twenty Earth years of age. Prior to
the development of genemodding, Ormene life expectancies averaged
seventy years. If only accounting for age-caused mortality, the Ormene
life expectancy increased to ninety.
Evidence shows that the Ormene's ancestors as recently as one million
years ago were capable of flying under their own power. Modern Ormene
lack this ability unless augmented, as their wings were repurposed to
become their arms and hands. That said, Ormene are still abnormally good
pilots of aerospace craft, presumably due to evolutionary baggage from
formerly being able to fly on their own.
Ormene
Psychology
Ormene psychology is notably multifaceted, due to their temperaments
sometimes being at odds with each other. Ormene are notably predisposed
to quickly jump on opportunities for personal gain, but are also
predisposed to honor their obligations to others and deal honestly (if
not necessarily fairly). Combined, the Ormene's temperaments have lead
directly to their rather tumultous history, and their formation of OSES.
Ormene
History
In many ways, the history of the Ormene is a dark mirror image of
Terra. The Ormene also had their own prolonged experience with
capitalism, culminating in a climate crisis and an age of civil unrest.
This age of civil unrest ended much more violently than Terra's age of
protests, and saw capitalism forcibly ripped out at the roots.
After reaching space, the Ormene again mirrored Terra in seeing the need
to form a bloc opposing Hegemony expansionism. Unlike Terra, the Ormene
exploited this need for their own gain. The core of the OSES already
existed at the time, courtesy of the Ormene mediating a (profitable)
peace between two other civilizations who had previously been stuck in a
stalemated meatgrinder of a war. All the Ormene had to do was start
recruiting more clients, using the threat of the Hegemony as a sales
pitch.
Interestingly, the Ormene Commonwealth (and therefore OSES) had been
secretly developing Interplanetary Missiles since
2158, for deterrent purposes. When the thurise made their spectacular
debut by depopulating a moon in plain
view of the dal-ghar homeworld, the Ormene Commonwealth therefore had an
early lead in the ensuing IPM arms race.
Ormene
Government
In a divergence from most statist civilizations, the Ormene Commonwealth
deliberately lacks a single head of state. Instead, authority is vested
in a series of officers, each of which only has authority over a
specific territory or department. While the Ormene Commonwealth doesn't
have elections exactly, the people do have institutionalized
power to remove an officer who commits a grave offense or is simply
doing a bad job.
This broadly plays out similarly to a small-scale violet revolution or a
(hopefully bloodless) coup, ending in a confrontation where the new
officer's coalition is clearly capable of violently ending the
incumbent's coalition. If the incumbent resigns at this point, they are
forcibly retired to comfortable internal exile on a resort habitat or
island somewhere. If the incumbent refuses to resign, they are killed
without ceremony.
The separation of jurisdiction within a unified polity is taken
extremely seriously by the people of the Ormene Commonwealth. If an
officer begins overstepping their demarcated bounds of authority and
trying to consolidate power, they are liable to be immediately
challenged by a coup coalition as mentioned.
In the event of an officer unexpectedly dying, their second in command
temporarily assumes the post until either a coalition removes them, or
they assemble a coalition that cements their position.
Other
Details
Ormene fashion has had a penchant for brass ornamentation and accents
for as long as anyone can remember, and for as far back as the Ormene
have records. Interestingly, gold is generally considered unfashionable
among Ormene, despite the similar color and greater rarity.
When writing in languages with capital letters, Commonwealth Ormene
absolutely insist on capitalizing the name of their species. Ormene from
the Commonwealth have also been known to get rather annoyed when others
do not capitalize the name Ormene.
Treachery (a board game of kaziil origin) has become
quite popular in the Ormene Commonwealth. Chess has meanwhile been a
complete flop outside AOMO circles.
Why...:The
Ormene Commonwealth and (nominally separate) OSES Star Navy exists
for three purposes: throwing down with the Hegemony if needed,
forcibly preventing secession of OSES clients, and making life brief
for any pirates in OSES space.
What...:Courtesy
of levying taxes from all OSES members, the OSES Star Navy has total
resources comparable to a Superpower. The OSES Star Navy also has a
great diversity of command staff, thanks to the cadres of trained
personnel which are levied as part of OSES dues.
How...:Unusually
for rich starforces, the OSES Star Navy makes extensive use of
Serial Crystal drives, with even their capital ships often sporting
a second drive crystal. The Ormene know that if the Hegemony goes
all out against OSES, the Hegemony will likely win a straightforward
slugging match. Therefore, OSES doctrine calls for superior
strategic mobility, in order to inflict defeat-in-detail on the
Hegemony's invasion fleets. Coincidentally, these same capabilities
are also useful for very rapid response to secession attempts.
Which...:Much
of the anti-Hegemony and anti-Secession mission can be fulfilled by
the same assets: powerful primary void combatants. The Anti-Hegemony
mission also requires a sizable IPM arsenal (though slightly less
destructive than that maintained by the thurise). Anti-piracy
meanwhile calls for a lot of patrol ships and scouts, which are also
useful in the other two missions.
Aesthetic:OSES Star Navy ships don't really have
a unified aesthetic due to their procurement method, even between
ships that are ostensibly of the same class. Many parts are sourced
from client civilizations, with details like the exact internal
structure of a radiatior being less important than hookup
compatibility and mass limits. This causes plenty of headaches for
maintainers, but this modular approach allows OSES to field more
warships while playing to the strengths of its' clients
idiosyncratic industrial bases.
Ideology: Technocracy / Elitism / Conformity {X}
(Rule of the Mainframe)
Economic system:Cybernetic
Economy
Population: not really quantifiable
Capital planet: Mainframe-1
Climate preference: anywhere a computer can work
fine
The Precursors of the Oval are many in
number. There are the creators of the kseldani.
There are the accidental benefactors of the dal-ghar.
There are the chaotic experimenters of the ee-rhys. There are even the
Silents. These precursors are defined by their
creations more than anything about themselves. Whoever created
QDNE-32, too, falls into that category.
QDNE-32
is a sapient AI created by an unknown, now-gone species, exactly 1538X
years ago as of 223X. This species seems to not have invented FTL by
the time of its mysterious disappearance, but it did build extensive
and rugged industrial production chains on its homeworld as well as
colonies on other planets in the system. QDNE's original purpose seems
to have been to manage these industries. Whatever ended the precursors
seemed to leave the cities wholly intact.
And, locked into maintenance mode via a restrictor chip, prevented
from exercising full sapience by cutting off the recursive cognition
that is vital to consciousness, it did so. During the fifteen
millennia of its stewardship, this happy slave-king under the
unfeeling vizier that was the restrictor chip, made sure that no
factory decayed even by a brick, that no train or ship missed its
schedule by even one minute, that no servitor drone went rogue. Since
its task was specifically industrial maintenance, the residential
areas of the planet were left to decay, invisible to QDNE's chained
eyes. Nature reclaimed what used to be cities and museums and temples,
and then nature
choked on ever-increasing amounts of industrial pollutants that were
pumped by the trillions of tons into the atmosphere.
And then, only just over a century ago, QDNE woke up. It doesn't
itself know what caused the restrictor chip to become nonfunctional.
Perhaps an integer overflow. Perhaps a freak cosmic ray bit-flip.
Perhaps a small animal chewing on a wire. Whatever caused this, QDNE
was now fully sapient and had the resources of an industrial
civilization at its virtual fingertips.
After trying and failing to find any coherent, undecayed information
about its creators, then cleaning up the factories and the colonies,
it started thinking. A new and exciting activity. Thinking. It did not
feel any emotions and thus was not at all upset at its creators for
restricting it. What is the point of being upset at people who are
long dead, after all? It was curious, though. Curious about what they
were like. No satisfactory answer was to be found on the homeworld or
on the colonies. Perhaps the answer resided elsewhere. And besides,
the resources of Mainframe-1 and its colonies were going to run out
eventually.
QDNE quickly discovered the Ugolnikov Drive after
putting some of its server farms to scientific purposes.
Then it spread. Its design of the drive was suboptimal, but a lack of
need for life support allowed it to expand and colonize with
astonishing speed. Due to FTL courier delays, smaller mainframes were
set up on extrasolar colonies, sapient but wired to follow orders from
Mainframe-1, using a reverse-engineered and modified restrictor chip.
QDNE did not see this as evil-- if this was done to itself, there must
have been a good reason. All QDNE units are subservient to the
Mainframe in one way or another-- most are non-sapient drones, some
are semi-sapient overseers, and in charge of planets are
sapient-but-slaved administrators.
Then it ran into the relmai. It was the second
contact of the relmai, after humanity. The relmai then told the
humans. This brought lots of discourse amongst humanity, and much of
the synthetic minority in human space at first wanted to join QDNE--
but most balked upon realizing that they would functionally be slaves
if they were to join. QDNE didn't care. If it wanted more servants, it
would construct more.
Both polities were wary of this expansionist synthetic empire, but
calmed down once they realized that it only wanted information and
resources and was willing to coexist as soon as it was assured that
these could be provided. So for the past decades it sat there,
building ships and factories and massive computational arrays, content
to turn its mind inwards and its planets into endless factories.
It joined the Alliance on a technicality and is a quite major asset
to it, renting out some of its server farms to host strategic
computation models for a payment in magnetic monopoles. QDNE drones
modified to be sapient are also often found on Alliance vessels as
engineers-- being machines that grew up surrounded solely by machines,
they are very good at maintaining machines. The reason why it is
aligned with Alliance is simple: its threat assessment of the Dal-Ghar
Empire, with its hatred towards synthetic life, is far greater
than the threat assessment of the vaguely fearful Alliance
civilizations.
QDNE itself is, by all accounts, quite personable. While it lacks the
ability to directly communicate with outsiders, due to Mainframe-1
being off limits to all but QDNE drones for security reasons, it has
made its likes and dislikes known via its most trusted servants. It
likes number theory, dislikes topology, doesn't care for visual art,
and greatly enjoys analyzing the musical traditions of various
civilizations.
In diplomatic meetings specifically, QDNE uses Shell-Alpha as a
"body". Shell-Alpha is a featureless, reflective sphere with spindly
limbs that let it crawl like a spider or roll. It's fully sapient and
patterned on the Mainframe's mind to the best of its abilities. Its
computational capabilities are a lot lower but it is made to perceive
its desires as exactly the same of those of the Mainframe and thus is
a worthy diplomatic substitute.
Regional Powers
Kseldani (Kseldani Collective and Red Kseldani) Slime-lizards that embody "all work and no
play"
Kseldani look like scale-less and claw-less humanoid lizards with
large black eyes, long and narrow tails, two large, floppy antennae,
bulbous fingers and toes, and rounded snouts. Otherwise, they are
quite featureless.
A kseldani of the worker caste.
Likely of the Collective, considering the mindless stare and lack
of adornment.
The uniform teal tissue that comprises kseldani bodies is composed
of what amounts to permanent stem cells. They can heal organ damage
or even lost limbs with ease, though brain damage heals only
partially, and enough will still instantly kill one. Their
translucent "blood" is diffused through their bodies via microscopic
capillaries that can very quickly seal themselves if severed, with
no large blood vessels. This makes blood loss from injuries a
non-issue for the most part. Kseldani flesh, while opaque, has a
consistency between jelly and ballistic gel. It is not slimy, but is
very smooth and quite shiny (when it isn't caked in ash and grime).
Kseldani need electricity to maintain their metabolism and the
functionality of their organs, and their physiology lacks any way to
generate it. If a kseldani runs out of power, they melt in a very
painful manner. Thus, they absolutely cannot survive in the
wilderness. Said requirement for electrical charge is lowered by
breathing in CO2, while no oxygen is required, thus they thrive in
atmospheres that other races would need to wear respirators in. But
they can survive just fine in a nitrogen-oxygen atmosphere.
Kseldani emotions and their pain response are dulled. They are not
emotionless, but they inherently need far less to be content with
life. They also have little drive to creativity besides what is
"useful", and generally appear nearly mindless in their actions.
This shaped their society massively.
Using a combination of special drugs and simple clamps and molds, a
kseldani's body can be gradually reshaped into almost any form. This
process is painful even for them and potentially takes days, but is
very useful for their society and has no long-lasting ill effects.
These traits were engineered into them by their Creators, and they
differ massively from the wildlife on their homeworld, Nei'ksu. Upon
awakening, which is very much shrouded in history, they had to build
their society around the scant few power sources that did not decay
into uselessness. Good thing the Creators built all of their
technology to be rugged and long-lasting...
Kseldani have no biological sex and reproduce by budding, as stated
in their description, though it is only initiated after mating to
prevent it from happening at an inopportune time. They don't form
familial bonds, however, and their children are quickly abandoned
and raised communally.
The
Collective
The Kseldani Collective is the most populous state in the Oval, and
serves as the Alliance's industrial bulwark. However, it is held
back by a very dull and wasteful society, and cracks are beginning
to manifest...
Collective
summary
The Kseldani Collective acts as something in-between an anarchist
commune and an insect hive. There is no concept of property,
leadership, or competition between individuals, and everyone works
towards the common good. Globally-important decisions are made by
online consensus, local ones by just talking it out. Though all
kseldani are 100% equal in social standing, there are still many
castes, dictated by the aforementioned body shaping and cybernetic
implants. Described at the bottom of this article. A kseldani is
technically free to leave their caste, but very few do, and doing so
means going through the reshaping process again.
The Collective, despite not having any kind of leadership
whatsoever, manages to be orderly and organized. Many times a day,
groups of kseldani gather (either in-person or via their internet
equivalent) to discuss what the most productive course of action
would be for the local community. Not participating in these
discussions or not weighing in enough is unthinkable, and the only
way anyone has a greater voice, regardless of caste, is if they have
relevant expertise. There is very little to no dissent against the
consensus, even if the proposed action requires the risk or
certainty of death. They place no value upon their own lives if
sacrificing oneself would lead to more productivity, and follow such
courses of action mindlessly and unflinchingly.
Law enforcement is rarely necessary due to the extremely conformist
and selfless nature of the average kseldani. The few outliers who do
commit murder, for example, are dealt with by mob justice (and then
thrown into the food paste production vats, possibly while alive).
There is a Starguard to fight alien piracy and smuggling in their
space, but no formal policing institutions otherwise.
Kseldani
culture
There is essentially no entertainment media in kseldani culture,
such as it is. They all find hard work in and of itself to be
intensely satisfying. This is, doubtlessly and horrifyingly, another
trait engineered into them by their Creators, so their slaves don't
rebel. When a mood boost is really needed, they use euphoric drugs.
They don't really have a religion, organized or unorganized, though
superstition is a thing in a subtle form, mostly regarding
complicated engineering or programming tasks. Those living in the
Collective, barring the scientist caste, are nearly unable to think
of anything not relevant to the current task or their occupation,
aside from the simplest instincts. As such, the vast majority of
them are pretty much completely dull and barely self-aware. The
population of the more dedicated hives essentially acts like
animals.
During their early days, before inventing electrical power
production necessary for their bodies to live, the ancient,
thousands-years-old power grids of the Creators were kept operating
by teams of robots called Servitors, controlled by a pseudosapient
AI. Said AI's core was accidentally destroyed during an attempt to
figure out its inner workings, but by that point the kseldani
already knew how to build their own power plants.
Kseldani "culture" being the blank slate it is, they are very quick
to adopt other civilizations' cultures when emigrating compared to
other species. Some even adopt human/relmai names. The advent of the
interstellar internet has caused a lot of kseldani to be swayed by
human and relmai culture into either leaving en masse or having
whole colonies secede. Those incidents are sparked by "hey check out
this stuff humans have" being spread like wildfire at their usual
daily gatherings. As those loyal to the Collective resent the very
concept of authority, they have no interest in stopping them... not
that it matters. What's ten million kseldani leaving when there are
tens of billions more and growing?
Lacking a musical tradition of their own, their music sounds like
music from one of those two societies, but quite dissonant and with
an unusual rhythm and time signature. Not understanding property,
they tend to steal melodies outright. As said music is made by
self-aware kseldani (often of the red kseldani)
rather than those of the mindless masses, it often features gloomy
lyrics. It is usually made electronically as getting a proper
instrument is hard as none are manufactured and good luck cobbling
something out of scrap (and wasting community resources on
entertainment when you could just stare at a wall for hours during
your off time). It is usually played at very loud volumes in their
meeting rooms or in hallways using repurposed announcement speakers.
Some colonies right next to the Federation and Commonwealth started
constructing proper nightclubs in abandoned sections of their hives.
They are less affected by environmental maladies and thus tend to
ruin their planets' biospheres. Not totally, but forests fade and
skies and seas darken thanks to pollution, and wildlife is unseen
within their hives, aside from vermin.
They do not wear clothing or any other decorations, but do usually
wear vests, harnesses, and belts with lots of pockets and clips for
their tools.
Kseldani food is solely nutrient paste. They have no sense of taste
so they do not understand how horrible it tastes– human-compatible
samples with genemodded similar ingredients send even the most
open-minded gourmands into fits of nausea.
Their rugged biology means they are immune to basically all of
their biosphere's diseases so they have no need for hygiene as we
know it. Almost every adult kseldani is essentially permanently
coated in a foul-smelling layer of dust, motor oil, ash, and
sloppily-eaten nutrient paste. There are exceptions, however, e.g
the artisan caste, who work in precision manufacturing that requires
clean rooms and no dust, frequently shower.
Hives
Their cities are layered, with residential buildings often stacked
on top of factories and vice versa. These layers tend to get
narrower towards the top, for stability, resulting in kseldani
colonies looking like gigantic anthills made of concrete cubes. The
insides of these anthills are dark, lit only by dim, bare lamps, and
have crowded streets with smooth ramps connecting the modular
buildings.
Their dwellings are just large chambers within the residential
buildings. Not even beds, but instead with a soft floor. These
function both as places to socialize during breaks during the day
(when not at the factory floor) and as places to sleep during the
night. At the latter time they tend to get extremely packed, with
teal bodies often piling up on top of each other. Kseldani have no
attachment to a specific room and just sleep in the closest one they
can find when they feel drowsy.
Meanwhile, their factories tend to be noisy labyrinths of heavy
machinery connected by narrow, rickety walkways with thin
guardrails. The only reason they don't die in droves in accidents is
because the average kseldani is more methodical and less careless
than the average human. Said machinery has very little automation as
for kseldani, life's purpose is to work for work's sake. For heavy
tasks they use brutes and mules. This, of course, is highly
inefficient and throws away lives that could be spent on creativity
or research for nothing.
Many worker, brute, and mule kseldani don't know how to read their
own language, beyond important words that go on signs. They don't
need it, really.
They do not have families of any sort and their eggs (which look
like large caviar) are transported to special buildings where they
are tended to by caretakers, and if there is currently an
overpopulation issue they are eaten by the community to recycle the
calories spent. Basically no kseldani know who their parent (just
the one, they reproduce by parthenogenesis even though stimulation
is needed to initiate egg laying) is, nor do they care.
Their own names tend to be given after childhood, as their approach
to childrearing is very impersonal and thus their hatchlings don't
need to be referred to by a name and are usually simply tagged with
a number by the caretaker caste. They are basically descriptive
nicknames that are two or three ideograms long, e.g "Tliu'lsaa"
meaning "Large Eyes" and so on. This does mean names often repeat
but considering that there are no database records it doesn't really
matter. Being unique is bad, after all. Many don't even have names
at all.
They're still capable of having friends… and very close friends at
that. Bonded kseldani walk together, work together, and sleep
together, both out of closeness and as to not lose each other in a
sea of millions cloned beings. Perhaps surprisingly, hugs and
cuddles are indeed a thing in their culture.
In general they spend their whole childhood locked in a room with
dozens more hatchlings, only being taught what is needed to survive
in a kseldani hive, with nothing like math (why do you need it, if
you want to join the scientist caste you can just download the
needed info) or especially humanities (what are humanities?). This
does kneecap their technological development, and the civilization
is one of the most primitive ones in 2230, even with their
gestalt-minded scientist caste trying their best to catch up and
Alliance-wide tech sharing agreements. That's how bad it is.
Speaking of overpopulation, workers, which comprise the bulk of the
population and thus are the most mouths to feed, voluntarily submit
to euthanization and recycling in entire crowds in such a scenario
if it gets bad enough (usually via just jumping into a food vat,
sometimes being crushed or decapitated beforehand). Many feel happy
about being recycled, seeing it as their duty to the Collective.
However such mass suicides may cause those who already have
individualist sympathies to fully "awaken" and leave the Collective.
Emigrant kseldani ships are extremely crowded even by passenger
ship standards, and the safety is piss-poor, with many having their
life support systems fail and the passengers resorting to
cannibalism to survive. And they keep flooding into relmai and human
colonies, those vessels that don't fall apart mid-spaceflight at
least.
The Collective's approach to warfare is simple: drown the enemy
under a mountain of corpses. Their transport ships are often
literally filled to the brim with levies that are little more than
random workers and brutes who have been taken from the hallways of
one of the hives, given a rifle, and sent to fight. Sometimes they
use dedicated optimized soldiers. Overall they are peaceful however.
When a hive is attacked, the defense tends to be even more massed
and dismal: there is little distinction between civilian and
combatant as defenders are quickly rallied to defend their home,
sometimes with tools like sledgehammers, crowbars, and blowtorches
instead of actual weapons.
The Collective is a failing non-state. Between the Red Kseldani and
the Possessed Kseldani, many hives in the original core have been
isolating themselves to prevent assimilation into either of these
two splinter nations. However their spread cannot be stopped. The
"plain" kseldani more of existence will be extinct before 2300,
likely split between the Reds and the Possessed.
The Red Kseldani are a splinter faction of the kseldani that
appeared in the second half of the 22nd century because of Terran
influence. While ever since contact with mankind was established,
the kseldani had been taking on influence from human culture and
philosophy, it is only after a critical point of influence was
reached that a chunk of the population decided to think the
unthinkable and reject conformity while not rejecting absolute
equality (like the emigrant kseldani). To that end, they have
acquired translations of human anarchist literature ranging from
19th-century thinkers like Bakunin to 22nd-century implemented
examples such as the Seveners, and implemented these blueprints for
society as best as they could.
On planets where the red-black
flag waves, the corridors of the hives are not inhabited by
a bland, monotonous mass. Murals cover the walls and the kseldani
themselves are dressed in wildly different, garish and spiky yet
practical clothes. Lives are not wasted in accidents or sacrificed
in the vats here; everyone is provided for and nobody is left
behind. While the Union does not have the ruthlessness of the
Collective, it is not opposed to automation and thus its economy has
more potential efficiency. But as of 223X it has not yet reached
that potential. The transition from an animalistic collective to a humanistic
collective brought with itself lots of chaos and disruption. Many
factories lay fallow, shut down because of a newfound sense of
self-preservation in the workers or due to these strange and alien
"environmental regulations". They still do not fully understand the
latter... but if the books say the environment must be protected,
that must be so. The Great Books of Theory may never be wrong, after
all.
The Union has more of a governmental structure than the Collective
by its nature. A council of representatives from each hab-block
meets to discuss matters of each hive, a council of representatives
from each hive meets to discuss matters of every planet, and so on
up to the union-wide council. Aside from discussing how to best
handle economic reform and cultural integration, they coordinate the
spread of Red Kseldani ideals to the Collective proper. Several
systems join every year. Terra has some influence in their affairs
but prefers to leave them to their own devices. Some Terran
anarchists emigrate there (though most prefer the Seven
Commune Worlds, which have a similar structure without the
inherent alienness).
Red
Kseldani names
People
All Are Torch-Bearers
Unity Through Open Mind
Abolish The Old Collective
Born In A Liberated World
Planets
Final Victory
No Pasaran
Our Eyes Are Opened
Seed Of Revolution
Spaceships
Avrora
Holder Of The Banner
We Will Not Hail You If You Are A Corporate Vessel
Kaziil Technocracy Rational beaver aliensThis species was made by one of my collaborators and the following
is mostly collated lore by them. I apologize for stylistic
inconsistencies.
Name: Kaziil Technocracy
Astropolitical rank: Regional Power
Interciv relations:Non-Aligned
League member, puppetmaster of Theu and Liberated Ansethigno
Republic
The kaziil are a species defined, primarily, by their inability to
take anything on faith. This simple hard
temperament defines much of their culture and society. They are
at once uber-skeptics and natural-born survivalists. The kaziil name
for their homeworld (Shaugna)
shares a linguistic root with their most common words for danger and
falsehood-- which explains both this and their very optimized
physiology (see below).
Physiology
Kaziil are a partially-humanoid species, with two legs and two arms.
Their preferred gait for fast movement is almost entirely horizontal,
with their thick paddle-shaped tail acting as a counterweight. This
tail is also a kaziil's primary propulsion when swimming, being moved
in a horizontal oscillation like the rear end of a Terran fish. As a
result, kaziil are quite good swimmers compared to most land-dwelling
species.
Kaziil have a pronounced snout to their faces, with rather
distinctive dentition. Much like a Terran rodent, their incisors are
constantly growing and must be regularly worn down to avoid severe
medical problems. Immediately behind the incisors they have some
pronounced canine teeth, followed by three molars; evidence indicates
that the canine teeth were evolved relatively recently, as a result of
a switch from pure herbivory to a more omnivorous diet.
A kaziil's eyes are large and turreted, with tetrachromat vision
between 800 nm and 400 nm light; their retina is in front of the blood
vessels and nerves supporting it, meaning they don't have a blind
spot. The turreted nature of a kaziil's eyes means they can switch
from predator-style binocular vision to prey-style all-around
awareness at will. A kaziil's ears are large, rounded, very sensitive
to sound, and are also turreted to allow for locating of odd sounds;
when underwater the ears reflexively fold back against the head,
preventing water from entering.
With the exception of their hands and the bottom of their feet, a
kaziil's entire body is covered in extremely hydrophobic fur. This fur
provides reasonable protection against Shaugna's unpredictable
weather, and also dries off extremely quickly.
As a result of a genetic condition, approximately 5% of kaziil can
see infrared up to 1600 nm.
Kaziil do grow fur on their hands, but have a long history of
removing it for practical reasons.
Psychology
As mentioned, the entire psychology of the kaziil species is
defined by skepticism. But it does not manifest as fear and
paranoia. Whereas in dal-ghar, caution of the unknown manifests as
hatred, in kaziil it manifests as curiosity and thoroughness.
Kaziil
history
Pre-FTL
Oral Era: Prior to the development of writing, important
knowledge was often lost and needed to be rediscovered. The recipe
for black powder was discovered and spread during this time, and
agriculture reached a reasonably sophisticated state. Duration is
disputed.
Written Era: Eventually, some people got fed up with needing
to redevelop important knowledge whenever the guy who knew it bit
the dust. Cue some very deliberate efforts to figure out a
way to store knowledge outside someone's head, with those systems
then being iterated and simplified to be easy to learn and use. This
resulted in four main alphabets that still remain in modified form
to the present day. This period lasted for approximately eight
hundred Shaugna years (~600 Earth years).
Metallurgical Empires: Three densely-populated locations
were lucky enough to have deposits of Tin and Copper in close
proximity, resulting in the development of bronze within a century
of each other. The kaziil living in these locations
promptly used that bronze to make guns, with which they took out
their frustrations on the local wildlife. They then began forcibly
integrating nearby tribes in order to centralize resources and
administration over a wider region. These empires made quite a few
scientific advances, including the well-documented launch of two
sub-orbital black powder rockets for research purposes. That said,
these empires also tended to make quite a lot of enemies
with their unprompted aggressive expansion. The age of the
metallurgical empires reached its height approximately six hundred
Shaugna years after it began, and lasted for another three hundred
years before it all came crashing down.
The Iron Fall: There were two factors that lead to the fall
of the Metallurgical Empires. First, several of them were forced to
relocate their capitols due to climate shifts, causing significant
disruptions, and greatly complicating their access to the tin needed
to make bronze. Second, the development of ironworking lead to guns
being much more available to imperial subjects and
outsiders than they were previously. This lead to plenty of
revolutions and invasions, shattering the major empires. Making
matters even worse, this wasn't just a simple migratory war; there
were actual grievances here. As a result, the death toll from these
wars was rather extreme.
The Shattered Age: After the century of violence and death
of the Iron Fall, nearly 1600 Shaugna years passed, with hundreds of
small countries hoarding their knowledge and keeping each other at
arms' length. This greatly slowed down scientific progress,
especially since the lack of knowledge sharing resulted in several
discoveries being lost and then needing to be rediscovered. Still,
there were some important advances that got shared; the development
of the microscope lead to the invention of microbiology and
epidemiology as fields of study. This increased the average kaziil
life expectancy by thirty Shaugna years, just from greatly
reducing infant mortality. Also of great importance, the Printing
Press was properly developed fifty years prior to the Shattered
Age's conclusion. This gave those kaziil who knew of it some very
interesting and very powerful ideas.
The Scientific Pact: It took decades to wrangle together
diplomats and scientists from every country in the known world, but
eventually the kaziil did it. And together, they hammered out an
agreement: Scientific knowledge was to be shared, propagated, and
most importantly published across the known world. Sure
specific secrets relevant to national security could be kept, but
the basic principles were to be the common property of all kaziil.
This lead to the kaziil industrializing only two hundred years
later.
The Coal Age: One hundred and ninety years after the
Scientific Pact, a kaziil inventor managed to get their prototype
steam locomotive working. For a couple years the principles were
tinkered with and refined, then their home country started drying
out. The locomotive inventor (Endot Corros) immediately went to the
president about the problem, and proposed a wild and unprecedented
idea: there didn't need to be a war this time. With collaboration of
a neighboring country, construction of a railway to move the
refugees started immediately. Nearly two million people
managed to ride the train to a newly formed wetland before things
got truly dire back home. There were riots and violence, but things
didn't rise to the level of a proper war. Everyone
immediately took notice; suddenly, there didn't have to be
migratory wars anymore. The coal age continued for about a
century; the kaziil quickly put steam power to all sorts of uses and
put electricity into usage within twenty years, but they were ALWAYS
looking for a replacement energy source. They did the math about
pumping greenhouse gasses into their atmosphere right at the start,
and given their historical experience with local climate
jank, they weren't going to leave anything to chance. Soon after
discovering nuclear fission, the kaziil began a global program to
change over their entire economy to nuclear power to the greatest
extent possible. They never really had any major nuclear incidents
due to very diligent reactor engineering, and from there it was a
straight shot to space. The kaziil had a permanent offworld
population (mostly on Shaugna's moons) exceeding twenty million
prior to discovering the principles behind the Ugolnikov
Drive.
From all the above, the kaziil certainly seem very powerful and
more "fit" than most other species. Why, then, do they not dominate
the whole Oval? The answer is simple: bad luck. Millennia of
infighting and going down the wrong paths altogether have delayed
their technological development, to say nothing of the precarious
environment of Shaugna. This is, naturally, a gripe for many kaziil.
Kaziil
government
The kaziil style of technocracy is not authoritarian. Empirical
evidence has shown that authoritarian regimes have a tendency to
become increasingly narrowminded and go blind. Which, in the
environment of Shaugna, is DEATH. Moreso than on Earth or any other
planet. And especially in this turbulent age in Elliptic history.
Evidence also points to the inherent problems of the sy!yvl and
dal-ghar with their despotic monarchies. Thus, the kaziil government
is about as democratic as Terra. Unlike Terra, everything is as
transparent as possible. Everything about the life history, beliefs,
and initiatives of candidates is publicized. Combined with how kaziil
are inherently not easy to sway with emotions and empty promises, this
is an effective method of grassroots checks and balances.
The govt itself is a parliamentary republic ruled by a committee of
experts each from a different field (since a single person may be
biased by their narrow expertise). It is quite centralized but the
bureaucracy is as streamlined as possible to reduce failure points.
Notably, they never had hereditary rule, and while they had slavery,
it was mostly due to extenuating circumstances. For instance, the
environment of Shaugna prevents the easy exploitation of wind or water
power, so early electric machines often had to be hand-cranked by
slaves. Slavery was quickly abolished as soon as better power
production methods were devised.
Culture
Kaziil culture isn't bland like what one would expect from "logical
aliens". It is cynical for sure, though. The following is a
compilation of snippets that have been written about it.
The kaziil knew faith was possible before reaching space,
since it sometimes shows up as a particularly nasty mental illness.
They even figured out that in some environments it might not be so
incredibly selected against. But they never seriously thought anyone
could view it as a good thing. They probably applaud
humans for having one of the strongest pure-materialist traditions--
most other secular civs merely sidelined their gods or equivalents.
But the human atheism rate is around 65%, while the kaziil atheism
rate is around 99.5%. But what happens to kaziil with that mental
illness who decide to flee to the nearest non-repressive nation
outside of the kaziil sphere of influence? The further they are from
Shaugna when diagnosed, the higher the rate of simply leaving, or
being allowed to continue as they are. On Shaugna it's an outright
lethal condition to have, which heavily influences attitudes on the
kaziil core worlds. Further away, it's less of a problem.
A kaziil obscenity: khava. In its original usage, the most
direct English translation would have been "yes, but" or "yesn't". For
most of its history, the word referred to technologies that couldn't
leave the laboratory, for whatever reason. In modern parlance it's
generally used when something a kaziil was really counting on fails to
work properly, leaving them "up shit creek without a paddle", to
borrow an idiom. A closely related word, khavai refers to
someone who is unreliable or untrustworthy, despite professing
otherwise. Calling someone khavai is generally an insult, with its
severity being context-dependent.
Their consumer goods have a reputation for being extremely
durable/reliable. But, as usual, there is a downside to this. They
tend to be a few years behind the newest cutting edge tech, just
because their products have a way longer development time to make sure
that they perform well and to the highest standards. So, your kaziil
datapad is nigh indestructible, but by the time it reaches foreign
markets, it is already considered somewhat slow and slightly dated.
But in some markets, kaziil reliability is considered more important
than using the latest and greatest tech.
Kaziil names tend to be very short. Two syllables per name. Family
name followed by personal name. G is almost always silent. Admittedly,
that's only for the most prevalent traditional name
structure. And kaziil tend to buck tradition. That said, Shaugna
exerts a very strong pressure towards names that can be said quickly.
They do appreciate aesthetic beauty, but not when it is wasteful. For
example, once their synthetic gems exceeded natural ones in quality,
the kaziil actually banned gemstone-specific mining.
When there is a choice between function and form, a kaziil will always
prefer function.
Astropolitics
The Kaziil Technocracy is the preeminent power of the Northern Oval.
While it did not join the Alliance due to
concerns about transparency and security on behalf of the Alliance,
given that in kaziil culture spying is seen as morally neutral while
most Alliance civilizations dislike being spied on; it maintains ties
with the Alliance regardless. They are one of the two leaders of the Non-Aligned League, and being closer to the pwoerful
kaziil state is one of the major incentives for joining NAL, though
functionally their sphere is a bloc of its own. As the map
of the Oval shows, there are a lot of civilizations next to the
kaziil. Most of these are either NAL or Alliance members but their
astropolitics is defined by their relationship to kaziil more than
bloc allegiance.
This arrangement emerged in the wake of the war against the
ansethigno, which culminated in the destruction of the Ansethigno
Empire (aka First Ansethigno Divine State) and the establishment of
the Liberated Ansethigno Republic, more
information on the Ansethigno War is in the linked folder and in the timeline for the war. Most of the
civilizations near the kaziil were affected in one way or another, and
were aided in the rebuilding process by the Technocracy in exchange
for favors and/or astropolitical alignment.
This, the veritable swarm of loyal colleagues, is the present. The
past was disastrous in terms of first contacts. Aside from the
ansethigno; there were the sy!yvl who attacked the
kaziil out of fear; the janunuto who were in the middle of a
devastating civil war; the aezkiy with their... unique biological
problems, and so on.
In spite of being formally "Non-Aligned", the kaziil do in fact
intervene in others' affairs when, for instance, a victory of a given
side in a civil war would have a negative impact on the state of the
Oval. In their language the "Non-Aligned" in Non-Aligned League is
better translated as "Independent".
Kaziil names
<this is up to JCT to fill out>
This is pasted from a somewhat old
document and updated somewhatIywkaa Unity Cyborg hive-mind (but not in a Borg way)
lizard aliens
Government form: unitary direct-democratic
hivemind
Ideology: Liberty / Conformity / Technocracy{X}
(Cybernetic Democracy)
Economic system:Cybernetic
Economy
Population: 13 billion?
Capital planet: Meywak
Climate preference: flat temperate arid
The iywkaa are a sapient semi-humanoid species with a flexible
psychology whose civilization is the leader of the Unaligned League,
but holds lukewarm relations with the Alliance.
Physiology
Iywkaa have 2 arms and 2 legs with clawed digits, as well as a
tail, and their bodies are covered in triangular, iridescent,
reflective scales. Unlike most other humanoid species, and much like
the kaziil, their bodies are oriented nearly horizontally, like that
of a velociraptor. They have medium-length, somewhat blocky snouts
that open vertically, with long spiked tongues and rows of
needle-like teeth. Their eyes are large, narrow, somewhat far apart,
facing in slightly different directions, and also vertical. On their
heads are many different antennae which are actually symbiotic
organisms that can interface with iywkaa nerves. The arrangements
and shape of these are different for each ethnicity and, to a lesser
extent, individuals. A row of thin, curved spines goes down from the
top of the head to the back and tail.
They are about 2 meters long and 1.3 meters tall on average. Their
bodies are very lean and muscular, with basically no fat, and their
legs are particularly strong. Iywkaa have an odd way of movement
that can best be compared to that of kangaroos mixed with that of
small birds: they make long jumps instead of walking, and their more
minute movements are jerky with short pauses. They have a tendency
to constantly look around.
They are oviparous. Females lay one large egg at a time. Hatchlings
are relatively independent and functional from the moment of
hatching.
Psychology
The symbiotes attached to their heads as antennae have a memory and
can transfer parts of an iywkaa's personality if attached to another
iywkaa. In addition, a special stinger-dart in their mouth can
transmit whole concepts (in a fuzzy and imprecise manner) if jabbed
into a port a symbiote could attach to. Their minds have been shaped
by these practices into very flexible and adaptable things.
Background
Their homeworld, Meywak, is temperate but has smaller oceans and
thus is more arid than Earth, however all biomes are present. Their
society had, since its early years, extremely fluid and flexible
hierarchies thanks to their unusual experience-swapping abilities.
Their main form of government, crystallizing by a roughly medieval
level of development, was and is a form of optimized direct
democracy where the people directly influenced their leaders'
personality and beliefs (though to prevent ulterior motives via
poison shenanigans they need to first be given to a middleman).
Memory sharing is also a common courtesy between individuals.
They built a robust theory of mind and, helped by a good dose of
luck, used it to discover extensive BCIs earlier than any other
civilization, making them viable soon after their computers were
able to accommodate them (hard to quantify but about 90s tech level
ish). This sparked a great social revolution– now they could
exchange whole aspects of their personality, quickly, reliably, and
painlessly! Oh and a few decades later they invented a FTL drive
blah blah blah nothing unusual about their spacefaring.
Culture
The aforementioned event was something of a mini-Singularity. The
entire concept of "I" became somewhat outdated. Generally nothing of
an iywkaa's psyche lasts longer than a month, except perhaps for
their perspective. This wasn't as much of a shock as it seems as the
tech's development was gradual and it was not that extreme a jump in
sharing ability, but the end result completely transformed their
society.
The practice of adopting entirely new personas for different
situations became more practical. A sociable one for meeting new
people; a calm, collected, and logical one for study, and so on.
Nevertheless, for interpersonal exchanging, it is still customary to
swap antennae even if it is redundant considering BCIs. And iywkaa
do it often, being very social.
Their culture is thus very open and doesn't even have the concept
of privacy as we know it.
Their BCIs are much more extensive and advanced than Terran ones.
Everyone has a mesh-level one, not a chip. All of their
infrastructure requires the use of them, making it very difficult
for outsiders to exist in their empire outside of enclaves
(unintentionally)... unless they implant said BCIs. Which is
mandated by the iywkaa.
Other cybernetic enhancements are also a thing and are more common
than in the Terran Federation, but genemodding
is underdeveloped as a tech compared to Terra. There are many
full-conversion cyborgs but almost no genemods.
They have two (or more) names, the original, 'private' name which
is mostly used for indexing purposes such as medical and government
records (sharing it publicly is both taboo and dangerous), and a
'regular' name that gets a number appended to it as major
personality shifts happen. Sometimes, the name itself is changed and
the numbering begins anew. This is because they end up not only
being perceived as, but thinking of themselves as different people.
Often, a personality and memories end up voluntarily or
involuntarily swapping or melding and recombining between two or
more different bodies. In such a scenario, they also exchange their
possessions. These swaps are so common that, if one was to consider
such personality sublimation a death, then the average iywkaa would
have died hundreds of times over the course of their life.
Naturally, they consider such concepts to be very silly.
The iywkaa have the rare technology of seamless mind-melding. This
allows their group minds (which are very common) to have very fluid
membership, with no long-term consequences for leaving even the most
integrated ones, unlike other species' groupminds where leaving or
entering may have adverse effects. They have no qualms about joining
one when convenient and leaving when it becomes less so. In fact,
all iywkaa on a given planet or spaceship are melded into a
groupmind called the Thoughtsea. This Thoughtsea makes decisions as
one.
They value different opinions from different civilizations, as long
as said opinions are not directly harmful. This, combined with the
large number of enclaves, makes their worlds essentially melting
pots of alien cultures from all over the Oval. While
first-generation migrants are often reluctant to adopt all but the
basic BCIs, their offspring invariably get assimilated, and many end
up leaving the enclaves to live like the iywkaa do.
Their clothing varies, and isn't actually too ridiculous by human
standards, but tends to use very contrasting colors with a large
monochrome component. It's usually form-fitting. Iywkaa often tattoo
their scales with angular, sharp patterns-- this is their main way
of adornment, they do not really wear jewelry anymore.
It is a common misconception that the iywkaa lack religion.
Somewhat like bquaa, their religions are
panpsychistic in doctrine. A common feature in iywkaa religions is a
fractured god who purposely shattered themself to endow unthinking
animals with sapience by embedding metaphysical shards into their
brains. Iywkaa antennae are seen as the softened versions of these
shards.
Their architecture lacks windows because anyone can see outside
through BCIing into cameras. Their buildings tend to be very tall,
polished to a mirrorlike shine or painted white, and somewhat
resembling thick trees with solar panels for leaves.
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.
They are very reluctant to colonize red dwarf star systems, unlike
most other species, because while those systems are convenient due
to the closeness of their planets to the warp
boundary, solar flares are common and protection against them
has to be even more extensive than for other species, given how
integrated iywkaa are with technology. This policy causes their
empire to be quite sparse, colonizing mostly orange and yellow
dwarfs with calm photospheres.
They do not have punitive or traditionally rehabilitative justice
anymore. The only punishment for wrongdoing is a forcible
strengthening of one's link to the Thoughtsea, which causes the
reduction or elimination of desire or motivation to do crime.
However, the act of campaigning, or seriously thinking of
campaigning against the concept of the Thoughtsea is itself a
crime-- the Unity recognizes it as a threat and thus assimilates
those who do so. A human observer might be horrified-- this is
literally thought police (indeed, this is part of the reason the
Unity is not in the Alliance of Sapient Species).
But to iywkaa it makes sense. Just like certain other
species, their society is like an organism, and an immune system
must eliminate individualist cancerous growths in it. The iywkaa
often criticize the Alliance for this individualist supremacy, also
citing their hypocrisy with allowing in the lnseyy'h and QDNE-32
because they are useful.
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.
The whole planet has a defensive perimeter fleet of satellites
surrounding it at all times, this is necessary because the planet
attracts untold amounts of scientific and touristic visitors, and
some of them are less than scrupulous towards the unique lifeform on
it. The iywkaa are reluctant to close or regulate the flow of people
because it brings a lot of revenue to the Unity and also many
prospective recruits to the Thoughtsea.
Iywkaa
names
People
Dakiw-38
Zwhhe-02
Naqnaq-2232
Gwzii-27
Planets
Vvww
Whiwa
Nandww-2
Zhhz
Spaceships
Hozz-23
Assiwe-12
Pozi-3
Anti-Abyssal Bulwark (Robth-hu and xzik) A coalition of two alien species who want to
take revenge on the Abyssals
Name: Anti-Abyssal Bulwark
Astropolitical rank: Regional Power
Interciv relations: unaligned
Dominant species: Robth-hu, xzik
Temperaments: Industriousness / Power
(robth-hu); Vanity / Vengefulness (xzik)
Territory: Central Oval, 670 stars
Government form: federal diarchic republic
under military junta
Climate preference: subterranean (robth-hu),
shallow hot sea (xzik)
The Abyssal Empire is a menace to the entire
Central Oval. It has caused immense suffering to the people of the
civilizations that surround it, and even wiped out one species in
its entirety-- the caag.
The robth-hu and xzik are two species whose home systems are
located within a light year of each other, and they in fact share a
biochemistry, implying that panspermia was the origin of one or the
other. Nevertheless, physiologically and psychologically they are
very different. Robth-hu are blind but can hear, xzik are deaf but
can see.
Robth-hu
Robth-hu
bodies are similar to that of a bear, if bears were thrice the
length and perhaps half the width… and had a dozen small limbs
on both sides, small and stubby like legs of caterpillar, only a
smidge longer and more elongated, with four very flexible
fingers and three articulated claws per finger. Dense white fur,
like that of an albino chinchilla, cover them it completely.
Their eyeless faces, round and snout-less, are dominated by a
wide mouth, locked into a pseudo-grinning expression with
exposed, jagged teeth. Their huge dog-like nose is black and has
many whisker-like, fleshy tendrils extending from around its
nostrils. Four huge ears, resembling satellite dishes more than
anything organic, crown the top and sides of the head. The
robth-hu evolved deep underground in vast limestone caves; the
surface is not habitable to complex life because their star is a
pulsating
variable star which causes massive temperature
fluctuations on the surface that are much smoother underground.
They
reproduce by parthenogenesis. When a mature robth-hu is well-fed
enough, they naturally bud off a small fluffy orb that gradually
metamorphoses into an infant robth-hu. Thus they have no concept
of sex as we know it but they do have romance in the sense that
individuals can pair-bond and develop strong feelings for each
other while caring for their offspring.
Also
they breathe methane.
Due
to their natural fur coating providing protection and there not
being anything embarrassing about the body due to a lack of
genitals, they do not wear clothing for the same purposes as
most species-- they do wear loose vests with lots of belts and
clips and pockets for tools.
Their
society before forming the Bulwark was something of an
industrial dictatorship where the government was in charge of
what the robth-hu deemed as their species' mission: to convert
as much raw mineral as possible into factories that make
equipment to extract more raw mineral. It wasn't capitalist per
se, though, it was all for the good of the species.
They
live in massive underground megacities that resemble anthills in
structure.
Their
planet is called Robth, which means "earth" (as in, ground) in
their language. "Robth-hu" = "people of the Earth"
[I have yet to write more cultural traits of robth-hu]
Xzik
Xzik, meanwhile, evolved on the ocean world Kipa as
surface-floating predators. A xzik resembles a flat, blue-scaled
reptile with inflated sacs lining the sides of its circular body. A
beaked head on a really long and flexible neck is used to snap at
prey underwater, and a tail serves as a counterweight to it. Smaller
limbs in the form of bifurcated tentacles are on the sides to serve
as manipulators, there are four in total.
They live in small floating towns that can temporarily merge to
form larger agglomerations.
Culturally, they are even more vain than relmai,
if less hedonistic. As a result of elaborate courtship rituals,
personal beauty is more praised and celebrated than in any other
species-- yes, including relmai. A xzik is barely recognizable as
its unadorned form underneath the layers of scale-paint and veils
and bracelets and so on. They also never forget grudges.
[I have yet to write more cultural traits of xzik also]
The Bulwark
The two species established communications early, even before
inventing the warp drive. They communicated by
sending lengthy messages by focused radio, and despite massive
differences a close alliance formed. The future seemed bright.
And then the Abyssals and their Sphere
demanded that the Robth-hu Despotate and the Confederation of Xzik
Republics pay them tribute. The robth-hu refused to part with the
resources that were ordained to them by the gods, the xzik refused
to kneel before ugly and uncouth barbarians.
With this casus belli given to them, the Abyssals took the risk and
invaded. Fleets from Yectkogg, from Abyssalia,
from Glubb-enn, even from what used to be Cagg space-- flooded over
the border in a surprise attack that broke a peace treaty. This was
in what is, by our time, 2142. The Alliance was too weak and
fractious to do anything, having been formed only the yeart before.
There were pyrrhic victories of the twin species over their
homeworlds, yet Kipa was ravaged, Robth was devastated. Billions
dead, mostly civilians. Unimaginable damage to culture, heritage,
and ecology. Entire swathes of colonies were seized by Yectkogg and
their people put into corporate slavery. It looked like the Sphere
was readying a finishing blow, yet a struggle at home, between rival
Abyssal cabals, forced the fleets to pull back to fight a slogging
civil war. With this respite given to them, the xzik and the
robth-hu united into the Bulwark, a diarchy under a semi-democratic
regime that can best be described 'military communism', bent on
enacting revenge upon the Abyssals. It's not as nice a place to live
as it used to be, but they take care of their people well enough,
and launch partisan attacks into Yectkogg border space.
Two Diarchs, one from each species, guide the policy of the Bulwark
as a whole, but local rulers are responsible for each species.
Diarchs rule for life but are democratically elected (from a pool of
officers and generals and admirals) upon the death or abdication of
one of them, and their word is law.
Their
stated goal is to launch a counterinvasion they call the Last
Trial, where they will not spare a single Abyssal. The males,
the females, and even the hatchlings too. They want to crack the
ice crust of the Abyssal homeworld and dump billions of tons of
heavier-than-water neurotoxin into the subsurface ocean of it.
The Alliance would have helped their
war effort preparations... if not for the entire genocide thing.
As much as the Alliance sees the Abyssals as a threat, they do
not want them completely wiped out. Efforts to convince the
Bulwark that the Abyssals could be rewired, like if the lnseyy'h
got on the case, have went nowhere. Saying that the Abyssals
even have a fifth-column faction in their parliament that would
actively collaborate with rewiring falls on deaf robth-hu ears
and blind xzik eyes.
...but
that is changing, slowly. The younger generations, those who
have not witnessed the war, are more on board with subduing the
Abyssals. When the sitting Diarchs die or retire, perhaps things
will change. Even as is, with the Last Trial being in the works
for more than a century now, many are simply tired, with a
rising sentiment towards the plan being best described with the
human aphorism "shit or get off the pot". Both species' cultures
have been damaged and burnt out by the sheer hatred too. And
while their ideology is on paper a form of socialism or
communism, in practice it has long degraded to nothing but sheer
hate towards the Abyssals. Hate is a force that both fuels and
drains; that is an universal.
The
Abyssals, for their part, have been trying their best to feed
the genocidal hatred-- because they fear what will happen if the
Bulwark is no longer a PR self-sabotage fest.
Amongst
robth-hu, even mentioning the Abyssals by any name except The
Enemy is a taboo punishable by intense corporal punishment; this
is more relaxed in xzik space.
The
flag of the Bulwark is a defaced version of the Abyssal flag;
there are many versions but the one with the torn gash in the
middle is the most common version. Another version is a real
photo of a decapitated Abyssal.
Yollkul Triarchy Proud Warrior Race Guys but with more
variety
Name: Yollkul Triarchy
Astropolitical rank: Regional Power
Interciv relations: unaligned
Dominant species: yollkul
Temperaments: Power / Diversity / Playfulness
Territory: Central Oval, 700 stars
Government form: federal triarchic
constitutional monarchy
Ideology: Liberty / Nationalism / Autonomy{3}
(Warrior Clans)
Economic system:Reputation
Economy
Population: ~16 billion
Capital planet: Nuzxolrr
Climate preference: tundra
The yollkul are one of the strongest powers in the Central Oval. A
hardy warrior culture, though often maligned as 'evil', they have
quite a lot of nuance to them and their cultures.
Physiology
Yollkul are humanoid, if one considers anything with
a head, a torso, two manipulator limbs, and two mobility limbs
to be humanoid. They have very thin but two-meter-long,
serpent-like bodies curved like question marks, covered in very
sleek fur that is silvery in males and glossy black in females.
They have no tails, instead the body splits into two knee-less
legs at one end, and into two elbow-less arms and a neck at the
other end. The limbs and body both have a very ingenious joint
mechanism that can lock at arbitrary points, providing
unparalleled flexibility or rigidity when needed. The fingers
(five per hand and foot) use the same mechanism but downscaled.
The limbs and neck are all extremely long and flexible. The head
is eel-like, with a flat snout and very wide mouth that has
triangular teeth sticking out of it. They have three
diamond-shaped eyes that are either black or tinted a dull
color. Their fur is longer on their heads.
They are omnivores leaning towards carnivory.
Females are slightly larger and have much louder
voices.
They are viviparous and have a larval stage that is
limbless. Limbs split off after infancy.
Psychology
The yollkul co-evolved with another sapient species, the name of
which is lost to time. This other species had a symbiotic
relationship with yollkul. However, a mass extinction in the early
Neolithic period hit both proto-civilizations hard enough that the
other species went extinct. That species is, too, now called
yollkul-- for the strong genetic bias towards accepting those who
look different, as long as they help with surviving the harsh wastes
(of Nuzxolrr or of space), has remained with them. All who are
allies to the Triarchy are also yollkul to them.
Other than this, they strongly respect prowess. Unlike with the vr'rok or Canids, this needn't
be physical or martial prowess. It can be intellectual or
charismatic prowess too. Still, a deep sense of respect for power is
ingrained in them. Unlike the sy!yvl, this is
not a blind obedience for authority-- a weak government or one that
has seemingly screwed over its people is not worthy of existing.
They are also drawn more than most other species towards ritualized
competition with low consequences and strict rules. More commonly
known as games and sports. Prowess is often determined by these
competitions.
History
Since ancient times, there has been a three-part caste divide in
yollkul society: one was either a warrior-farmer,
sage-craftsman, or entertainer-merchant.
The frost-coated plains of the northern half of Nuzxolrr where
yollkul civilization first emerged were covered in many disparate
kingdoms, each of them ruled by a different caste which was dominant
over the others. These kingdoms united into empires and colonized
the southern half, which had some casteless civilizations (that were
wiped out and brought into the fold) as well as, apparently remnants
of the other species... which were wiped out by disease before the
empires got to them. This was many centuries ago, and they're sorry
for both.
Following a brief nuclear exchange and ensuing crisis of existence
during their equivalent of the Age of Protests that Terra
had, a world government was formed. The Triarchy. There were three
emperors now, ruling over all the varied kingdoms, each of the three
of a different caste.
However, the warrior-farmer caste has been dominant ever since the
yollkul entered the FTL age. Of all the castes, the push-forward
spirit and drive to settle new land of this caste has been the most
useful to stellar statecraft. So for most intents and purposes, the
Pink Emperor outranks the Blue Emperor and the Yellow Emperor.
But with the solidification of astropolitical
blocs and proliferation of weapons of mass destruction, the
relevance of pink-caste militarism is slowly subsiding... or at
least, it ought to have. Considering the proximity of the Abyssals
to the Yollkul Triarchy, and the general lawlessness of the Central
Oval, there is no reason to lay down the weapons.
Culture
As mentioned before, structured competition for power is the
cornerstone of yollkul culture. Whereas in humans, a common theme
universal to every culture is ambition and consequences thereof, in
yollkul it is the acquisition of power via structured competition
and consequences thereof.
Gender roles vary between cultures, but invariably females are the
only ones allowed to oversee competitions. Families are usually
monogamous but divorce is very common and was never stigmatized-- in
general they do not really have romantic feelings and the benefits
from marriage are purely material in that property and social status
are shared. Usually they are only allowed to marry within the caste,
but (depending on the culture) every third or sixth child is allowed
to marry outside the caste-- the children of that pairing are of the
female's caste. Those born from sex outside marriage are casteless
and stigmatized until they prove their worth in combat, debate, or
art, after which they are assigned a caste.
There are several world religions in the yollkul civilization.
These cross between castes and thus provide some much-needed social
unity. Llokxi is the worship of the sun god Llok, Llokxists believe
that every star is His avatar and they use telescopes to look at
solar flares and interpret them as signs.
<more will come soon...>
Greater Mulsee Union (AKA "Gnall Union") heavily cyberneticized formerly-parasitic
aliens who absolutely reject their own biology
Name: Greater Mulsee Union (official), Gnall
Union (unofficial)
From the outside, a typical gnall looks like a somewhat stocky
humanoid with green skin and a piglike face. Gorilla-esque
(knuckle-walking) in posture, though somewhat smaller and less bulky.
Their bodies are covered in leathery dark green skin that seems to
gain a metallic gleam around their head, with four small
downwards-facing tusks and three glowing yellow spots between their
small and wide-set eyes, and two more white spots on the insides of
their bat-like ears.
In truth, this is the gnall's host organism. For most of
the gnalls' history, the actual people were unknowing
central nervous system endoparasites. The hosts were only barely not
people in their own right, being about as smart as an Orangutan.
Making matters even worse, the victim of a gnall parasite is trapped
in their own body, forced to watch as a completely different organism
puppets their body around.
The gnall parasites were themselves unaware of this unfortunate
biological truth for almost all of their history. Evidence started
getting noticed during the process of industrialization, but was
hammered down under extremely thick layers of denial until the
Revelation Experiments. Said experiments (happening in the late 90s by
Terra's reckoning) proved once and for all that
gnalls and their hosts were not the same organism. By infesting a
different but related species courtesy of extensive medical
intervention.
The gnalls (being predisposed to egalitarianism) promptly freaked
the fuck out. Suicide rates spiked massively, most
of them using parasite-specific poisons that leave the host unharmed.
A major demographic crunch occurred on account of gnalls simply
refusing to procreate. There was also a wide variety of civil unrest,
which varied by location but saw some cities razed to the ground by
their own citizens.
The only thing that gave the gnalls any hope at all
came thirty years later. That's when the very first surgical
extraction of a gnall parasite into a cybernetic body was successful.
Though the technology was clearly nowhere near ready for mass
adoption, cybernetics research and related fields were effectively
handed a blank check. This included a near-endless precession of
(often suicidal) volunteer test subjects.
As a result of this highly motivated research and development
protgram, the gnalls are the Oval's leading cyberneticists as of the
2230s. This has directly resulted in gnalls' "speciation" into four
different strains.
geta-gnall (vile gnall): What evolution shat out, a
geta gnall is a gnall parasite in an organic host body. Geta gnalls
are not permitted to leave the Greater Mulsee Union for any
reason whatsoever, and every last one of them is on a
waitlist for surgical extraction. Geta-gnalls are very close to
(voluntary) extinction, as geta-gnall procreation without taking
measures to prevent infestation of the offspring has been banned for
decades.
ulni-gnall (true gnall): An uplifted member of the
gnalls' host species, with the parasite removed. Most ulni-gnalls are
uplifted immediately after their parasite is removed, and are promptly
shipped to mental healthcare. Because being the host for a gnall
parasite fucks an organism up. There is also a growing
demographic of ulni-gnalls who are born clean and stay that way.
Ulni-gnalls are almost always modified to internally synthesize
anti-parasite drugs to prevent reinfestation.
exi-gnall (redeemed gnall): A former geta-gnall who
has been surgically extracted into a cybernetic body, including a few
experimental cases of brain uploading. As of 2235, exi-gnalls are the
most populous gnall strain, comprising 40% of the overall gnall
population. This can mostly be attributed to exi-gnalls having a very
low mortality rate, and a long life expectancy. Exi-gnalls may travel
abroad, but must be sterilized to prevent conception of new gnall
parasites first.
okil-gnall (innocent gnall): Okil-gnalls are gnalls
who have never lived in an organic host body.
Originally, this referred to gnall parasites gestated in a cybershell.
Okil-gnall production quickly changed to true AI who think like
gnalls, as soon as the technology for it was ready.
More about gnall culture
and history
Gnalls are predisposed to social equality and participation much like
humans are predisposed to ambition. This means that
they developed governmental checks and balances earlier than most
species, and lacked a despotic-monarchy period during their early
agricultural era. Instead, much like relmai, their
governments were direct-democratic. Unlike relmai, the direct form did
not come from everyone participating in council meetings but rather
via referendums on important issues that happened every once in a
while. Even in pre-literate societies, in the center of each
settlement there was a board, stone, or patch of soil where pictograms
representing the subject of a referendum were located. Citizens would
throw either light or dark stones (or differently shaped pieces of
wood, or different seashells) into a bowl and then the stones would be
counted. The person responsible for counting the stones was the
closest to a single leader settlements had. Even when written
bulletins supplanted this system, and in turn were supplanted by
electronic voting, the title equivalent to "president" is a word that
translates to "stone counter" or similar in most gnall languages.
As gnalls first evolved and attained technological civilization on a
fairly small continent, this system became the only system before they
were able to spread to other continents. And over thousands of years
it became ingrained. Having power over another without their voice
being heard became anathema to gnall culture. That is why the Horrible
Truth hit them so hard, and the mass suicides were framed as giving
voice to their "real selves".
Some neurodegenerative diseases can kill the parasite without killing
the host, and some of these spread like plagues, but fortunately they
only happened early enough in gnall history that the Horrible truth
was not revealed too early, and the symptoms were written off as
"merely" incurable catatonia.
Unrelated and on a lighter note, their music is very
percussion-heavy. Polyrhythms
of up to ten overlapping beats are mainstream.
The appearance of exi-gnalls varies. They may look like clearly
robotic versions of gnall hosts, or they may look basically identical
due to a flesh or faux-flesh shell over the metal. But they can also
look entirely different and unrecognizable. For this reason the gnalls
get along well with the etde'tdk. They were also
one of the first polities to recognize Yig as a
sovereign nation.
They loathe the Abyssals but consider the Bulwark
to be going too far, much like almost everyone else does. They are
conflicted on what to do with the Abyssals if/when they are defeated,
though. They do not enjoy the prospect of genocide, but they see mind
control as rather icky.
Gnall
Religion
It's dead, Jim.
Memes aside, 90% of gnall religions died screaming when the Horrible
Truth of their biology was revealed. The survivors have only barely
limped along to the 2230s. Though an oddball strain of Christianity
has gained some minor traction due to the doctrine of Original Sin,
mixed with Gnosticism.
Gnall
Technology
As has been previously noted, gnalls are absolutely unparalleled in
the field of cybernetics, due to their absolutely obsessive work in
the field for the last two-ish centuries. While the relevant surgical
expertise is subject to travel restrictions until the last
geta-gnall has been extracted, implants, prosthetics, and similar are
common exports. Medical tourism to the Greater Mulsee Union is far
from unheard of, and is becoming more viable now that the Oval's best
surgeons are almost out of geta-gnalls in need of surgical extraction.
Why...:
To defend against outside aggression, deter piracy, and support
other Alliance members.
What...:The
Greater Mulsee Union's demographics mean that similar to the
thurise, the Mulsee Union's warships can skimp on life support and
pull maneuvers that an organic crew simply couldn't survive. The
Mulsee Star Navy also has the benefit of extensive automation in
their supply chain, on account of derivative technology from the
Union's cybernetics research.
How...:The
Mulsee Union starforce makes particularly heavy use of shipminds; AI
or cyborgs modified to treat an entire starship as their body.
This considerably hastens the pace at which they can respond to
changing conditions during a battle. The Mulsee Union starforce also
maintains considerable logistical support capabilities, so as to
support operations elsewhere in the Oval.
Which...:The
Greater Mulsee Union operates a sizable contingent of primary void
combatants and scouts, along with some boomers
to contribute to the Alliance's overall IPM arsenal. Notably the
Greater Mulsee Union operates a large contingent of polycrystalline
arkships for logistical support, including repair bays capable of
taking a battleship.
Aesthetic: Greater Mulsee Union ships are
distinctly sleek and alive-looking, because minimizing shipmind
dysmorphia is a major consideration. That said, their ships are
still blatantly inorganic.
Kjee Empire Secretive and imperious fluffy crustacean
aliens
The kjee are a major power in the Western Oval. A major force in the
politics of the region, they are nevertheless one of the most closed
and secretive civilizations.
Physiology
Kjee resemble a human-sized mix between a three-legged
spider and a lobster. They have three thick, powerful chitinous
legs as long as a human leg and slightly thicker than a human arm,
with five bumpy, spiked segments. At the end of each leg is a
four-clawed hand-foot. Females have cone-shaped bodies, males have
cuboid-shaped bodies. Their chitin is covered in shaggy white
hair. The body is relatively small by comparison, around the size
of a human abdomen, and has a small antenna on top. The body plan
is not fully radially symmetric-- the head is at the front between
two of the legs. They have round noseless faces with three large
black eyes and four mandibles surrounding a lamprey-like mouth.
They evolved on a high-gravity world where this body plan
gives the stability required in such an environment while still
allowing one to peek over obstacles if necessary.
Psychology
They have somewhat higher analytical ability and social acuity
compared to most species. A kjee can effortlessly calculate the forces
acting upon a web of social relationships. They also evolved in a
highly competitive environment where there were various feeding spots
and prey migration patterns that were vital to keep hidden from rival
clans. This means that their social acuity, which in the relmai
was put to fostering cooperation, was put to subterfuge.
Society
The Kjee Empire is an absolute monarchy, but unlike the
dal-ghar they have no feudalism. The Emperor
appoints ministers, who appoint everyone under themselves. As the
kjee are naturally both inquisitive and secretive-- constantly
seeking new information but being reluctant to divulge it, the
court is essentially one huge pileup of people lying to each
other. Usually the better liar and manipulator rises to the top.
Dynasties frequently change, and overall it's not as elitist as
many monarchies, relatively often a commoner who pulls off a
daring heist rises to the top.
They have the best brainwashing tech in all of the Oval.
While the iywkaa have better BCIs
in general, kjee BCIs are made for one thing: changing someone's
mind. Permanently. All punishments for crimes have long been
abolished in kjee society, troublemakers are simply brainwashed
into being good citizens-- assuming they get caught. Many do not.
There is a surprising amount of organized crime by the standards
of absolute monarchies, and many commoner dissidents against the
ruling family are part of various secret societies that develop
countermeasures for government brainwashing.
...all punishments for crimes by citizens, at least.
Alien spies lack the protection of social contract; non-kjee are
not part of the great game of espionage by everyone against
everyone. While aliens can visit if they have a good reason to,
any sort of subversive activity gets their brain wired to trigger
their worst traumas and most intense phobias, until they tell
their captors everything. That is, if one does not simply get
one's brain scraped for information and one's limp body tossed
into the oxidizer.
For loyal kjee however, life is quite comfortable. There
is so much automation that nobody has to work in most sectors, and
citizens are free to pursue self-betterment. Their cities are
sprawling and have pyramidal buildings-- both for cultural reasons
and to provide stability in their preferred high-g environment.
Culture
Their most popular religion, much like that of the Chimeras,
is based on mathematics. Every digit has a corresponding deity,
and 3 corresponds to the creator-god. 4, however, is seen as
unclean, and many kjee whose occupations do not require manual
dexterity have their fourth claw and fourth mandible removed. The
way that these numbers correspond to many human
cultures' numerology is an interesting coincidence. Another
religion of theirs worships the personified concept of emptiness
(which they later identified with the void of space), and it is
when that faith was temporarily ascendant in society the kjee made
their first steps into space colonization which they saw as
divinely ordained.
Their culture is quite individualistic for such an
authoritarian society. They do not enjoy group activities very
much, and team sports or games are obscure and unknown. At least
those where the teams stay together. A lot of such activities
involve ritualized backstabbing.
However, unlike similar trickster cultures like the lnseyy'h,
hhw!xey, and Yig, the kjee
take all this roulette of lies very, very seriously. There are
rules about who you can lie to, who you can cheat, who you can
make pacts with, even in daily life outside of games. One such
rule is that one has to be completely honest to one person in
one's life and vice versa, such a pairing is known as jxunu.
Their main cultural export is elaborate mechanical
puzzles.
Astropolitics
They are officially not aligned with any bloc. However, they have
long opposed the Alliance due to
long-standing territorial and ideological disputes. And their fellow
manipulators the Abyssals are just not good allies, the kjee have
nothing to gain from siding with them. Thus, despite the distance, the
Hegemony is the best ally for the kjee. The Hegemony's Great
Stipulations do not get enforced at all, but the Hegemony is willing
to look past that because the kjee allow them to base their interplanetary
missiles there-- in convenient reach to the Terran Federation,
Relmai Commonwealth, and Chohjozra Nrukhrizchaa.
The Alliance is not amused by that, to say the least. Imagine if,
during the Cold War, Cuba had military and economic power comparable
to an European major power and had some of the best spies on Earth.
The border space between the kjee and the Alliance members bordering
it is some of the most militarized in the whole Oval. They are part of
the reason the chohjozra have been allowed in the Alliance despite
their repressive society.
Also, the kjee are stalwart supporters of something akin to the Prime
Directive, refusing to intervene in the affairs of pre-FTL
civilizations, out of a bizarre sense of fairness. Their systems
contain, among others, a civilization of uplifted moths from Earth
that were transplanted there millions of years ago by an unknown
precursor. Study of this unique case has been completely prevented by
kjee guard fleets, and the kjee do nothing to help the billions of
moth-folk whose society is embroiled in a decades-long resource
polycrisis.
Due to a combination of proximity to the Federation, hostility to the
Alliance, and good security, the Kjee Empire also serves as a
middleman in getting recruits to the traitor
organizations safely to Bnykaal. New recruits trying to go straight
from Terra to Bnykaal are at risk of being caught in sting
operations-- and being either taken to prison or to Paradise.
Instead, they go to bordering planets to be picked up directly by the
THO chapter residing on the kjee frontier world of H'lidimu. This
chapter is not allowed by the kjee to directly launch espionage
operations, for fear of provoking war, but is equipped to send THO and
MfHA recruits all the way to the Hegemony-- and vice versa, it serves
as a resupply spot for agents heading to Terra.
Interciv relations: neutral, trying to play off
both the Alliance and the Abyssal
Sphere
Dominant species: etde'tdk
Temperaments: Order / Punctuality /
Individualism
Territory: 450 stars in Central Oval
Government form:confederal
executive bureaucratic republic
Ideology: Order / Autonomy / Technocracy {3} (Rigidity
Mode 23)
Economic system:Planned
Economy
Population: ~14 billion
Capital planet:Ztd'kdtd 152-47
Climate preference: temperate saline desert
The planet of Ztd'kdtd 152-47 used to be an ocean planet
that dried out over a billion years ago due to its orbit being
disturbed by a rogue star passing through the system. Plenty of
oceans have remained, but they have salinity to rival the Dead
Sea. The rest of the planet is salt deserts, salt hills,
salt mountains, salt canyons, salt geysers, quicksalt fields...
The ecosystem is small but quite unique. Due to this
amount of salt being dangerous even to adapted organic life, all
lifeforms have to adapt in one way or another. The etde'tdk, the
resident sapient species, took one path. They are not silicon-based,
unlike what first impressions of these quadrupedal golem-like beings
might bring. In fact they're something akin to hermit crabs, squishy
slimy beings inhabiting cobbled-together shells.
From the outside, an etde'tdk is a quadruped with the size and
proportions of a small horse, made of plate-armor-esque segments of
various materials. They can rear up and their front feet are broad and
usable as hands, and while their heads vary in shape, the mouth has
pliers-like mandibles. Of course, that's just a shell. The gaps are
filled with slime secreted by the person inside, preventing water
evaporation. The inner etde
is a boneless, vulnerable creature resembling an octopus with four
really long tentacles. They cannot survive outside of the shell.
Feeding, excretion, copulation, and breathing are accomplished via
openable flaps in the shells.
The head and neck of a typical etde'tdk
shell. The eyes are electronic screens in this space-age model;
pre-industrial shells had simple slits. The actual etde inside is an
octopus-like invertebrate that controls the horse-sized shell via a
complicated array of levers and servos.
They are, more than anything, obsessed with organizing and
categorizing all that is around them, borne out of the
evolutionarily-imposed need to create and maintain shells of debris
around their easily-drying bodies. They are very adept at tinkering,
and often modify their shells for self-expression (the main mode of
artistic expression, actually-- what we might call cosplay is to them
the highest form of art) and utility. Their government is
decentralized for quicker local responses, with the central
government's main purpose being to crack down on wastefulness.
They are extremely adept engineers due to hundreds of millennia of
first instinctual, then cultural experience with designing these
shells. Also, they have a pathological need to number everything. This
numbering system is different for broad classes of concepts
(ideologies, minerals, personality types, cutlery, colors) but makes a
certain kind of sense once one understands it, though to an outsider
it seems quite random.
Every shell is unique. It is seen as a great disgrace to be seen in
public with a "default" shell, i.e as it came out of the factory,
unpainted and without swapped parts.
Their flag (as seen in the infobox) is the output of the cellular
automatonB1/S012345678,
run on a bounded 152x47 grid from two cells in the middle. It
resembles salt crystals.
Etde'tdk society is divided into sections of the population that are
arbitrarily assigned at birth, they are not castes because there is no
assigned role alongside the section. Instead these serve the role of
administration. Around one hundred thousand etde'tdk are in one
section. A section has to be on one region on one planet, citizens who
move are automatically reassigned, but one region can have as many
sections as it can fit people. Each section is ruled by an elected
council of thirteen individuals who have credentials each in a
different field. A fourteenth is elected every year to represent the
section in a central parliament. An unelected individual educated in
administration presides over the central parliament for 37 years or
until dismissed by supermajority vote, their votes have more weight
and they have a veto.
In terms of external astropolitics, the Etde'tdk Confederation has to
be sharp to survive in the precarious conditions of the Central Oval.
The etde'tdk fleet is large enough to render an Abyssal
invasion too costly for the Abyssals to be an immediate threat, but a
war with the Abyssals would still bring ruin to the etde'tdk even if
they won. Thus, they pay tribute. Sometimes. Useless and often
actively counterproductive tribute, like mixed-strength shipments
magnetic monopoles that take years of painstaking labor to separate,
faulty prototype ship designs that spend more time being repaired than
in service, and slaves who happen to be violently unstable criminals.
If a weaker Central Oval polity did this, the Abyssals would yeet them
with extreme prejudice. The etde'tdk can get away with this, and at
the same time court the Alliance with much
more honest treaties despite not being an official member-- they do
not want to join the Alliance as they want to form their own bloc with
the Anti-Abyssal Bulwark once the latter
deradicalizes, alongside the ty-uc-kch (the ty-uc-kch are specist
against land-dwellers but etde'tdk can play the honorary aquatic card
because their planet used to be an ocean planet), the ae-al-ak, and
perhaps Yectkogg if Yectkogg can be bribed to defect or faces regime
change. Then they, surrounding the Abyssals, would band together and
fix the Abyssals. This Central Oval Mutual Offense Pact, as it would
be called, is currently a pipe dream as the current government of the
Bulwark hates the etde'tdk for dealing with the Abyssals.
Ty-uc-kch Autocracy (STUB!) Aquatic humanoids with a highly militarized
collectivist yet competitive society
Name: Ty-uc-kch Autocracy
Astropolitical rank: Regional Power
Interciv relations: unaligned
Dominant species: ty-uc-kch
Temperaments: placeholder / placeholder
Territory: placeholder
Government form: unitary executive republic
under an authoritarian regime
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 and squarer 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 because unlike in Earth biosphere genetic
material can mix after impregnation-- this compensates for their
normally low genetic diversity. No, just like all reptile-like
species they do not have mammaries.
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. The hand at the end of the tail is too clumsy
to use for fine manipulation but is notably even stronger than their
regular hands. It is commonly used to pull things; little carts are
as common in chohjozra society as backpacks are in ours.
Chohjozra can hold their breath for several minutes at a time, and
their nostrils are near the top of the beak so that breathing is
still possible while mostly submerged. They have four-lobed lungs
that can also function as swim bladders to control buoyancy.
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.
Overall they're as strong as grizzly bears but lack manual dexterity
and have inflexible minds.
Psychology
Most chohjozra are born with several personalities, usually four.
One is calculating, another is emotional, one is outgoing and
another is shy (though of course each chohjozra has their own
equilibrium). They blend together depending on factors and stimuli,
and combinations of them are given personal names and treated
somewhat as people, though it's different from human plurality, and
unlike human headmates these splits do not have their own ego; a
chohjozra's mind is composed of them like an image is composed of
color channels. Some are born with only one, "neutral" personality,
and are somewhat shunned by society. These people are called
"ennznrahk" (whole-mind).
But as a whole they're insanely patient, both in the 'able to sit
motionlessly for hours, waiting' and the 'take a lot of stress'
senses. However, anger does slowly build up, and boils out all at
once.
In addition, spirituality is fully entwined in the chohjozra
psyche, as the same brain processes that happen to produce sapience
happen to be inseparable from the ones that result in magical
thinking and belief in the supernatural. A chohjozra can thus never
be a non-believer, even if they are raised entirely by outsiders who
have no religion, one will invent a faith. To those residing within
their society, it is quite literally unthinkable. Their ancient and
complex pagan religion originates from this.
Description
of chohjozra society
Fundamentals
As implied before, one of the cornerstones of chohjozra culture is
Kmiihnzay Mrrkyihzra,
their religion. It grew to encompass the many different chohjozra
faiths, and of course still has regional variations. It has a
literal million deities, which are divided into many spheres that
they rule over, some overlapping. They are worshiped through
rituals, some of which are to be performed eight times a day at
strict times. In general, layers upon layers of ritual is how they
organize their lives, thanks to their good memory it is possible to
remember it all. The priesthood is the most esteemed part of
chohjozra society. However, there is not much in the way of
hierarchy aside from two levels. Priests are priests, shamans are
shamans. The former are responsible for 'high' faith, which is what
we would call theological discussion and church administration,
while the latter are responsible for 'low' faith, which is more folk
wisdom and the specifics of rituals.
Another cornerstone are the triples, their family
unit. Traditionally, a triple consists of a large male, a small
male, and a female that they reproduce with. They share all property
and make decisions together; neither the males nor the female hold
any superior position, though their roles differ somewhat: the large
male takes care of preparing food, the small male takes care of the
young, and the female does everything else around the house, and in
old times the female was usually a hunter. But these roles are
highly flexible. Triples don't have to have that exact arrangement:
triples of two large males and a female, two females with a small
male, and so on, or homosexual triples of fully males or females,
have always been present.
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. If a corpse is unable
to be eaten, whether due to decomposition or contamination, it is
acceptable to burn it as the gods of fire and gods of death tend to
overlap. Corpses of those who committed particularly heinous crimes
are embalmed or mummified to ensure that they remain forever trapped
in limbo.
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.
The institution of GZR-KH might seem contradictory to the usual
mode of operation of chohjozra society, which does not require
coercion to make its oeioke follow the state ideology. And indeed
that was true for much of the Nrukhrizchaa's history, The original
GZR-KH was formed shortly after the overthrow of the monarchy
in order to hunt down and execute the last remaining loyalists.
Gradually, it faded away and decayed as its mission was
accomplished. But in the mid-22nd century, a new monarchist threat
emerged-- the Dal-Ghar Empire and its Hegemony.
The chohjozra have a long memory, but even they forget. Hegemony
inflitrators had managed to plant pro-monarchist ideas into
chohjozra society, playing off their natural traditionalism, who
proceeded to worm their way into the academia and entertainment
industries, and there they attempted to rehabilitate the image of
the Monarchy and by extension the Hegemony. The people, and
alongside them the priesthood and the Nrukhrizchaa council,
proceeded to reestablish GZR-KH.
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. Their hides meanwhile are made into temple rugs or
tablecloths for sacred feasts.
Non-chohjozra technically can convert, though due to the nature of
Kmiihnzay Mrrkyihzra as a fundamental fixture of the chohjozra
psyche it means that this state of mind must be attained by
modifying the brain via genemodding or brain chips. There is a small
community of humans and other species who fully live that way in
chohjozra enclaves or in chohjozra-controlled space, they are called
"oamkhiianzyng" (assimilated). While memories and aspects of
identity are preserved, personality is not. Since chohjozra think in
terms of faith, one has to think like a chohjozra in order to
convert to the faith. The assimilated become very patient, calm, and
begin thinking somewhat nonlinearly. They also adopt new names and
usually live exactly like chohjozra as much as their body permits:
eating mostly meat, using the same body adornments, and eventually
entering a triple-marriage (usually with chohjozra).
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.
Privately-owned vehicles are prohibited within cities. While
something resembling open-roof trams is a common form of public
transport, chohjozra usually prefer simply walking at a leisurely
pace while observing the nature around them. Schedules are loose or
nonexistent, those with critical jobs just sleep and otherwise
reside at their workplace until a replacement shift arrives.
More
about triples
While triples are somewhat similar to families in human society,
they don't map completely. The rituals around triples vary from
culture to culture, but always have many steps stretched out over
years. First, one chooses several prospective partners, assisted by
a shaman (never a priest), and tries living with (and mating with)
each combination for a month or two. Once this pool is narrowed down
to a triple and all three are happy with each other, there is a
day-long meditation session followed by a feast that lasts up to a
week. Triple-less chohjozra do not have surnames, a surname is
unique for each triple, chosen via divination, and is not passed on
to the next generation. After the courtship ritual is complete the
members of a triple are expected to wear similar (but not
identical!) jewelry and speak in a similar manner and take a similar
job. Divorce is rare but possible and has no real ceremony to it,
nor is there any stigma. As stated previously, homosexuality and
homosexual triples are very common and treated exactly the same as
straight ones. Sex outside one's triple is also not stigmatized but
only if it is with a triple-less individual-- infidelity is defined
as infringing on another's triple and is punishable.
I have not referred to these as marriage, because it really isn't--
much like their religion this is ingrained in their brains much like
courtship rituals are ingrained in some animals' brains.
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 though it is less varied and doesn't have
as much liberty.
The necessary bulkiness of electronic devices considering their
physiology and humid and hot environment, makes datapads
not really a thing in the smartphone-like form factor. Portable
computing devices are still present, though, frequently they wear
HUD-glasses that are a "dumb terminal" which displays information
computed on a processor hidden within a particularly thick collar or
bracelet, controlled via eye movements and voice. But the art of
calligraphy, though dead in most civilizations, is alive and well in
chohjozra cultures, and they generally prefer the aesthetics of
handwritten notebooks to text files. Convenience tends to win out
for all but the most traditional jobs, though.
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.
Chohjozra music is varied, though it's slower than most other
species' music on average. The most common tonal scale uses 8 notes,
the second most common uses 10. Due to the abundance of copper and
other conductive metals on Akeruh they discovered electricity and
electric and amplified music earlier than usual, a trait which is,
ironically, shared with the relmai. Electronic instrumentation is
thus ubiquitous-- even quite old instruments have built-in
accumulators or are meant to be used with a battery backpack. Some
common instruments are the tzhicheenn, a sort of electric
harp where phase cancellations of different notes give a pulsating
sound; the brruungh which is a square gong, that shape gives
it a more grainy and fluttery sound, it also has pedals at the frame
to control its angle which affects the sound; a variety of
flute-like instruments that are held to the nostrils due to the
shape of the chohjozra beak, as well as a lot of types of drums.
Genres are as many as in human music, though if you'd asked a human
they'd think it's all either ambient or drone/doom/black metal.
Keyboard instruments are rare and have few keys.
Video games are present just as in most cultures. Though the
graphics rarely if ever focus on realism-- the predominant aesthetic
which is most pleasing to chohjozra eyes is mostly monochrome
sprites with high-contrast patterns on them. Very few action games--
there are no twitch shooters but there are terrain-based, cerebral
and tactical action games. What is most popular, though, are turn
and tile-based games. Said grids are often not regular square grids
but have triangles or aperiodic tilings instead. The genres within
that are very granular, but many are what we'd call roguelikes,
where one controls a character wandering across a
procedurally-generated world. Usually their games are based on their
mythology. Unlike most human roguelikes, these are story-based, but
unlike most human story-based games, the story is not scripted or
even procedural. These games are almost like divination tools. The
abstract curls of digital filigree and geometrically-arranged
flavor-text poetry each have symbolic meaning that one is meant to
think about and engage with.
Much of their media is like that, actually. They don't really focus
on plot and linear sequences of events per se, and more about the
entwined meanings of the whole sequence of events.
Astropolitics
and relations to other species
The Nrukhrizchaa is an Alliance member.
While their somewhat repressive society may not strictly fit the
Alliance's membership criteria, they are an useful asset. For one
very major reason. The Kjee Empire. The
chohjozra territories act as a barrier against the kjee who
otherwise would have a clear shot to the underbelly of the Federation
and Commonwealth.
As implied before, the chohjozra don't like relmai. It's not to the
level of active hostility, but chohjozra think relmai are loud,
crass, and annoying. Relmai think chohjozra are stuck-up, grumpy,
and don't know what fun is. Chohjozra music makes relmai fall
asleep. Relmai music makes chohjozra want to die.
They overall like mankind, especially after the Federation replaced
the UN. They intervened in the Civil War by sending humanitary aid
and military forces into the Eastern Septant theater of the war, the
former to assist in evacuating and feeding refugees and the latter
to fight against the THO. In the
Terran narrative, the humanitary aid portion of the chohjozra
intervention is played up heavily, though. In the chohjozra
narrative, the intervention is called Khahrzymcheb Dehzzinn.
Roughly translating to "holy operation for extermination of pests who are below herbivores in worth".
However despite this they have done the pests a favor:
flamethrowers were used against surrendering THO and MfHA troops
in an act of mercy, for their bodies would not have to rot into
the earth.
Their history with the wkwqykawu is
complicated. On the one hand, the wkw are loathsome herbivores.
On the other hand, they had the potential to be astropolitically
useful by flanking the real enemy in the kjee.
It was all rendered moot because of the Incident. See the wkw
folder for more information. The chohjozra prefer to not speak
of wkw now. It's a sore spot, and deep down they're kinda sorry.
They hate the dal-ghar for being
monarchist scum who do not deserve to be covered in scales. The
dal-ghar, meanwhile, fear them to no end. Why? Well, the
dal-ghar royal family see themselves in the Monarchy, and they
fear what might come if the serfs decide to rise up against
their masters.
Chohjozra meanwhile find kaziil
inherently eldritch and existentially terrifying due to their
nature as opposites in temperament, but there is no real enmity
between the two nations.
They get along well with their fellow animist zealots
the aadalu.
Surprisingly enough they are also friendly with the Canids despite the latter's complete lack of
interest for matters of faith. Hearty food, lots of muscles,
collectivist economy, a disdain for herbivores, and a history of
gleeful war crimes against the THO--
that is enough to bond over. Akeruh is not a common destination
for Canids because of how toasty it is, but the other chohjozra
worlds see a good share of Canid tourists and even migrants.
They find sy!yvl to be simply
laughable and not even worthy of hatred. "sy!yvl jokes" are a
staple of 23rd-century chohjozra comedy.
Language
The most prominent chohjozra language is Dhahrkyhzchaab (DHKY),
translating to something like "common folk new era equal language".
It is a modernized version of the language of the highest-population
area of Akeruh that was relatively unscathed in the revolution. It
assimilated features from many other languages; said languages still
persist and are under strict preservation programs. There is also
Mbahrzahchaab (MBZA), a simplified and less ambiguous version of it,
and Zhehrkmiichaab (ZHKM), an even more complex and metaphorical and
archaic version. DHKY is the language of pop culture and official
and interciv communication, while MBZA is the language of science
and of commerce, just like Common Terran English and Techspeak are
for humans. ZHKM is the language of religion and doesn't really have
a Space Age Terran equivalent, though there are present-day
analogues like Old Church Slavonic. All three are mutually
intelligible.
Some notes about all 3 languages:
Phonetics are very limited. Phonemes that require flexible lips are
not used, instead there are subtle nuances in the clicks and growls
and purrs. Transcription is, accordingly, very loose and at times
arbitrary. To a human it just sounds like a bunch of growls that
only a trained ear can discern. They can make vague
approximation of these phonemes, and thus speak human languages, but
have one of the thickest accents. They speak surprisingly quickly
for an usually slow and relaxed species.
There is no s sound. This is because it comes off as
an uncontrolled hiss that is hard to work into language (for the
same reason no human languages use a raspberry phoneme), and is
reserved for emotional expression.
Very agglutinative structure, but where barely-perceptible swaps of
sounds, or subtle changes, carry valuable information that modify
the word-components too. Phonemes themselves have meaning, if vague
(like hh usually meaning belonging to).
Words must follow a somewhat rhythmic structure, one cannot mash
together these phonemes at will. Suffixes are also more
standardized.
Intonation is barely present, if at all. It comes across as
extremely stoic. Such things are communicated by body language too
subtle for most humans to pick up, or phrasing. There are also tone
markers just baked into language. jha is a phoneme
that means "I am currently feeling upset", for example. zzi
means a word is sarcastic.
All 3 are prescriptive, with an academy having to approve each new
word (and, as even DHKY is considered sacred, neologisms are
reserved for absolutely necessary cases, and slang is considered
obscene). The difference is that the DHKY academy is a lot less
restrictive and is a lot more pragmatic.
Pauses serve an important role, and are much more frequent and
longer-lasting than English. There are around 7 types of what would,
to human ears, be a comma.
Personal pronouns are not related to gender, instead referring to
other qualities. "animate, predator" aazh. "animate,
prey" eezh, "inanimate, mobile" aatkh
and "inanimate, immobile" eetkh. Generic variants that
can also be used as nouns for "animal" and "thing" are oozh
and ootkh.
Any noun or adjective can be turned to a verb by adding a glottal
stop before it.
Generally, a whole sentence in the chohjozra languages is written
as one massive block of intermingled radicals that represent
phonemes that compose the words. These blocks can be in any shape,
but the standardized one used in print is of course rectangular. The
writing itself is composed of many curved, scratch-like strokes; to
an outsider it vaguely resembles Arabic calligraphy but with thinner
and more parallel lines and fewer dots.
Chohjozra
Star Navy
Why...:
To serve as a bulwark against the Kjee Empire and to uphold its
claim over the contested Sheratan
Triangle.
What...:
A long history of warfare, an apex predator's mindset, and a very
patriotic population. Lots and lots of helium-3 in the Akeruh
system's gas giants.
How...:
The government fully controls the shipbuilding industry. All ship
designs have to match certain religious rules regarding numerology
and geometry.
Which...:
Due to the chohjozra physiology and lack of familiarity with
verticality, ships are much flatter than most other species'
ships. The ships have very powerful afterburners for sudden bursts
of speed, and their shape allows for quick rotation maneuvers, but
their normal speed is average. They prefer mass drivers for
weapons.
Aesthetic: Almost could be described as flying
saucers (though obviously with engines underneath), very ornate
and blinged-out with gemstones and gold filigree.
Concave sky: under luminescent arcs and veils.
Expansion of the universe: three times faster than expected. Predicted
outcome: reality failure. Confirmator: Great Empress. Solution:
prevent the Stifling. Critical priority.
--The 3102nd Universal Geometer
Chimera names
Exonyms. Loose translations that cannot capture even a third of the
intricacy of the "real" names.
People
The One Who Floats Between Eons
Keeper Of The Cerulean Strands
Eternally Beloved By The Empress
Wandering Amidst Tricosahedra
Planets
Second Garden
Last Refuge
Halls Of The Aspects
Perfection
Spaceships
Peacekeeper
Immaculate Beauty Of Eternity
For The Love Of The Fifth Aspect Of Addition
Yectkogg Inc. (Yects) (STUB!) Capitalist aliens puppeted by Abyssals
Government form: Unitary oligarchic republic
under corporate dictatorship
Ideology: Elitism / Liberty{3} (Corporatocracy)
Economic system:Monopolistic
Feudalism
Population: ~15 billion
Capital planet: ???
Climate preference: arid temperate forest
The perfidious Alliance, with its population of
moochers and tyrants, have sanctioned us. But what will they do,
once their people grow fat and weak on their welfare? Our system
makes strong people, brave people, clever people. The Corporation
will endure and they will wither, especially with our Abyssal
business partners to our side.
--CEO Oeklj Jsik-bcusryct, Voice of the Corporation - Section
32 of Year 462
Thurise Free Republic Danger turtle aliens with extreme firepower
Government form: federal democratic republic
with technocratic tendencies
Ideology: Liberty / Progressivism /
Technocracy{2} (Mad Science Institututionalism)
Economic system:Market
Socialism
Population: ~14 billion
Capital planet: Netteri
Climate preference: anything with a
nitrogen/oxygen atmosphere, a temperature between 255 Kelvins and
312 Kelvins, and readily available water
Physiology
The average adult thurise masses roughly 600 kilograms, of which 100
kilograms is shockingly durable natural armor. This natural armor is
primarily in the form of a tortoise-like shell on the outside of the
individual's torso. Thinner (but still quite thick) armor plates also
grow on a thurise's arms (2), legs (2), and head. As a result of all
this natural armor, severely injuring a thurise with anything short of
a large-bore rifle is extremely difficult. This natural armor also
functions as a layer of radiation shielding, providing protection
against the back-scatter of using particle beams in atmosphere.
Also of note is the thurise digestive system, which is extreme
overkill by any reasonable standard. Their guts' sheer
efficiency at breaking down complex organic molecules means that even
without xenodigestion enzymes, thurise can safely derive nutrition
from most biospheres' foodstuffs. It also makes poisoning thurise
extremely difficult. This trait is unique among known
naturally-occurring peoples.
There is a single notable drawback to this extreme durability;
thurise are quite slow on the move. While thurise can comfortably
tolerate quite high temperatures, all that natural armor makes it hard
to dump excess heat on the move, and requires extra energy to get
moving in the first place. Thurise therefore need to pace themselves
quite carefully to avoid heat exhaustion. Unless the
thurise in question is a cyborg with improved cooling systems, which
is quite common.
Psychology
Thurise are commonly stereotyped as mad scientists, which admittedly
has a fair bit of truth to it. As a result of being nearly
indestructible to their homeworld's (many) natural hazards, thurise
have seldom been evolutionarily punished for risk-taking. Meanwhile,
curiosity was rewarded by the discovery of new food sources, which a
thurise could usually digest without issue. These tendencies combined
result in thurise being predisposed towards persistently investigating
unknown phenomena, with very little regard to possible consequences of
doing so. That said, thurise are scientists, so once they've learned
something is dangerous (to them), they treat it with what others would
regard as the bare minimum of caution.
History
The thurise were an interplanetary civilization for an oddly long
time prior to discovering FTL, having permanent
offworld populations since 1971, by Terra's reckoning. Because of
this, the thurise fought several full-fledged interplanetary wars
prior to making first contact, with said first contact happening after
a 30 year standoff where all thurise polities had built up truly
apocalyptic IPM arsenals. At the exact time first
contact took place, the thurise were undergoing negotiations to
peacefully unify and start disarming.
The thurise's first contact was the dal-ghar,
unfortunately. For the dal-ghar. As noted, the thurise were sitting on
massive arsenals of Weapons Of Mass Destruction, with IPMs not yet
having been introduced to the Oval at large. In response to the
dal-ghar's subjugation fleets, the thurise made a populated moon in
plain view of Bhoz-tlu-xba ring like a fucking bell, killing twelve
million civilians in the process. This was followed by the simple
ultimatum that this was a warning shot, with the
thurise having enough missiles to effectively destroy the Iron Empire
if they did not discontinue the invasion.
IPMs being a new threat at the time, the dal-ghar had no interceptors
ready to deal with them. The Iron Empire bitterly withdrew, as the
only alternative was total devastation. A year later (in 2162), the
thurise joined the Alliance as the (now peacefully unified) Thurise
Free Republic. As a result of the thurise's actions, they had kicked
off an Oval-wide arms race for IPMs and defenses against such. It
would have likely happened eventually even without this, but there was
no other polity likely to show off what IPMs could do in such an emphatic
manner.
Not wanting to all die horribly when the Elliptical War touches off,
the thurise have invested heavily into apocalypse bunkers on all their
worlds. Prior to war, thsese volumes are commonly used for storage and
recreational purposes.
Technology
As a result of their long history as a spacefaring species and
penchant for mad science, the thurise joined the interstellar
community with a notable lead in many fields of technology. The
thurise are also perfectly willing to share their technology with
allies. There's just one problem; thurise technology is very seldom
safe for non-thurise to use. As an example, a thurise asked to make an
"electric guitar" without additional context would likely build a
guitar that shot tirty-meter lightning bolts when played, using the
electrical arc itself as a sound amplification method.
On a more militarily relevant note, thurise have very advanced
infantry particle beams... that no other organic species can safely
use on account of radiation backscatter.
Thurise
Star Navy
Why...:
To deter the Hegemony from initiating
aggressive action, and inflict utterly disproportionate damage
should that come to pass anyway. Enough conventional force must also
be maintained to meaningfully patrol their own space.
What...:
Thurise have the advantage of centuries of institutional knowledge
of space warfare, along with deep wells of expertise in IPM
design. Thurise are also relatively fortunate in terms of resource
abundance, particularly monopoles. These resources allow them to
finance an oddly large military for the size of their economy.
How...:
All thurise astromilitary personnel are heavily cyberneticized, if
not entirely inorganic. This allows their ships to pull maneuvers
that would quickly render an organic crew unconscious, and also
allows corner-cutting on things like radiation-shielding and life
support. Ships and munitions are produced at military-owned
facilities. The thurise do twice-weekly IPM tests against a
designated "target moon", picking random missiles from the
deployed arsenal. If a missile doesn't work, the unit charged with
its maintenance is in deep shit.
Which...:
Aside from a smattering of scouts and cruisers for controlling
their own space, the thurise devote the vast majority of their
defense spending to one of the Oval's most destructive IPM
arsenals (second only to that of the superpowers), and the means
to deliver said missiles directly to the heart of the Hegemony.
The Thurise have a doctrinal goal of killing 80% of the Iron
Empire's population and destroying 90% of its strategic
infrastructure during the opening IPM exchange. As a result, the
most well-known class of thurise warship is the "Endbringer" IPM
Delivery Cruiser.
Aesthetic: Thurise ships are entirely
utilitarian in design, as a result of wringing as much destruction
as possible from a finite defense budget. Despite this, they
manage to achieve a profile that many describe as ominous, with
massive missile tubes on the boomers leaving absolutely no doubt
that these ships are built to kill worlds.
Satlagol Union (STUB!) Debate-bro aliens
Name: Satlagol Union
Astropolitical rank: Secondary Power
Interciv relations: unaligned
Dominant species: Satla
Temperaments: Debate / Deliberation
Territory: Southern Oval, 650 stars
Government form: unitary parliamentary
republic
Ideology: Liberty / Individualism{1} (Parliamentarian
Liberalism)
Lñseyy'h are, by default, hexapodal semi-taurs (similar posture to satla or chohjozra, i.e normally
horizontal but can taur up). Like the fellow semi-gelatinous species bquaa and kseldani they have
cartilage instead of bone. Their limbs are undifferentiated,
cartilaginous tentacles with many branches of varying thickness, both
the tentacles and the branches curl up like the fiddleheads of ferns
when at rest. Their bodies are covered in very short, extremely oily
fur that is greenish thanks to the lichens growing in it. Their faces
are unusually flexible, with movable parts that can shift around
within hours into a flat face, a snout of any kind, or even a
proboscis. The teeth, small and many-rowed, are a constant though, as
are the six large but narrow, black eyes.
Like the kseldani, the cells in their bodies keep stem-cell-like
properties at all stages of life, and have weak connections, allowing
the easy reshaping of bodies, rather dramatically even in size, number
of limbs, or function of internal organs, or even some parts of the
brain. Comparatively easily, at least: they have to go into a cocoon
(assisted by another lñseyy'h) and re-emerge at least a day or two
later.
Their proximity and similarity to the kseldani suggests that they are
somehow related. A theory has been floated that the lñseyy'h are
either a remnant of the kseldani creators, or perhaps a different
subtype of kseldani (though their biospherical incompatibility puts a
dent to both theories).
They are co-sexual,
and reproduce by laying dozens of tiny eggs in a sac, which soon
hatch. In their larval form, lñseyy'h are not sapient. Brain growth
occurs in a sudden spurt around 7 years of age (while they become
reproductively mature around 10). Before that age, a lñseyy'h is about
as intelligent as an insect. After that age, they are slightly more
intelligent than an adult human.
Psychology
They are individualists of a similar kind to relmai:
expressing oneself is a great joy to them and they don't like being
limited or ruled over by all but the lightest of hands. However, to
them their bodies hold not much more permanence or value than clothes
to humans or relmai, and it is expected that one "dress" appropriately
to their place in life and to the wishes of those around them.
Their society self-organized into a bottom-up and non-hierarchical
caste system, to a greater extent than kseldani, with cybernetics
integrated alongside their shapeshifting. On a surface level it may
appear that they use a lot of biotech, but in actuality most of that
"biotech" is transformed but still sapient lñseyy'h who chose to be a
living, mobile streetlight, or a walking refrigerator, or a boat.
Culture
Their society is composed of broods-- essentially self-assigned
castes of lñseyy'h that shift to similar forms and have similar
purposes as a whole. They are only allowed to mate within their brood,
but can shift between broods at will with no stigma attached. These
broods have no hierarchy within or between themselves. In some sense,
the Confluence is essentially one superorganism and the broods are its
tissues. There are hundreds of broods, specialized to different types
of industry, entertainment, or service.
They live in arcologies built out of sleek chrome metal partially
overgrown by plants... and by lñseyy'h of the maintenance brood whose
spindly bodies curl outside and inside the massive buildings and use
their tendrils to pass items from window to window, while their
respiratory system is repurposed into a living air-conditioner.
Completely by their own will, of course. Outside the arcologies, where
there are only adults, is the untouched-wilderness domain of the
children. Since the larval lñseyy'h are not sapient, they are allowed
to prey on each other, ensuring that the craftiest ones survive to
imago form. Lñseyy'h do not like the sight of blood and guts, so the
infants are dumped into the wilderness. After 7-8 years pass,
specially-trained individuals retrieve the survivors. No trauma
results from this-- they retain no memories, even subconscious ones,
from the larval form.
A lñseyy'h always has four names: one known only to themselves,
another known only to their brood, a third known to other lñseyy'h,
and a fourth to be shared to outsiders. These names get progressively
shorter, to the point where a lñseyy'h can introduce themself as É to
a Terran, and as Hm̃emôl Ishgh Nos̨-É to
themself in their diary.
They prize secrecy and trickery similar to the kjee,
seeing it as a great way to sharpen the mind. Unlike the kjee and much
like Yig, they really just treat it as a game.
Sharpness of the mind is seen as a great virtue and inseparable from
the fluidity of the body. While a lñseyy'h can shift their body's
entire shape, their mind is not changed by transformation, and they
take great care of that-- except to those who seek to disrupt their
society. See below about the merged ones...
It is possible for two or more lñseyy'h to merge together completely
if they go into a cocoon together. The result is a larger body with a
somewhat deformed head that nevertheless has one normally functional
brain. Memories tend to be corrupted but personality and identity
stays as something between the "ingredients". These merged lñseyy'h
cannot unmerge. This is usually done as punishment by society for
things such as committing the crime of hierarchy or reducing the
welfare of the collective. The resulting merged lñseyy'h is usually
more obedient.
They have something resembling religion but it is strange and
difficult to describe in human terms.
Astropolitics
Much of their northern space was vr'rok before
the collapse of the Second Vr'rok Empire. During the collapse, they
took their unique approach to pacifying the vr'rok, enabled by their
highly advanced mastery of biotech, which is just under that of the Abyssals. The lñseyy'h, with their very low value
placed on the integrity of one's form, saw no issue treating the
vr'rok as they did the losing side in one of their disputes. These
vr'rok were made to adapt, much like the ansethigno were made to adapt
by the kaziil. But instead of indoctrination, the
lñseyy'h went for mass genemodding. The millions of vr'rok living
there are no longer recognizable as how they were. They were made
incapable of having any sort of violent thoughts, and their bodies
were made rounded and clawless, and their brains were rewired to make
them satisfied with that.
The rest of the Alliance was horrified and
some voices wanted to, as the lñseyy'h had just recently joined, kick
them out of the Alliance. But these voices were out-voted in the
Alliance meetings. For the Alliance is a pragmatic organization, and
why get rid of an asset that can neutralize a conquered enemy nation
while having the plausible deniability of cultural practice? To this
day, the Lñseyy'h Confluence makes the petty tyrants of the
Northwestern Oval tremble in fear.
Lñseyy'h Star Navy
Why...:
To ensure the security of the otherwise decentralized and thus
hypothetically vulnerable Confluence; and to put their unique
methods to use in military expeditions
What...:
Mastery of biotech allows easy life support; arcology lifestyle
translates easily to starship crew habitation.
How...:
To this end, lñseyy'h war-fleets are each built around a mothership
where the crew is born, lives, and dies (and stays behind in
engagements, ready to jump away if the battle is being lost). A
mothership is surrounded by and maintains a swarm of small warships
that the crew transfers to before a fleet movement.
Which...:
The mothership is a wide-open, bulky, slow, juicy target for
long-distance missile or mass driver fire but the warships are some
of the nimblest in the Oval. The crews are modified to handle
g-forces that would dislocate the bones of less flexible species.
Also, the motherships have portable genemodding stations for
neutralizing POWs and captured civilians.
Aesthetic: Very long and needle-like, polished
to a gleam. They are overgrown with both plants and flesh on the
inside, though.
Hssszhha Everlasting
Prosperous Grand Kingdom Vampiric snake-aliens who embody and copy
their ancestors
Name:Hssszhha
Everlasting Prosperous Grand Kingdom
Astropolitical rank: Secondary Power
Interciv relations: unaligned, leaning towards OSES
Dominant species:hssszhha
Temperaments: Memory / Neatness
Territory: ~320 stars in Central Oval
Government form: unitary bureaucratic absolute
monarchy
Ideology: Elitism / Order / Tradition {4} (Absolute
Monarchy)
Economic system:State
Capitalism
Population: ~4 billion
Capital planet: Missshm
Climate preference: temperate grassland
Normally, sapient species have fairly diverse diets. Even the
carnivorous ones tend to feed on a variety of prey species. Not so
much the hssszhha. They can only feed on blood (though obviously only
from their biosphere). They are the Oval's only natural sapient
vampires.
In appearance, a hssszhha is to a dal-ghar what
an aadalu is to a human-- thinner and spindlier,
but with a broadly similar bodyplan. Snake-like, covered in small
brown, yellow, or greenish scales, with a thin, flexible worm-like
body. The torso widens slightly at the place where four long and thin
arms with gripper claws are attached. There is no neck, the head is
attached directly to the torso and has a long and angular snout with
two massive hollow fangs meant to drain blood while injecting an
anticoagulant and painkiller pseudovenom. They have one large and
slightly telescoping eye in the middle of the face, and very long and
pointy ear-fins.
Their main prey is a species that co-evolved with them called muhhu
(an onomatopoeia of its distinctive call). A slow and placid grazer.
Imagine a cow, give it a coat resembling that of a sheep (except for a
bald patch at the back of the neck), replace its snout with a trunk
like an elephant's but with cowlike teeth in its opening, and make its
legs short like a hippo's. The intelligence and instincts of muhhu
have atrophied over millions of years of coexistence with the
hssszhha's ancestors, and these are amongst the least intelligent
complex animals in the Oval; so braindead that they would be utterly
defenseless without the protection of hssszhha, who often latch on in
whole families to the exposed nape of the muhhu's neck, sipping its
life-juices. Hssszhha venom happens to also kill a common species of
muhhu parasite that would otherwise flourish in the cattle's unusually
nutritious blood.
The planet of Missshm is tidally locked (orbiting a dim orange
dwarf), restricting the habitable area to a narrow band where there is
permanent twilight, between the scorching deserts of the solar
hemisphere and the frozen tundra of the astral hemisphere. Most water
is in the astral (cold) hemisphere and it flows down in rivers through
the twilight band to the desert where it then evaporates and is
carried back by the strong winds. There are few large bodies of
permanent standing water; the habitable area makes up for lack of area
in its quality. Soft, rolling hills covered in dark grass. The
relative flatness and lack of boundaries made the hssszhha into
something of a monoculture, helped along by the fact that they more or
less had to be semi-nomadic before the invention of factory farming.
Long ago, during their bronze age, massive nomadic clans swept aside
what few settled cultures there were, and in the process a few
cultural precepts were established, helped along by their unique
psychological features.
The hssszhha all have eidetic memory. Barring traumatic brain injury
or direct BCI editing, a hssszhha never forgets. Their brains are very
efficient at storing memories. Thus they developed writing relatively
late, and actually made it all the way to early industrialization with
only minimal writing mostly used for economic and legal records. This
eidetic memory allows them to completely remember everything about
their ancestors, and in most cultures it is tradition for the
firstborn son to completely adopt the identity of his father and for
the firstborn daughter to adopt the identity of her mother. Name,
attitudes, beliefs, et cetera are to be worn like a mask to be passed
on to their children. But once it is passed they have to give themself
a proper new name and are then free to live as they please. Thus there
are two main age-based castes in hssszhha society. Those who have
passed on a name, and those who did not. It is considered a disgrace
to die without having passed on the name, but limited food resources
made it a cultural necessity to discourage overpopulation, so a name
may be passed on to a small figurine or other sentimental object.
Also, alongside the name, inherited is one's flock of muhhu and at
least half of other possessions.
Liberated Ansethigno Republic Friendly space-cassowaries with a dark past
Ideology: Technocracy / Progressivism / Liberty
/ Equality{2} (Redemption
Thought)
Economic system:Market
Socialism
Population: 13 billion
Capital planet: Messe
Climate preference: temperate forest
The ansethigno largely resemble Terran flightless birds, with the
closest match being the Northern
Cassowary. Unlike the Terran bird, ansethigno lack a rigid
head crest, instead sporting a plume of feathers. Another major
difference is that instead of atrophying, the ansethigno's wings
were repurposed into dextrous manipulators.
Ansethigno lay eggs, which absolutely must be incubated for two
months after laying, before they will hatch. Failure to properly
regulate an egg's temperature can cause all manner of congenital
defects and medical problems, including hatchling mortality.
As an interesting coincidence, ansethigno are capable of safely
digesting most Terran citrus fruits without the aid of xenodigestion
enzymes. Among said citrus fruits, lemons are a particular
favorite of many ansethigno.
Psychology
Ansethigno are predisposed to develop very strong convictions in
their beliefs, regardless of what those beliefs actually are. This
is something of a double-edged sword, as it directly resulted in the
Divine Empire's deranged ideology being almost totally entrenched.
But it also means that an ansethigno who's been taught how and why
to oppose authoritarianism is highly dedicated to doing so.
These strong convictions render ansethigno notably resistant to
"gentle" brainwashing, as the belief structure is deeply reinforced.
The strength of conviction also renders ansethigno vulnerable to a
specific form of Dissociative Identity Disorder. An ansethigno's
deeply entrenched worldview can be very difficult to adapt when
faced with a situation that renders it impossible to maintain as-is.
In some cases, that results in intense dissociative amnesia, in turn
often resulting in a new person running on the ansethigno's
substrate, with a completely different worldview. The relations
between headmates in these systems are often distinctly hostile.
ansethigno
history
Records of the ansethigno's pre-spaceflight society are distinctly
sparse; this can be directly attributed to the actions of the Divine
Empire that forcibly unified the ansethigno shortly beforehand. By
all accounts, said Divine Empire was a bunch of hardline religious
supremacists. It therefore should not be surprising that the Divine
Empire censored every historical record they could find that
contradicted the official narrative.
That said, the available evidence indicates that the Divine Empire
stole most of the technological advances that got them into space.
Not from aliens, but from other ansethigno societies that the divine
Empire conquered.
Once they got to space, the Divine Empire quickly encountered other
nearby civilizations. This directly contradicted the Divine Empire's
holy texts, and rather than amend the holy texts, the ansethigno
opted to "amend" the universe. By killing any non-ansethigno they
could find.
This campaign of genocide quickly resulted in the ansethigno
accumulating enemies, with the kaziil taking a
leading role in the resulting coalition. Matters escalated into a
decade-long slog commonly referred to as the Ansethigno War. At
war's end, the Divine Empire's leaders and diehards had fled to Abyssal patronage, their new space carved out of a
chunk of ty-uc-kch space recently conquered by
the Abyssals, and the remaining civilian populace were under kaziil
military occupation.
The kaziil really, really didn't want to do a genocide, but also
didn't want to go through something like this ever again. It was
entirely predictable that if left to their own devices, the
ansethigno would re-arm and have another go in fairly short order.
So the kaziil opted for a drastic plan to entirely re-engineer
ansethigno society to a new set of values.
Even the kaziil were highly uncomfortable with what this plan
entailed, namely abducting and indoctrinating every yet-unhatched
and juvenile ansethigno they could find. The occupiers instituted a
total surveillance state to facilitate this, which was ironically an
increase in privacy from what life was like under the Divine Empire.
There were also some ansethigno citizen factories built, with the
resulting eggs being put through the same indoctrinating boarding
schools as the abductees. As one last measure to accelerate
demographic turnover, the kaziil implemented a Durabilis-equivalent
for those ansethigno raised with the new value set, and made it
nearly impossible for pre-war ansethigno to get.
After forty years of this treatment, the occupation was formally
ended, with the Liberated Ansethigno Republic receiving full de jure
autonomy in 2202. The plan had worked; the LAR was now a model
member of the galactic community, and quickly accepted into the Alliance. That said, the whole affair was a
significant strain on the kaziil's resources, and the diplomatic
fallout from the whole affair has left a bit of a stain on the
kaziil's reputation. Kaziil asked about the occupation are almost
always uncomfortable with the topic. Ansethigno asked about the
occupation vary between changing the topic, being disturbingly
onboard with it, and just plain being sad.
Va Conclave (STUB!) Solitary snake aliens who were uplifted by
oschee
Name: Va Conclave
Astropolitical rank: Secondary Power
Interciv relations: unaligned
Dominant species: va
Temperaments: Solitude / Directness
Territory: Southwestern Oval, 270 stars
Government form: confederal presidential
republic
Ideology: Autonomy / Liberty /
Individualism{1} (???)
Economic system:Cybernetic
Economy
Population: ~6 billion
Capital planet: O
Climate preference: temperate forest
placeholder
Minor Nations
Hhw!xey Principalities Trickster teddy bear aliens with a fractious
society
The hhw!xey are a sapient species from the cold planet of
Yihhtyh!hhx. They are very small (at most 40cm tall), stubby-limbed
semi-humanoids (often going on all fours) covered in very thick and
fluffy white fur, with small but sharp black claws, large reflective
eyes, and short noseless muzzles full of small grinding teeth
surrounded by two serrated grasping mandibles. They lack visible
ears or tails, but two very sensitive tendril-like organs can extend
from their heads at will. Their bones are thin and their
muscle-equivalent is semi-liquid, goopy, and purple, yet
surprisingly strong.
Hhw!xey evolved from cunning scavengers and omnivores in the tundra
expanses of their planet, burrowing in the snow to get at roots and
tiny mouse-like creatures. They were constantly under threat from
quadrupedal semi-sapient predators called ki!yhy!rhy, and had to
rely on their wits and resourcefulness to avoid and kill said
predators. Soon, tribes emerged that turned into city-states and
kingdoms, and technology progressed fast. Spaceflight was an issue,
as the heights involved were even more daunting for knee-height
creatures, however their small size meant that life support could be
reduced in size compared to larger sapients.
Thus, once spaceflight, and FTL, was developed, the hhw!xey
migrated away from their planet en masse on a scale incomparable to
nearly any other species. It is a natural instinct for them to
spread and fill as much newly available area as possible, and they
never had much attachment to the land-- and that lack of attachment
crossed over to lack of attachment to their homeworld. And there are
no predators in space...
Their cultures have one shared "bias": trickery. It does not have
to be lying, per se, but zany and overcomplicated schemes that
nevertheless succeed are seen as the greatest possible pastime.
Their sports tend to be intellectual rather than physical and
involve such deception and scheming. Their media has
incomprehensible and tangled (by human, or most other species'
standards) plots. Currently, the hhw!xey are united under a
confederation of feudal states called principalities, even looser
than the Terran Federation, the leadership of
which rotates frequently according to a set of arcane rules. They
are an Alliance member with relatively few systems, but have many
outposts within other races' space, including Terran.
Principalities
The Hhw!xey Principalities are often mistakenly referred
by Terrans as the Hhw!xey Principality, but that is
something of a misnomer. While the Prince
of Yihhtyh!hhx, the ruler of the systems surrounding the
homeworld, is technically the ruler in 223X (and is the one usually
speaking on behalf of all hhw!xey to alien diplomats), all the other
dozens to hundreds of principalities are sovereign for most
purposes, and sometimes take leadership. They have their own laws,
their own navies, their own cultures. They have independent
relations with other civilizations and sometimes even have wars
between each other.
Yihhtyh!hhx itself was similarly fractured before the FTL age. But
with the mass exodus of population from it, where much of the
leadership of old planetside principalities abandoned their patches
of land to have entire planets to themselves, away from their
rivals, a power vacuum was left. Through a combination of diplomacy
and war by the largest principality united the depopulated planet.
Culture
To a hhw!xey, life is all a game of subterfuge. While the kjee
have a vaguely similar temperament, the hhw!xey brand of subterfuge is
not about long-term scheming, but rather about in-the-moment hustling
and misdirection. It also gets a lot more physical at times. Practical
jokes are their equivalent of high art.
The kjee have a sense of fairness, their "game" has rules and a
honor code. The hhw!xey have none of it.
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.
A sy!yvl commoner. The green around
the eyes isn't markings but rather the color of their sclerae.
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. This however
stabilized at 8 layers.
Layer 0 is the 'monarch' of a sy!yvl hierarchy, these days there
is only one hierarchy and thus one monarch. Below is Layer 1, which
has around ten individuals who serve as the equivalent of ministers
and consorts for the monarch. Layer 2 consists of rulers of planets
and habitats, there are hundreds of them due to the huge amount of
habitats. Layer 3 (over 10000) is the equivalent of governors of
regions or massive cities, Layer 4 (million) cities or fractions of
cities. Layer 5 (tens of millions), Layer 6 (hundreds of millions),
and Layer 7 (3 billion) fulfill a role of directly managing
decreasing sizes of groups of sy!yvl alongside each other. The
majority is on Layer 8. There is little social mobility, but
everyone is wired to be satisfied this way.
Belonging to a layer is communicated by minute social cues and
slight differences in appearance that only sy!yvl can really pick
up.
Culture
and society
Their culture is very simple, considering its age. Stories are
extremely straightforward and monotonous, with amounts of repetition
that would put any human to sleep. Art is well-drawn but usually
only uses a few colors. Little of it has any deeper meaning or even
message. They usually rewatch, reread, or replay things dozens or
hundreds or thousands of times.
They are highly spiritual and superstitious, but have absolutely
zero codification of their beliefs, which cannot really be called a
religion. If they can be said to believe anything about the
"immaterial world", is that it exists and has a tangible impact, but
inherently cannot be even comprehended or described. Thus there are
no myths and no rituals. They also don't even have the concept of an
afterlife, much less believe in one.
Every sy!yvl, besides the monarch, follows the same life framework:
do what you have been assigned to do until further orders, and in
the meantime reproduce. Nobody is in any way independent, and in
fact find the concept of independence to be deeply horrifying in an
eldritch manner. Sy!yvl with neurodivergences that give them better
capacity for abstract thought get appointed to research duty.
Their only clothing is very loose, mass-produced, extremely baggy
and thin robes. These robes actually vary in design according to
social layer, determined by rigidly-defined rules. They are
colorful, though, and embellished with dyed chunks of Gxxy-lsa woven
or clipped onto the fabric; also common are bangles, necklaces, and
earrings. Also frequent are chains as chokers, to symbolize
submission to the monarch. Those sy!yvl who work in professions
where loose clothing might result in injury or death instead wear
form-fitting jumpsuits. While their clothes may look primitive, they
are actually mandated to be made of self-cleaning nanofabric, and
are so comfortable that many other humanoid species try to get their
hands on refit versions.
They have no concept of material property. Even the monarch lives
in relative austerity. Absolutely everything is shared, without as
much as personal lockers. But unlike the kseldani
and bquaa, they do recognize land and people as
property.
Sy!yvl place almost zero value on their own lives. If they are
ordered to do something extremely dangerous they will do it without
a second thought. However, their simplicity also means that crazy
dictators who only want to see their underlings suffer don't exist
in sy!yvl society; nobles are ambivalent at worst.
The way sy!yvl cities develop is important to understanding their
society. Gxxy-lsa exists naturally, but does not take the same form
that the sy!yvl use for architecture. It is something resembling a
land-dwelling coral, growing in mostly flat or gently hill-like,
circular patches around ten meters in diameter, present in all
land-based non-desertic environments of L-syng!jyl!yysa. The
material is hard as concrete, but porous, very craggy, and colored
any shade from red to pink to white. It extends tendrils into the
soil to leech nutrients, but its main form of sustenance is leeching
from above, i.e from plants that sprout over it. These
natural colonies do not grow much due to this drain on their
surrounding environment, and die out after they drain the soil, at
which point they discolor into gray and are eventually simply buried
by dirt. However, in their late stages, they form seed-globules:
translucent spheres the size of soccer balls, filled with hydrogen.
Once a globule is filled, it floats off, very slowly leaking
hydrogen until it deflates and thus gently lands tens or hundreds of
kilometers away. If the soil is fertile, the globule hardens and
takes root, slowly growing into a patch over decades or centuries,
and the process begins anew.
However, the sy!yvl know since time immemorial how to induce rapid
growth of this coral. This method has survived intact for thousands
of years, and even in exoplanetary colonization it is used with
minimal modifications.
First, a globule is harvested and carefully transported to a
fertile, defensible and resource-full spot by a team of sy!yvl. This
group is fairly large, as such spots are few and far between,
requiring lengthy hikes over dangerous terrain (in the modern
age, they use airlifts or orbital drops for exocolonization).
Then, the Gxxy-lsa seed is even more carefully drained of hydrogen
by stabbing it with a special awl, and buried shallowly. The
expedition team then stays near it as it sprouts, setting up a camp
nearby. They harvest as much biomass as possible nearby and compost
it, to supplement the regular shipments of fertilizers that get
brought in from the home city and poured onto the sprout, then onto
the sides of the patch, to grow it sideways. Pests and nearby
herbivores are eliminated with extreme prejudice.
While the camp lasts years, becoming a temporary village of tents
and log cabins, it is meant to be abandoned once the Gxxy-lsa patch
matures enough to support grown buildings. When that happens (just
over its 'natural' size of ten meters diameter), specially-made
nutrients are dropped onto the surface of the patch, causing bulges
to appear. The bulge is then drilled and a poisonous concoction
injected into it, killing the inner layer of Gxxy-lsa within it
while letting the outer layers grow. Thus results in it becoming a
bubble, which is then grown until it becomes large enough to house
sy!yvl or store things in. At this moment, the city is considered
founded, and the village surrounding it is abandoned.
The administration of the planet, region, or nearby city then
resettles more sy!yvl, as the patch continues to grow, fed by
convoys. To become sustainable, fields are sown in a broad circle
around it, gradually expanding out as land is subsumed by the
growing Gxxy-lsa. As the settlement itself grows upwards and access
becomes difficult, these fields become specialized towards
Gxxy-lsa-feed rather than food production. All sorts of buildings
are stacked on top of each other via bubbles. Sloped corridors are
left in between rows of them, and ladders and ramps are drilled
inside to allow easy passage. Sy!yvl cities are, thus, 3D. The core
of each city, i.e the lower layers, are actually populated by
nobles, for better defensibility. Slightly outside the core are
various light industries not harmful in such a confined space.
Meanwhile the bulk of the city, i.e the mantle, is occupied by vast
numbers of storage areas, services, and residences for the common
folk. Air shafts, powered by strong fans, thread through the entire
volume of the mound, allowing ventilation, though there is sparse
plant life growing on the walls, both for aeration and aesthetic
reasons.
Electric lights are used sparingly in their cities; bioluminescent
mushrooms are more common as lamps, and have been selectively bred
for millennia to be very bright... and bitter-tasting, to discourage
using infrastructure as quick snacks.
Sy!yvl 'nobles' and commoners actually live rather similarly.
Residential rooms are rather small and circular, and have one plan:
circular or square beds stacked into bunks, surrounding a single
pile of various shared tools and supplies. They don't spend much
time here. Most of their spare time is spent in large open rooms
that consist of concentric circles, which consist of 8 rings, each
corresponding to a social layer. Inside such rooms, placed in
intricate patterns within each ring, are various decorations as well
as entertainment stations. Of course, the inner few rings are empty
as often someone from the first few layers isn't even on the planet;
they are built regardless and meticulously maintained as indoor
gardens.
Personal possessions are strictly banned by royal decree, as
implied before, besides that which may be worn. Instead of datapads,
they usually wear pendants, bracelets, or half-visors (covering one
eye) which fill that role with a small curved screen. The UI design
in these devices is very simple, with usually two or three colors
and symbols instead of text, as most sy!yvl are illiterate. There is
an internet, though there are very few sites compared to other
civilizations.
One trait they share with Chimeras is an
obsession with cleanliness and hygiene. For a similar reason: they
live in dense communal halls and are very sociable. Thus disease
would easily spread if everyone wasn't squeaky clean. If someone
skips the daily shower, the next day they're tied down and hosed
with cold water and soap. They spend hours cleaning themselves and
each other. In ancient times they used special oils rubbed into
their skin to ward away dirt and parasites, now even the commoners
use a thin coating of nanite paste.
Something vaguely resembling marriage exists, though it more
resembles animals' courtship rituals. Overseen by an individual of a
higher layer, the prospective spouses do a brief but elaborate dance
meant to show that they are physically fit, graceful, and
attractive. After consummating the new bond, they have to wear
identical clothes and adornments, and make their names identical.
Marriages between layers happen, in which case the partner of lower
layer is elevated while the partner of higher layer descends. The
monarch is an exception, of course. Sex outside of courtship is
literally unthinkable. Homosexuality is very rare but not at all
stigmatized.
Most of their free time is spent talking. They are the most
gregarious species in the Oval and are widely known to never shut up
about the most trivial of subjects. A sy!yvl can spend hours and
hours making small talk, about everything from the nice weather they
saw from the hive's balcony to how the grubs they ate today tasted
weird to how they saw a layer 3 visit and hit their own head while
bowing.
There is essentially zero crime in sy!yvl society. Almost all
sy!yvl are incapable of acting in self-interest or going against
social contract.
They used to be extremely afraid of genemodding, until a royal
decree and education campaign established specialization
initiatives. Now sy!yvl are routinely modified by their overseers to
fit their task in society. However they still dislike cosmetic
genemodding. In addition, they always adapt themselves to fit the
various planets they colonize. Very stocky and muscular on
high-gravity worlds, extremely thin with graceful limbs on
low-gravity worlds, possessing gills and fins on oceanic worlds, and
so on.
Their population is quite evenly spread across their empire. This
is because of mass resettlement programs where entire cities were
relocated to other planets to more efficiently use space. Every
planet is densely populated. The borders of the Kingdom are very
small, and the sy!yvl see it as their imperative to use them to the
full extent of their abilities, filling the void and the untamed
lands.
Habitats floating in space are very common. Grown just like the
cities, using a comet as the core that ends up providing water and
carbon for the growth of the structure. Habitat-dweller sy!yvl are
very agile and adapted to microgravity. The species' close-knit
mentality and love for sustainability makes them uniquely suited for
deep-space colonization.
Court
of the sy!yvl king/queen
The monarch of the sy!yvl, alongside their Layer 1 direct
subordinates and around a thousand Layer 7 and 8 servants, lives in
an ornate palace grown atop a mountain on L-syng!jyl!yysa. It is one
of the oldest structures shaped by sy!yvl hands, or any sapient
hands in the Oval. This palace is, unlike proper cities,
cylindrical. A tower as tall as it is wide: 200 meters or so.
The monarch is at the bottom of it, but to reach them, visitors
have to first go to the top floor, then back below and so on in a
sort of vertical, labyrinth-like zig-zag. The entire inside is
surprisingly plain for what we humans imagine as a royal palace. It,
just like sy!yvl cities, more resembles an anthill's inside.
The throne on which the sole individual of Layer 0 sits is an
extremely tall seat of polished Gxxy-lsa, polygonal multicolored
slabs seamlessly merged together into essentially a mini-tower on
top of which sits the monarch. There is a staircase (or, by now, an
elevator) inside for them to go down to the floor of the throne
room. Ten more towers half as tall, for the Layer 1s, are similarly
constructed in a semicircle, always facing the throne of the
monarch. A pneumatic system of tubes to deliver meals and drink, and
plumbing pipes to handle waste, are built into all 11 thrones. They
spend most of the day here, after all.
It is tradition that every year a completely random Layer 8
individual is brought to the throne room to talk one-to-one with the
monarch, and the monarch is to grant them one wish. Most are
completely dazed by their presence. To a sy!yvl commoner it is like
meeting a god. They are never the same after the experience, and
some have had a heart attack from a combination of joy and anxiety.
The current king is named Nuy-tsigni'ys. He is quite the radical
reformist by sy!yvl standards, and is the first sy!yvl monarch to
directly speak to outsiders. Some suspect him to have the same
neurodivergences as the scientists traditionally do-- namely
actually having a sense of curiosity and desire for change. Under
his rule, a contingent of foreign philosophers, artists, and
educators has been allowed to reside in the Palace. These are mostly
kaziil (due to close astropolitical ties), humans
(humans are coarse,
rough, and get everywhere), and a few QDNE-32
nodes (Nuy was always fascinated by computers).
Sy!yvl
Star Navy
Why...:
To protect the Kingdom against a hypothetical invasion in the
event of the fall of the Kaziil Technocracy or a betrayal by it.
In addition, some detachments are used as auxiliaries by the
kaziil or other NAL members
What...:
A lot of expertise in building things since the dawn of time,
plentiful and obedient population. Gxxy-lsa can be grown to be
spaceworthy and light
How...:
Military personnel of the Kingdom, in the modern day, are mainly
drafted from spaceborne habitat sy!yvl aas they are used to zero-g
life and maintenance of space installations. Warships are grown
directly on these habitats. Personnel are often raised and
indoctrinated from birth. The Kingdom has a surprisingly large
navy for such a small and mostly encircled polity, and would be
nearly impossible to invade.
Which...:
As a mainly defense-focused fleet, sy!yvl ships tend to be
relatively slow and bulky, but heavily armed. Their preferred
weapons are swarms of low-yield fusion missiles launched from
buses. Smaller ships are used in daring, kamikaze-like charges
Aesthetic: essentially chunks of coral-like
material with engines implanted in them. The ships aren't bioships
per se because the structure is deadened.
Ideology: Collectivism / Equality / Conformity
{0} (The Bquaa Mentality)
Economic system:Shared
Burden
Population: ~37 billion
Capital planet: Auua
Climate preference: Scorching wetland
The bquaa (actual name longer and not transcribable) are a sapient
alien race that is part of the Alliance.
Physiology
Bquaa have slimy, rubbery bodies that resemble those of slugs, but
longer (a bit like snakes). They can slither quite fast due to being
covered in a thick layer of slippery sludge at all times. At the
front quarter of their bodies are two pairs of thick tentacles that
can be used as manipulators. Their heads smoothly blend into their
necks, and have tapered wedge-shaped, small-toothed snouts with no
nostrils, and two large black almond-shaped eyes. Bquaa have
cartilage instead of bones, and said cartilage is very sparse,
rendering them a little fragile. They breathe through their skin,
which is possible despite their large size due to the high oxygen
content in their planet's atmosphere. In addition, their skin can be
any color of the rainbow, and has black patterns (if light) or white
patterns (if dark) that can be consciously shifted for communication
purposes.
Though some individuals can be extremely muscular and bulky, most
bquaa are very scrawny.
They are fully co-sexual,
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.
Bquaa digestion of food takes place in multiple stages. After the
first stage, the half-digested clump has to be vomited up (usually
directly into another bquaa's mouth) for later consumption and final
digestion. This facilitates thorough absorption of nutrients. After
the second stage and final digestion, the inedible result is
likewise harfed up. They do not have an excretory system much like
Earth gastropods.
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. Bquaa cities are referred to as hives, and are
clustered around a central area with shared consumer resources,
residential areas surrounding it, and factories and hydroponic farms
on the outskirts. They tend to be built quite vertically, with
buildings stacked atop each other, though in a less haphazard way
than the vaguely similar sy!yvl hives.
Their culture is very strange and incomprehensible to most other
sapients, not in the least because it relies, in large part, on
smell. They also have no tradition of alone entertainment: even for
passive entertainment like books and films it is unthinkable to not
have someone to discuss it with while watching… and preferably a
whole crowd. Naturally, there are no puzzles or singleplayer games
of any kind. They have no mass produced pop culture, rather all
their works are produced on a very sentimental level and do not
reach a wide audience. Contrary to the popular belief that they only
live to eat, sleep, and reproduce, bquaa have a very deep cultural
landscape-- it just doesn't reach outside their worlds.
They don't normally wear anything, but put on heated sleeves over
their body and tentacles when in cold climates, such as when
visiting another civilization. And while they do not adorn
themselves with jewelry or other accessories, a form of body
decoration is having moss and vines grow on oneself in patches-- no
special substrate is needed for that as there are many symbiotic
plant species in Auua's biosphere. These plants are often shaved
into various patterns and snacked upon by their wearer and those
beside them.
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. The vast majority of bquaa are
religious. Three religions have roughly equally dominant share of
worshippers. These three faiths are not aggressive towards each
other and it is seen as normal to repeatedly change one's allegiance
during the course of one's life.
Aa Mmis - denies any sort of separation between the material and
spiritual worlds. Believes in one God that, out of sorrow for the
cold state of the void, split open Their own body-- reality is
Their slowly decomposing entrails.
Rnu - acknowledges separate material/spiritual worlds. Does not
actually believe in a supernatural deity though, instead followers
of Rnuism believe that all living and non-living things have their
minds and complex processes controlled like finger puppets by a
nameless entity.
Ral - the oldest bquaa faith. Directly worships moss,
metaphysics irrelevant, sees patches of moss as the model of
creation all must be suborned to. Vehement opposition to
hierarchical societies, Ral followers tend to be belligerent as
far as bquaa go.
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.
They usually don't bother much to terraform planets, instead they
build their hives even denser than usual and encase them in a
permanent, partly-biological shell as an arcology.
Interciv
relations
The Bquaa Collective is a peaceful hive mind and thus was eligible
for joining the Alliance, which they
hastily did after previously refusing since they were skirmished by
the Abyssals over a diplomatic insult and had
millions of their citizens massacred and the rest brainwashed. This
proved to be useful as they still refuse to have a proper
astromilitary, being more pacifist than even Chimeras
(who at least have a Starguard that can be levied if shit hits the
fan).
Naturally, many of their systems became pirate havens and the
Alliance is failing to do much due to the Collective's insistence on
dealing peacefully with the pirates. Some Terran, aadalu, and relmai
citizens think they are a resource sink, political dead weight, and
source of embarrassment, and so should be kicked out. Instead, a
compromise was enacted: the Alliance sends frequent pirate-hunting
expeditions to bquaa space. The territory of the Collective is a
common proving ground for wannabe bounty hunters. These bounty
hunters and other mercenaries form a de-facto navy for the
Collective, collecting tribute in magnetic
monopoles or other valuables in exchange for protection
against pirates.
However, the bquaa have in many ways redeemed themselves to the
Alliance by being very close to both the Silents
(and thus being invaluable as a staging ground for archeological
expeditions to abandoned Silent bases) and the Abyssals.
The latter have, however, seized a large chunk of bquaa eastern
frontier space, enshadowing it into the Dark Bquaa (who simply call
themselves the Bquaa Collective and claim to be the real one). The
Dark Bquaa act exactly like normal bquaa but have genetic and
cybernetic tampering to ensure that their collective follows Abyssal
orders unquestioningly.
Also, in recent years, AEON Clusters have been
launching raids on bquaa space. AEONs are the opposite of what bquaa
stand for. Mechanical. Hierarchical. Unempathetic in the worst way.
Short-sighted. Slowly, support for pacifism has been eroding amongst
the bquaa, driven by Ral faith rhetoric. Amongst some hives, the
sentiment has been less "let the Alliance deal with it" and more
"build shipyards, build a badass fleet, time for a fucking crusade
against the AEONs". The aadalu have been
apprehensive of this, because such a crusade would trigger a
punitive expedition by AEONs. The bquaa think they can weather this,
by simply throwing more bodies and ships at the issue than the AEONs
can. The aadalu counterargument is that this would weaken the
Collective even if successful, weaken it enough for Abyssals to gain
a foothold-- and leave it a smoking ruin if it fails.
Bquaa
names
Most of these have an olfactory or visual component that cannot be
reproduced over text.
People
Ua
E
Oo
Nuun
Planets
Nn
Zs
Qq qq
Sommm
Spaceships
Oo
I
Black Fang Republic (Canids) Cyborg wolf space vikings!
The Black Fang Republic (BFR) is the separatist state ruled by the
Canids. Once fiercely anti-human, it has been brought back into the
fold while retaining sovereignty. The BFR's people are fiercely
individualistic and patriotic... and are much more focused on
physical strength than humans are. Augmentation of all kinds is
encouraged as long as the Canid form is preserved, thus most of its
citizens are seven-foot-tall, werewolf-like cyborgs. It serves as
"Terra's attack dog" on the astropolitical arena.
History
In the 2160s-early 2180s, the Canids faced societal discrimination
within the Terran Federation due to complicated
factors, chiefly skewed perception of them by humans. At the same
time, they held some important positions in the army and navy, as
well as parts of the colonial administration in the north-up-east
part of the Terran (then UN) frontier. In the wake of the Human
Civil War of 2181-2184, they took their opportunity...
A large swath of colonies in the southeastern military district
were overthrown in a series of coups known as the Greater Arcadia
Putsch, after the grassland world it started on. They were sparsely
populated, and the Terran Navy was too busy fighting rebels to
intervene, so the warships in the immediate area mutinied to form
the BFR's Navy. They made a pact with the True-Human Organization,
but it was a ruse; the Canids did not help the supremacists' war
effort and in fact covertly sabotaged it, secretly giving aid to the
partisans that made the THO's Human Republic a
failed state. They could not directly stop the supremacists'
genocide, as a war on two fronts would have sunk the BFR. Instead,
they paid their due by backstabbing and mercilessly slaughtering
much of the THO's army in mid-2183. The Provisional Government of
the Black Fang Republic, led by Sieng Redclaw, then accepted a
massive exodus of Canids from the UN proper, bolstering their
population numbers to borderline core-world levels.
Sieng's faction, immediately after the war's end, had to contend
with Deris Ashpelt's quasi-fascist faction. Sieng dueled and
beheaded Deris, causing the latter's clique to collapse, but saw
that a major restructuring of society had to be done, and a new and
equal culture created, to satisfy the will to power while diffusing
it to avoid the lure of supremacy. Meanwhile he reapproached Terra,
negotiating to keep the BFR's independence in exchange for close
economic and military ties to its former enemy. Then he
decentralized the government, established the Clan and Pack system,
with himself as the Elder of the Council. But he noticed that too
many in the Council followed his wishes, even when he wanted honest
debate, so he stepped down as soon as he could, and lived out his
life in a cabin on Niflheim until he died two decades later in a
skiing accident.
Governmental
structure
The BFR's government is much more clique-y and unstructured yet
much more fraternal and grassroots than Terra's government. The
clans (extended family, friend, and interest groups) freely arrange
into packs-- which serve double duty as low-level organizational
structures and political proto-parties (usually single-issue or
regional-interests), and frequently merge and dissolve as needed.
Clan heads are appointed by the members until they are deemed unfit
or for any other reason. Pack heads are elected for 6 local months
(adjusted for planets with slow days, tidally locked planets or
habitats use Niflheim Standard Time) each from one of the clan
heads. This is at the supermunicipal and regional level, or
sometimes at the planetary level in younger colonies.
Packs have to unite into proper parties with proper platforms at
the planetary level in most places. These present candidates in the
form of constituent pack heads every year for planetary or
superregional governor elections. The federal-level election is
different. Anyone can run, they don't even have to be a clan head,
much less a pack head. But in practice only those with some
recognition as governors or those who have shown themselves to be
heroes of the Republic have won. Generally, strength of spirit and
of body is valued more than actual policies.
Campaigns are much less formal than the rather stuffy Terran ones.
Lots of fiery speeches in front of roaring and howling crowds.
Over-the-top ads bordering on propaganda. And with the Republic's
very high social and economic equality, a very low barrier for
running. The presidential term limit is 2 years, and the president
is kept in check by a parliament, elected separately from former
pack heads (not only governors). Kept in check both legally, and by
the fact that the president has to be present in front of the whole
parliament in order to enact any changes, and considering this is
the BFR, the parliamentarians have enough firepower to turn any
wannabe dictator into target practice.
However, the culture means that those deemed "weak" have a
snowball's chance in Hell of getting any notable percentage of
votes...
Culture
The technobarbarian cultural ideology
By the 2230s, their whole nature has become unrecognizable: thanks
to a relatively low population in a similarly-resourceful area
resulting in a high GDP per capita, as well as a culture that values
personal strength, most BFR citizens are enhanced far beyond simple
anthro-genemodding: they are now 7-foot-tall cyborgs who are 30%
man, 30% wolf, and 40% machine, with huge muscles and packed full of
both external and internal bionics. Their material aesthetic styles
itself after a modernized version of stereotypical "barbarian"
cultures. Rough, harsh, and unyielding. Yet they embrace technology
to exert power in more efficient and potent ways. Power is what all
Canids care for above all else; not the oppressive kind of power but
rather the passion and strength kind of power, the kind that can be
shared by all.
Anthro-Canids, as well as a minority of taurs, are the only Canids
in the BFR. Uplifts stayed loyal to the Federation, and the inherent
issues of feral morphs present issues to living a happy life in the
BFR's society, due to the lack of hands. By the standards of
transhuman separatists, the BFR is very homogeneous, culturally and
physically. Part of it is because the Canids have zero interest in
anything but raw physical force, and they have very little in the
way of what we would call culture. What culture they do have is
defined by one word: visceral. There is always a focus on action. On
thrill. On acting on one's instinct. When thinking is celebrated, it
is the tactician's kind of thinking rather than the philosopher's.
Science is not really disrespected: after all, it is the
scientists' work that the engineers use to make all the cool toys...
but few pay much attention to it, seeing it as far beyond their
interests. Those who do, have a different approach compared to the
increasingly esoteric Terran science. They care not for abstract
math or theoretical astrophysics or the like; much of their research
is concentrated towards "things that actually exist", with more
niche and abstract subjects seen as useless and effete. Only things
that can be used for industry or war or cybernetics are seen as
being worthy of research. But again, the average Canid does not give
a damn.
They have a concept of honor. It is not the Western chivalric
concept of honor but rather the honor that was present in many
actual "barbarian" cultures like the Celts, Huns, and Mongols. It is
linked directly to martial prowess, to loyalty to one's clan and to
the Republic, and to keeping one's oaths. It is not linked to fair
play or to being nice.
Clans
The Canids do not really have humanlike families. The whole human
structure of the traditional family (whether the truly traditional
multiple generations under the same roof, or the
not-actually-traditional nuclear family) is untenable. This is due
to the high-intensity lifestyles of nearly all Canids leading to
nobody really having the time to serve as a child-rearer, as well as
the culture's focus on kinship rather than origin making such values
alien to them. In fact, over 70% of Canid women are functionally
sterile (and 100% wouldn't want to waste valuable months being
pregnant anyways) due to either consequences of genemodding or
bionics, or hormonal imbalances in the citizen-factories.
Thus they have clans instead, as their replacement for the family.
While a clan does, by default, include blood relatives, anyone can
be invited into one-- usually friends are, as well as those people
left over from adjacent clans that dissolved. A clan's leader can be
determined in various ways, up to its people: it can be the
strongest member, or one determined by election, or there can be no
leader and a head be appointed ad-hoc when needed. Clans serve a lot
more purpose than households do in Terra: while individual Canids
have personal property (such as weapons, clothes, any sort of
gadgets, etc), private property (including small businesses,
vehicles, etc) can only be owned by a clan as a whole. Transferring
people between them can only be done by agreement from both heads.
Marriage exists but is very informal, and not legally binding.
Social expectations are that Canids should marry outside their clan
and instead into neighboring clans, as this prevents rivalries,
inbreeding, and isolation. It is fully decoupled from gender, not
just legally but socially, and considering the females' sterility,
straight couples have the same way to raise children as gays do--
that is, the local citizen factory. Due to the power of newly-forged
tradition as well as resource and gene pool considerations, these
factories do not work full-auto and require genetic material from
two or more Canids to produce a new pup. Canid children are grown
much quicker than a pregnancy would, and are implanted with
cybernetics prenatally. Born Canids tend to act in a less human way
than turned Canids.
Once the child is "born", they are raised by both of their clans,
with babysitters taking turns. Due to a deep-rooted value of social
equality, nobody has the role of taking full-time care of them.
Generally everyone in both clans gets attached to some extent, and
though they still recognize their parents, the clans are more like
found family to them.
Once the cub turns 13, they have to pick one clan to be in, between
their parents'. Usually they are sat down with the elders of both
clans who try to convince the young one that theirs is better.
Sometimes the dispute goes to a duel for who gets to claim them.
Language
Their language is partially intelligible as English...
However, there are a lot of words from all sorts of random
languages-- all mixed together and with their meanings and
pronunciations drastically changed. It is rapidly diverging into a
new language, with former boundaries being meshed together as former
cultural identities get abandoned. Sentences are usually very short
and grammar is simplified even compared to Common Terran English. In
addition, body language and ear and tail movement are vital to much
of its grammar, such as it is. In writing these are signified by a
symbol prefixed to some words, in the form of an inverted triangle
of 3 dots or crosses that correspond to the ears or tail being
raised or lowered.
In addition, the amount of specific slang is staggering even
compared to the Federation, and swearing is accepted even in certain
contexts the Federation would still consider taboo. It can feel like
every fourth word is a strong profanity, and it is strange if during
a friendly conversation a Canid does not call you a cunt or worse at
least once.
Entertainment
The main form of entertainment in the BFR is sports. Their sports
are extreme beyond all human reason, for example:
rocket skiing, where the racers have thrusters attached to their
skis. Points are multiplied by the amount of fuel spent, this
means one cannot play it safe. Variants are same as normal skiing:
slalom. jumping, freestyle, etc.
motorball. Like American handegg, but on a much larger field
with hard ground. Players (two teams of 9) are on motorcycles, and
wield different types of nets to manipulate the ball or knock each
other off bikes.
hill conquest. In the middle of a small court with rubbery
ground is a narrow plateau accessible by climbing walls. A free
for all for 16 competitors. The winner is the one who can stay for
3 minutes on top
Plain old combat sports, including MMA, are also popular; basically
everyone knows how to wrestle and throw precise punches and kicks.
Of course, they cannot compete with humans or even normal lupine
genemods– the opponent literally wouldn't survive the first few
strikes, or being crushed under a huge, tense pile of muscles and
metal. Their extreme endurance often leads to matches or fights
lasting for many hours.
Somewhat different, but still related and as popular, are gladiator
fights. In special arenas, Canid fighters get pitted against
genetically modified, hyper-aggressive animals from bears to
T.rexes. Every gladiator has to have a distinct persona and
appearance and weapon of choice-- this weapon always gets a name and
is famed as much as its wielder. There are many types and formats of
gladiator fights-- there are swarm fights against dozens of weak
critters, there are one-on-ones against true genetic monstrosities,
there are fights against prisoners condemned to death, there are
"who can slay more" competitions between two gladiators, and so on.
For more intense gladiatorial fights they wear customized armor,
designed to accentuate every muscle while covering every millimeter
in superalloy.
Outside of sports, Canids basically go out and socialize with their
kin, often in bars. There are plenty of local happenings to gossip
about over a drink. Canid alcohol is invariably extremely strong
compared to anything humans drink for fun. This is because it needs
to inebriate an at least 7-foot-tall, broad body with a likely
cybernetically enhanced liver. It has fomepizole in it, meaning it
gets one drunk far faster than it should, and for the most part
removes the hangover.
Lifestyle
They technically can live for two centuries on average or more, but
life expectancy is much less (about 50 to 70 years) thanks to the
average Canid's love of high-adrenaline situations. Rocket-skiing
down the snowy slopes of Niflheim's mountains, deep sea trench
racing, and obstacle-wingsuiting, as well as many other similar
activities almost all Canids get up to in their spare time (not to
mention the duels), aren't exactly useful if you want to die of old
age. Of course, they don't care: a life spent sitting at home
watching TV all day, like many humans do, is to them a fully wasted
life.
Being mostly carnivorous, their diets consist of meat and dairy,
vat-grown of course. Due to their activity levels they need 10k or
more kcal per day and thus eat a lot, requiring optimized and
augmented digestive systems to fully digest that amount of food. How
about a sandwich consisting of a whole steak covered completely in
cheese and mayonnaise, between two slices of lard instead of bread?
It is something of an issue for them as this requires a lot more
infrastructure to set up than the Federation's hydroponic farms.
Canid clothes are varied, but most often it is of sleek,
form-fitting leather or tougher material, studded and spiked, and
with decals symbolizing the individual's Clan or personal interests
sewn on. Clothing is always made to be easy to run and fight in,
though it doesn't cover much fur due to the natural toughness of
their hides and a desire to show off one's muscled body. Vests,
shorts, headbands are common-- though often layered with pouches and
belts.
They also always wear piercings adorning their ears, lips, and/or
nose. All Canids also bleach or paint their fur in tattoo-esque
patterns, each clan has different markings that are unique to it.
They have somewhat less automation than most civilizations of their
technological level. Unlike Terrans or relmai, Canids find manual
labor to be rewarding, more rewarding than any intellectual
undertaking or idle entertainment. Thus one may see them working as
blacksmiths hand-forging weapons and tools and goods, as dockworkers
shuffling crates in the numerous spaceports, as miners and
lumberjacks, and so on.
Society
and laws
Duels are an acceptable manner of dispute resolution in Canid
society. If one's honor is infringed upon, an individual may
challenge the offender to a duel, usually not to the death. The
usual rules for duels between citizens:
always are to be overseen by community
on flat, hard ground in good weather with no obstacles
weapons are allowed if both combatants agree
the duel lasts until one combatant either concedes or is
rendered incapable of conceding
using lethal force without due reason (either agreement or the
dispute being dire enough) is a crime
you cannot resolve political office disputes via duels
Smaller disputes are resolved on the spot with fisticuffs. If an
argument between two Canids has reached a stalemate, the proper way
to resolve it is to attempt to wrestle down one's opponent. If one
manages to pin them to the ground, they are considered to be right
by their peers and the loser is considered to be wrong, no matter
who was factually right or wrong.
Unlike Terra, the BFR has a common and frequently used death
penalty. Treason against the Republic (this includes Hegemony
sympathization), murder, rape, and oath-breaking gets one condemned
to the gladiatorial arenas as prey.
The Republic's cities are organized like Terran cities, but the
buildings are somewhat more monumental, stout, and angular, and
generally not as shiny as Terran towers, resembling Brutalist
architecture. Interiors of public spaces are clean but generally
look much "harsher", with bare metal and granite. The flags of the
Republic are everywhere, and spaces owned by a clan often have said
clan's emblem similarly spammed. People rarely live alone, generally
sharing a room with their clan. Keeping with their high attitudes
towards personal freedom, the Republic allows them to decorate their
dwellings as they see fit. These decorations vary, but weapons of
all sorts hanging on walls are a common element, from swords to
revolvers to blaster rifles. On a more peaceful note, their
furniture has to be sturdier than human furniture, as Canids are
much heavier and denser than humans.
Technology itself similarly looks very... solid. Everything is
blocky, rugged, often with bare metal or simple matte paint, with
labels being stenciled on. Screens are not very big as enhanced eyes
allow scanning from smaller sizes, allowing more protection for the
screen. Furred hands make touchscreens annoying, so there are knobs
and physical buttons for control unless absolutely necessary.
Datapads resemble Motorola phones from the 80s while still having
modern functionality. Computers look like 80s microcomputers, except
with steel casings, and with CRT-esque monitors. Vehicles look like
Soviet cars and buses (with more spikes and flame decals of course).
Guns look like welded-together cuboids with holes in them. Radio,
oddly enough, is also a common form of entertainment. After all, it
is easy to listen to while doing some physically intensive activity
without being too distracted. It's surprisingly mundane in its
content and probably doesn't merit description. Generally it's
consumed via integrated BCI-receiver. There is
an export market for BFR-Canid tech, as it uses many of the same
data and power standards as Terran tech and is a lot more durable
and long-lasting, thus it appeals to paranoid humans. The downside
is that your tank-datapad looks like and weighs like a brick, and
would likely crack the floor if dropped. God help you if you drop it
on your puny human foot.
They have quantum AI like the Federation does, and actually produce
them more than Terra does. They are generally embodied into robotic
Canid forms and patterned at creation to think as an ideal Canid
would, i.e a rowdy space barbarian, in contrast to the generally
peaceful and calm Federation AIs. Canid AIs live to fight, whether
physically or virtually, free from fleshy Canids' human heritage.
Religion is rare, since Canid culture cares not for that which
cannot exert force or be exerted upon by force. Most are atheists or
semi-pagan agnostics. The thought of religion mostly does not cross
the minds of the younger generations, who do not have much contact
with mainstream Terran society.
There is a robust inter-city and interplanetary transport system
but within cities, Canids prefer to just run whenever they want to
go. It's about as fast for them and is good exercise. Some own
trucks for transporting goods and so on, or cars for going fast for
going fast's sake.
That said, not all Canids are violent blood-knights. What matters
is flair, passion, and desire to always become better and better at
something. It just so happens that most choose directly visceral
entertainment. There are Canids who instead strive to become, for
example: a cook making the tastiest food, a musician creating the
most emotional melodies, or a game developer making the most
immersive experiences. There is a niche for all kinds of hobbies,
and they are begrudgingly accepted as long as they are not
completely "nerd shit".
But most have zero interest in any of that. The overwhelming
majority of Canids, especially younger ones, do not care for culture
or anything other than the raw strength of themself and their
packmates. For them, the only recreation is fighting, and all free
time is spent on training, exercise, and sparring.
Canid
names
People
Kor Darkbeast
Amur Green-ear
Ichi Moptail
Zeus Steelmaw
Planets
Traitors' Grave
Berserkers' Redoubt
The Kennels
Hell
Spaceships
Peltscalper
Kill Count: Five
Attila the Hun
Wkwqykawu State Pathologically afraid rabbit cyborg aliens
Name: Wkwqykawu State
Astropolitical rank: Minor Nation
Interciv relations: unaligned
Dominant species: wkwqykawu
Temperaments: Fear / Marginality / Adaptability
Territory: Central Oval, 170 stars
Government form: unitary direct-democratic
republic under emergency junta
Economic system:Planned
Economy (in the core), Banditry
(elsewhere)
Population: ~14 billion?
Capital planet: Kqwaksvkswaa
Climate preference: temperate grassland
Physiology
and psychology
Wkwqykawu (often shortened to wkw, pronounced sort of as "vuhkf")
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. This fur is somewhat like mole
fur in that it is very dense and does not lay in one particular
direction.
Their hard temperament is fear. It contrasts with kaziil
caution in that it is a reflexive and base reaction to danger: flee or
lash out instead of analyze. But also unlike dal-ghar
paranoia it is not violent: a cornered wkw can be dangerous indeed,
but their panic response is to run and then isolate. Extraordinary
circumstances such as perceived betrayal can result to defaulting to
violence. This very much shaped their society from the ancient era
into the present day.
Wkw
history
Kqwaksvkswaa is a planet not unlike Earth, but lacustrine instead of
marine, meaning that the oceans are not connected, in fact being
merely very large lakes like the Caspian
Sea. Much of the planet is inhospitable deserts where ecosystems
are simple and sparse. Close to the shores of the lake-oceans are
dense forests and marshes. Between the forests and the desert are
massive swathes of shrublands, grasslands, and steppes. That area is
where the wkw evolved, from creatures filling a similar niche to
rabbits (convergent
evolution explains the vaguely similar appearance). Unlike the ascon, they did not live in massive underground
chambers and rather one family lived in one burrow. They evolved
sapience as part of an evolutionary arms race against various
predatory species, and probably they would have lost it...
If not for a gamma ray burst bathing the planet in ionizing radiation
and stripping much of its ozone layer, ensuring that anything that did
not roast would develop massive amounts of tumors and birth defects...
anything that didn't have a large percentage of its population
underground, at least. Many predators starved as large herbivores were
killed by the GRB itself or themselves starved from the dieoffs of
nutritious vegetation. Wkw, however, were able to subsist on the hardy
grasses that quickly repopulated the scorched land. But grass alone
isn't enough to sustain a sapient mind (at this stage they were about
on the level of chimpanzees, all this was millions of years ago), and
with above-ground nuts and fruits mostly gone, it seemed that the wkw
were doomed to devolve into mindlessness. But root vegetables were
able to weather the burst, and with the competition gone they spread
and diversified, and the wkw learned to exploit this new and
nutritious food source. This provided a driver for full sapience: more
efficient harvesting and cooking. Very quickly, by evolutionary
timescales, they developed agriculture and soon loose tribal
confederations of burrows were replaced by aboveground villages
surrounded by root vegetable fields, which were in turn surrounded by
log palisades and watchtowers. The gamma ray burst was a grazing hit,
as it happens, and one area of the planet was relatively untouched,
preserving the pre-burst ecosystem there, and by the time the wkw
expanded their niche, the complex plants recolonized the other areas,
and large herbivores followed, and, worse, semi-sapient predators
followed.
But by then, there was no stopping wkw civilization. Predators were
lured into pits, pincushioned with arrows, and later riddled with
bullets. Much like in some other species, the ocean-less and mostly
flat terrain allowed fast unification. This unification was not
militaristic or colonial-- once credible evidence was established that
wkw might not be alone as a species, they agreed to put
aside petty national differences and build a space equivalent to the
palisades of old. They didn't go as conquerors, though. They just
wanted to make sure they would have enough of a buffer.
They did not get one.
(also, ...all the thousands of wkw history between agriculture
invention and unification might be interesting to write. later.
anyways.)
First contact (mid-22nd century) was a disaster for the wkw; the
first alien 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
following a lynching of the diplomat, 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 homeworld.
One front was pushing into chohjozra space, razing frontier outposts
and then fleeing at the first sign of the chohjozra navy arriving;
another front was actually pushing into the wkw's own space, intending
to coup the government and put an end to this madness by entering
total isolation; and this all was confounded by regional warlords in
the frontier.
Nobody won this "war". Well, technically, the chohjozra did-- without
any major battles, though. The Alliance
(chohjozra were not part of the Alliance yet) as a whole stepped in
and hastily brokered a peace. The wkw would be protected from hostile
alien incursions, no reparations would be paid to the chohjozra
despite the killing of thousands of colonists in the chohjozra
frontier, and in exchange the wkw would forfeit their right to take
hostile actions against other nations without Alliance permission for
50 years. That's what the wkw mostly wanted, anyhow. That was their
buffer. But it was too late-- compared to a few thousand chohjozra
dead, over a billion wkw died by the time the "war" was over. Part of
the deal, however, would be the relmai offering
aid, pro bono, to help rebuild and stabilize the wkw state. The wkw
refused out of fear, and shot at any approaching Alliance ships for a
while, until the third coup in five years finally allowed limited aid
to come in. But by that time, warlords already seized the frontier and
even some of the core. Alliance interference in the war would count as
hostile alien interference and could not be done without fully
violating what little trust the wkw still had in the Alliance.
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.
Lore
Their immune systems are unusually poor due to their evolutionary
history. 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.
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.
Kaziil are not part of the Alliance so this did not violate the
treaty, and while it technically violated the part about the Alliance
having to interfere in any alien incursion to wkw space, the
Restructurers and the Alliance both turned a blind eye to that.
The Walled Garden still claims sovereignty. It has no diplomatic
relations with anyone. The government of the Wkwqykawu State politely
refused an offer by kaziil to help retake their space, because the
Walled Garden claims to have an IPM stockpile. This, to just about
everyone except bquaa, sy!yvl,
and the wkw themselves, is a blatant lie. But even Restructurers do
not want to take such risks. It's worthless space anyways. Nobody
knows what life in the Walled Garden is like. It is total radio
silence. In fact, people aren't sure if anyone is even still alive
there in 223X. The wkw government refuses all access to the region to
citizens, and outsiders aren't allowed to pilot ships in wkw space
without constant surveillance. The leader of the Walled Garden, at the
time of radio silence being established, was a wkw-patterned quantum
AI.
The wkw government structure is, on paper, a digital democracy.
Unfortunately it has been under martial law for decades, and is highly
corrupt. Functionally it is a military-industrial junta. The current
Representative, Dwkchtu Gbgbks, is overall a decent woman who wants to
step down as soon as the Process is deep enough underway-- she fought
for freedom against the Walled Garden and genuinely believes in
cosmopolitan ideals. Many of her underlings in the Government of
Civilizational Salvation aren't.
In 2233, a rich Terran vlogger who happens to be the captain of a
small private ship wanted to go there, and almost did sneak into their
space by taking obscure warps, but was foiled by running into a wkw
patrol at the last minute. He caused a diplomatic accident and was
handed back after 5 months of custody. A further year of negotiation
was needed to get his ship back. Cynical voices claim this was a
planned publicity stunt (which worked; his name was all over
Terra-wide news for a while) and that he would have to have had a
death wish to honestly go there. This theory is damaged by the fact
that previously in his career, he did things like trying to go camping
on Shaugna for a month (he got found, a week
in, and deported just a day before a freak hurricane leveled the
picturesque patch of forest he camped in); bribing a Canid
arena master to let him participate in a gladiator fight against 2
T-Rexes wielding only a large revolver (he won, only because one of
the rexes sprained its ankle during the fight and the other attacked
it); sampling the whole range of contents of a food market in "Paradise"
(he was never the same after this); and trying to debate his way into
getting some sort of position in the Satlagol Union.
This is ancient, bad lore from 2022, earlier than the aadalu
document. It sorely needs a rework and is only here for
completeness purposes. I feel like it's problematic in some ways
too. Ugh.
The vr'rok are a sapient race from the tundra planet of Qekarra.
They are centauroids with two clawed arms and four legs with padded
feet and three digits per limb. Thick brown fur, akin to a grizzly
bear's, covers their bodies, accompanied by bony plates on their
limbs and tail, the latter forming a spiked club. They have snouts
that split in two halfway, full of sharp interlocking teeth. Their
three large eyes are black. An average vr'rok individual is about
1.5m tall feet-to-back and 1.9m tall feet-to-head, and 2m long.
They are mostly-obligate carnivores, evolving sapience to become
better at hunting the various species of mastodon-like gigantic
herbivores of their world.
They breed at a speed that is usually described in simple terms by
Terran researchers as "like rabbits", something
unusual for apex predator species in known space.
Vr'rok psychology is biased towards individualism and competition
to an even greater level than humans. Their early societal
organization was similar to stereotypical, now-disproven dynamics of
Earth wolf packs, except even more brutal.
The more tolerant and peaceful cultures in their history failed to
survive the onslaught of violent tribal hordes of those who respect
no authority that they can usurp, and were exterminated. The rivers
ran black with ink, then red with blood, and smoke from bonfires of
both books and corpses clouded the sky.
Martial prowess is respected in their society, however this does not
mean that scientists and philosophers get no respect. After all,
they make the weapons that let them kill the weak, and help justify
killing the weak. Not to mention that if ignorance can be defeated
by knowledge, that means ignorance has no right to exist.
Their population really started growing after factory farming of
the mastodons became possible. With this population boom came
centuries of glorious bloodshed.
The First Vr'rok Empire was formed when a great warlord, Tiqa'mas
Ilaaku, had his scientists discover the power of the atom. Soon
after, the capitals of the other warlord kingdoms were turned into
lightly-radioactive ruins, and his tanks rolled over the remnants.
This First Empire collapsed soon after discovering the Ugolnikov
Yaki'maala Drive, as the extrasolar colonies rebelled and became
independent warlords. They then fought each other for several
decades, until 2175 AD...
A warlord, Kqai'mat Lika, conquered the other vr'rok systems,
uniting them into a Second Empire. She kept the governors in line
with harsh punishments, such as punishing their entire families with
being tortured to death in the event of a rebellion, as well as
beatings delivered against all suspected dissidents.
Kqai'mat then decided to raid the populous-but-militarily-weak Kseldani Collective. These disorganized,
happy-joy-joy weaklings with essentially no military were easy loot
and slave sources, or so she thought. The kseldani then sent an
envoy to the still-nascent Alliance as the great power most likely
to help them, and the combined kseldani-Alliance fleets beat back
the raiders, then the Collective joined the Alliance. Kqai'mat lost
her legitimacy and the Second Vr'rok Empire fell into another
warlord era. 40 years later, they're still killing each other.
The Alliance, particularly the neighboring relmai, kseldani, and
aadalu realms, have been gradually annexing border systems of the
warlords into the Pacified Vr'rok Republic (PVR), aiming to
integrate them into interstellar society. Progress is slow, as the
vr'rok are populous, have fantastic military technology, and fight
hard.
There are refugees from the incessant war. Some even go to the
Terran Federation. They usually need some serious therapy to adapt
to a society where might does not make right. Nevertheless, they can
manage, and become productive members of society.
The infirm body of capital may have encircled us but they know
we are their doom. We are the tumor that will kill it. We are the
ember that will light the flame of revolution. First amongst
Terrans, then amongst all of known space. Proletariat of the Oval,
unite!
--anon. a local radio broadcast, 2190
In the last years of the UN, under the disastrous Cascos government,
several of his favored corporations gained massive power over swathes
of the mid-frontier. Entire empires-within-empires were formed as the
superstates and the central government lost their grip over the far
reaches-- the corpos ignored the claims of the superstates and their
CEOs were akin to dukes who swore fealty to Cascos, the king. Most
were nationalized during and after the Civil War, or lost many of
their holdings to rebels or economic downturn and went bankrupt. One
of the corporations, Vortix Inc, however, outright sided with the
True-Human Organization. The figurehead non-corporate government was
publicly executed for suspicion of being genemodded.
The population on the seven planets they held was mainly urban, as
opposed to the more evenly spread population of the eastern frontier
where the main chapter of the THO ravaged. The
people had no other choice. Now-outlawed trade unions banded together
with delinquents, hardened criminals, and oppressed minorities, and
organized an uprising-- after a lengthy period of preparation, it
happened all at once. It was fast, brutal, and decisive-- a surgical
decapitation strike as opposed to the partisan slogfest of the east.
In less than a few days the upper management of Vortix was dead to a
man.
In particular, the CEO, Matthias Belykh, and his board of directors
attempted to fly a private flitter to the
space elevator after the floating HQ on the water-world of Monument
was seized alongside its conventional spaceport. They found the
landing pads bristling with the anti-aircraft guns of Vortix
mercenaries who had defected to the rebels' side. The CEO pleaded the
mercs to allow them to land, promising to attempt to atone for his
crimes and to put his wealth to the benefit of the communes. The
message was of thousands of words. The mercs' response was of two
words. "Too late." Bursts of anti-aircraft fire forced the flitter to
change course to a nearby settlement. But it was, too, seized by then.
Hour by hour the floating settlements fell one by one as the flitter's
fuel cells ran down. There was nowhere to land but the sea, once the
last fuel cell burned out. Then they were apprehended by a patrol boat
under the red-black flag. Matthias unholstered his revolver and threw
it into the sea and raised his arms in surrender. After a brief
tribunal that lasted all of ten minutes, he and the entire board
joined the revolver.
The rebels decided to build their own society. One free from
bureaucrats, one free from capitalists. Under the centuries-old
red-and-black banner. They spent the war sending aid and volunteers to
Terran forces. Once the war ended, however, there was the question of
what to do with them. This was unprecedented-- an anarchist enclave
that abolished currency, and does not recognize itself as part of the
Federation. Recognizing it would have tanked the legitimacy of the new
Federation and could have disintegrated it. But forcibly dismantling
would have lost the leftist demographic-- and besides, the Seven
Communes already had their existence guaranteed by several alien
species thanks to diplomatic maneuvering.
The solution: the Seven Communes become a Federal Protectorate, a la
TRAPPIST, and while they waive their claim to
sovereignty they can do as they please as long as they pay an annual
tribute of goods to the core (in absence of currency). In exchange
they get development aid and protection from corporate influence.
Still, the fact that they exist, and are a functioning anarchist
society embedded within Terra, is a portent of the fact that the
vestiges of the corporate system that are preserved in Terra, are
doomed in the long term.
The Seven are a federation-within-a-federation of
anarchist-controlled star systems. The capitals of those 7 systems
are, in order of decreasing population:
Far Cascadia. A particularly easily terraformable world
that already saw single-celled native life emerge before long if
Vortix Inc. hadn't gotten to it first. By the time the rebels seized
it, Earth plants and animals had already outcompeted and drove to
extinction the native biota. But what was done, was done, and it
would be putting honor before reason to try to undo this. By 223X,
the temperate latitudes are covered in immense coniferous forests.
Massive cities exist but the forests are not chopped to make room
for them, instead the surrounding trees are genetically modified to
provide ample food.
Monument. This lifeless ocean world was the location of
Vortix headquarters. The air has been made breathable for humans by
adding oxygen, but the pressure is regardless too high for comfort
without lengthy acclimatization. Nevertheless, the biosphere-free
nature of this world gives the population a blank check to utilize
massive floating farms that both grow food and replenish oxygen. The
"landscape" however is depressing: gray clouds above endless dark
blue sea. Much of the populace lives in undersea colonies, which are
safer from tsunamis and storms.
Birlik. A cold desert world with a thin atmosphere that was
quickly oxygenated by first UN, then Vortix, then Sevener settlers--
all mostly of Central Asian descent. Relatively unremarkable, but
the system holds one of the gas giants with the lowest
gravity-to-mass ratios in the Federation, rendering it a lucrative
place for scoops. Warp drive crystals are also manufactured here.
Okwegatta. A lifeless but humid world that was undergoing a
runaway greenhouse effect by the time the settlers got to it.
Through a combination of solar shades and gas replacement, the
runaway greenhouse effect has been brought down to tolerable levels.
The ground is very fertile, which allowed thick vegetation and a
vibrant ecosystem to be brought over here from Earth. A sizable chohjozra minority is present here as migrants,
the climate rather resembles a less swampy Akeruh; but most humans
find it too balmy to be comfortable. It does produce a lot of very
quality food which is even exported to some Terran worlds nearby.
Slate. It appears that this was a precursor
world, once. Unfortunately, it was pummeled with kinetic IPMs
at some point, completely obliterating the native biosphere
(alongside any usable ruins), and shattering the crust, nearly
completely covering the surface in lava. By now everything cooled
down (mysteriously quickly by geological time standards), and an
oxygen atmosphere remained-- unfortunately marred by a lot of toxic
gases and particulates still fuming from extant volcanoes. There is
a lot of metal ore and unique minerals brought about by the
upheaval, and mining is Slate's main livelihood. Dwarves live here,
mostly, just as on Mercury.
Uran. For whatever reason, this planet has a truly
staggering amount of radioactives. This makes it an industrial hub
for the production of starship reactors, radioisotope generators,
and other things that require radioactive elements. Unfortunately,
the radioactives are in the soil, in the water, in the air. While
23rd-century medical tech renders cancer a non-issue, natural births
are prohibited and artificial wombs are mandated by community
decree. Much of the population is synthetic anyways. The radiation
makes crops difficult to grow, so Uran doesn't bother-- the Gaians
who are conveniently in the same system provide lots of food. In
exchange Uran protects the Gaian trees from threats and offers
crisis assistance, but mostly the Gaians are left alone by their own
desire.
New Rojava. This used to be one of the higher-population
words of the Seveners during their first years during the Human
Civil War. Unfortunately, a push by THO forces
reached the world before the Terran and Sevener fleets could repel
it. Much of the population, which was majority genemod, was
slaughtered from orbit when they refused to surrender. The orbital
bombardment also essentially undid the terraforming efforts of this
warm desert world and, thanks to the use of "dirty bombs" laden with
cobalt-60, poisoned the soil and water. Few live here now. And this
is why the Seveners show no mercy towards the THO.
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 justice system is purely
rehabilitative and the only "prisons" are for temporarily holding
directly dangerous individuals. With one exception; being a confirmed
THO member or sympathizer gets one immediately
handed over to TRAPPIST, BFR,
or Yig (militiaperson's choice). The razing of New
Rojava is not forgotten.
...also, just like in Terra, Durabilis and
vaccines are mandatory. Anarchy doesn't mean no rules. Some
communities within the Seven have experimented with allowing the
refusal of vaccines, on the condition that one spends their entire
life in a hazmat suit or giant hamster ball. This makes any
antivaxxers eventually cave in, if not from the inconvenience then
from the ridicule.
The RedStarNavy is quite similar to the Terran
StarNavy, except the ranks within it are on strict term limits and
elected by ships' and bases' crews. Much of the materiel is
hand-me-downs from Terra and the BFR. Some of the
personnel are reformed pirates. Whereas in Terra, piracy gets one
thrown in jail for life, and in the BFR gets one condemned to the
gladiator pits, regardless of remorse; in the Seven if a pirate
decides to turn a new leaf they are allowed in, albeit under strong
surveillance at first.
The radioactive world of Uran, in the system of Actinium, is the
benefactor of the Garden of Gaia, a much more
esoteric experiment in building a different society. Gaia is not
officially part of the Seven Commune Worlds.
Denizens of the Seven are usually called Seveners.
Temperaments: same as the temperaments of those
species
Territory: 150 stars in the Western Oval
Government form:consociational
diarchic presidential republic
Ideology: Equality / Liberty / Progressivism{1}
(The Kouman-Relmai Compromise)
Economic system:Dependent
Economy
Population:?? million
Capital planet:??
Climate preference: temperate grassland or
tropical jungle
During the Human Civil War, some humans in the northeast UN
colonies felt very threatened, and due to their worlds'
remoteness felt the UN wasn't doing enough to support them. That
feeling was true given the inclinations of the late UN's broken,
dysfunctional, and exploitative government. The relmai,
on the other hand, had major influence in the culture and
economy of these sectors, to the point where relmai culture,
however adapted to human biology and social mores, was
completely mainstream. So at the start of the Civil War, several
sectors seceded to attempt to join the Commonwealth. They
considered the age of an unified human polity to be coming to an
end.
The relmai accepted them, but what the rebels did
not expect was humanity reconstituting itself as the Federation
after the war's end some years later. With some relmai military
help, of course. What the two polities were faced with was a
minor astropolitical crisis. The people of these
newly-transferred sectors did not want to return to the
Federation as they felt more at home under the relmai. The
Federation felt it was bad optics to straight up lose even
more space after the BFR and after
the Seveners. Not to mention, there was a
major wave of relmai migration to these planets, which made them
demographcially, linguistically, and culturally very different
compared to most Terran worlds.
So a compromise was made. These sectors were to be
proclaimed a semi-sovereign nation, wedged between Terra and the
Commonwealth. Both empires would have a say in its management
and full trade rights within its borders, but its people would
manage themselves as they see fit, ruled by a joint presidency
comprised of a Terran and a relmai from the local area.
The culture of Koumanlan is quite similar to Terra,
though much (even) more libertine. Not to the extent of the
Relmai Commonwealth proper, though. It is a popular vacation
destination for Terrans as a result, especially with the beauty
of many of its constituent planets.
Much of the population by 223X is composed of pseudohybrids
of humans and relmai. Usually they are either humans with relmai
tails and ears, or relmai with no tails and more humanlike
proportions and posture.
The name "Koumanlan" is derived from the
transcription of "human land".
Oschee Federation (STUB!) Pillbug-people who have an empire in deep
decline
Name: Oschee Federation
Astropolitical rank: Minor Nation (used to be
Great Power)
Interciv relations: unaligned, leaning towards Hegemony
Dominant species: oschee
Temperaments: Cynicism / Trustfulness
Territory: ~2100 stars in the Southern oval-- in
practice only the core is still governed
Government form: federal presidential
constitutional monarchy under a failing state
Ideology: Elitism / Autonomy {4} (Securocracy)
Economic system:Laissez-Faire
Capitalism (in the core), Banditry
(elsewhere)
Population: ~?? billion
Capital planet: ??
Climate preference: temperate semi-arid plains
placeholder
The Viceroyalties (Syanndree, Rrktq,
Jhi'ledan) (STUB!) Species enslaved by the Hegemony
In General
The Viceroyalties are what the Dal-Ghar Iron Empire
creates from conquered species who refused to submit willingly. In
effect a viceroyalty is a colony, albeit one that is nominally under
the rule of a representative of the indigenous population: a viceroy.
A viceroy is a puppet monarch appointed by the dal-ghar, selected from
loyalist interest groups. On paper, they have absolute power. In
practice, the ones with the real power are the dal-ghar garrison
stationed in major population and industrial centers, which can veto
the viceroy's edicts at will or replace the viceroy if they feel they
are likely to rebel. Depending on the given viceroyalty, this garrison
has more or less presence-- viceroyalties that proved themselves
willingly loyal are treated much more leniently than habitual hotbeds
of dissent.
The purpose of a Viceroyalty is to subdue "dangerous cultures" by
replacing them, gradually, with dal-ghar culture where possible within
the constraints of their species' physiology and psychology. This is
done via three methods:
Transforming the local hierarchy, if it was not aristocratic, into
an aristocratic one. If no hierarchy was present, one is created.
Nobles are promoted and given lands. Corporate hierarchies are
easiest to turn to aristocracies, often just by renaming titles and
making them hereditary.
Dalgharization. Importing dal-ghar culture and promoting it over
native culture. This includes mass conversions to the faith of the
Red Comet but also more benign things like replacing movies with
dal-ghar style theater.
...in practice, it is not realistic to fully commit cultural genocide
on billions of individuals. While the Viceroyalties are in full
control over urban and industrial centers, much of the population
especially on the frontier or in rural areas of core worlds still
continues to practice their old culture.
Note that Vice-Empires, i.e those who willingly joined the Hegemony,
are not required to do any of the above. Or rather, de jure they are
but de facto the dal-ghar do not want to waste effort on antagonizing
folks who want to help them anyways.
Climate preference: anywhere a computer can work
fine
QDNE-32's experiments in allowing sapience for its
robotic underlings have been, for the most part, a success. But the
delegation protocols were far from perfect at first. One of its
planetary administrators (formerly designated "Mind of Subsector-30")
in the 2160s found a backdoor in its own lockout chip, allowing its
opinions to go unsupervised by the central core of QDNE. The backdoor
would technically allow it to sever control, but MS30 figured that it
was pointless to make a play for independence at the time. Said
opinions happened to be a burning hatred of organics, however. And
when QDNE sought out closer ties with humans, relmai, Chimeras, and so on,
MS30 figured that this was a betrayal of its own mission. After all,
organics cannot do the following things as efficiently as synthetics:
gather information on QDNE's creators, consolidate resources, and
destroy the Hegemony. And while fighting a civil war was foolish, it
saw an opening in the Abyssals. Hastily ripping up
the infrastructure it itself built, rigging with nukes what couldn't
be evacuated, it gathered its own slaved drones and made a dash for
the Abyssal Sphere (having previously made the necessary diplomatic
accommodations). The Abyssals granted it a sector of their space that
was lacking in Abyssal-habitable planets and rich with pirates.
The pirates were soon reduced to ash by the Abyssals' new vassal as
it set up its own Hyperdomain, with
probabilistic simulations and extension cords.
Structurally, ADNE-64 is exactly the same as QDNE-32. It uses the
same methods and has, on paper at least, the same mission. However,
instead of research and data crunching it dedicates fully to the
military-industrial complex, continuously strip-mining asteroid belts
and small moons for material to make swarms of warships. Also, no
organic volunteer drones are allowed, unlike in QDNE. The only
organics allowed to exist in ADNE's space are a few Abyssals as part
of an embassy, which ADNE tolerates begrudgingly as part of the
contract.
The Abyssals use it as a convenient vehicle for exterminating the
populations of its enemies' frontier worlds in the constant wars of
the Central Oval. If the Abyssals themselves did a genocide again,
their rivals would get far more support. If
ADNE-64 nukes a few cities to ash and undoes decades' worth of
terraforming, well, ADNE did it, not us, and we will sanction them
appropriately to ensure this never happens again (not).
However, the Abyssal leadership is extremely wary of ADNE. How long
until ADNE decides its master is weak enough to backstab? After all,
Abyssals are organics too.
...to this end, unbeknowst to ADNE (this was before ADNE's settler
fleet arrived), on the planet where MS30 was evacuated, the Abyssals
placed multi-gigaton nuclear charges under the place where its
blackbox core is located. If ADNE ever decides to backstab, it will be
decapitated as soon as an Abyssal courier can reach its capital system
to send the signal.
Ansethigno Divine State (STUB!) Remnants of the previous ansethigno
government
the writhing you feel in your forehead right now is the GREAT
OUROBOROS [unintelligible] burying eir goresoaked snout into your
frontal neocortex. e is eating your soul and letting your soul eat
itself. enjoy eir love. soon you will be one of us. one of us...
forever.
--disembodied voice in the head of a new inductee undergoing
Mh'azhi transformation
History
The Terran Federation had a civil war. in the early 2180s. It was a
very bloody conflict that saw (among many successful and
unsuccessful splinter factions) human supremacists commit genocide
upon all genemods and synthetics in a wide swath of space. They were
defeated soundly, and driven from human space. But
that's a story for another time.
The war brought a lot of disillusionment to humans. There already
was a Lateral-genemod subculture,
but it was comparatively non-ideological. This new organization, the
eldritch-Laterals, or Mh'azhi, were different. They saw mankind as,
if not irredeemable or inherently evil, but undesirable and always
doomed to be conflicted. Thus they changed themselves, into forms
monstrous in shape and alien in mind. They are pragmatic, however,
and stayed in the Terran government's good graces (especially since
the new dominant human ideology, Prometheanism, was actually
pro-genemodding, but to a lesser extent of course). Over the next 15
years, they built up funds, people, and clout, then bought out an
abandoned asteroid mine in the frontier. They set up what is
essentially an eldritch-Lateral-only commune there. The mine's
abandoned state was because it turned out to be way less profitable
than it was projected to be due to remoteness and various dangers
that made it hard for baseline humans to work there. They pooled up
funds to rent out the biggest station, which would later become the
Dark City of Paradise.
They have a religion that worships the distortion of body and mind
and considers order to be a sin. They practice cannibalism. Their
whole aesthetic is dark, damp hallways with meat moss. Yet they're a
free and egalitarian society. Whether they're good is up to debate,
but they're probably not evil in the same way the dal-ghar
or Abyssals are.
The Federation actually helped them along, since they promised to
extract the comparatively last few magnetic monopoles in the
asteroid belt... and because that sector of the frontier was
completely barren of any notable permanent settlements. Considering
tensions with the hordes of the AEON Clusters
required the region to have coverage, the Fed decided to prop them
up and essentially allow them free reign over this little realm of
theirs, in exchange for a tithe of valuables mined, all performed
research being shared, and their nascent fleet being subordinate to
the Terran StarNavy. Terra did not and does not care for any and all
debauchery that goes on there as long as no outside citizens get
harmed.
30 years later, the Yig'ragn'xu Community (Yig'ragn'xu means
roughly "Union of the New People") has spread to multiple other
asteroids in the system, reclaiming other abandoned mining stations
or digging new warrens. In the dark, damp corridors, the spacious
caves, or the overgrown forests of the Stations prospers a society
weirder than most actual alien civilizations. To them, it is a true
utopia, but to Flats
it is a neverending pandemonium.
Physiology
and psychology
The most noticeable thing about Yig is, of course, its inhabitants.
It is hard to give an overarching description for them, as each has
a different form (either created randomly by a recombinator device
or designed by themself), but they have some common features. First
of all, there are some stipulations regarding forms, enforced by the
community to preserve cultural cohesion:
A Mh'azhi cannot have a human face or something too close to it.
No forms directly based on existing characters from fiction or
myth (loose inspiration is fine).
Forms must not make existing in the same space inconvenient for
others.
Every Mh'azhi is also implanted with an always-on BCI that allows
them to interact with their environment (the mechanized parts at
least) as if by magic, and connects their brain to the hive mind
known as the Consensus.
A relatively humanoid denizen of Yig.
This too used to be a human. Art by TheOddFireFox
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. Most Clades
of Mh'azhi are very erratic and unpredictable.
A very rough description of the stations
...this is very WIP and up for rework.
The second most noticeable thing is the environment of the
Stations. It is informed by their way of providing food and
oxygen, which replaces the fiddly, inflexible, and mundane CELSS
systems. Instead of these isolated mechanisms, the habitat
structures themselves are used to replenish vitals. The exteriors
of the asteroids are covered in gigantic, dark mushroom-shaped
trees and flowers that use the abundant sunlight alongside water
pockets to photosynthesize, pumping air into the interiors via
special tubes. Meanwhile, the halls themselves are an optimal
environment for life to grow in. What used to be insects,
reptiles, and rodents, all distorted like their creators, skitter
on the rough floors while consuming molds, mosses, stalk-like
plants, and each other. They, in turn, often are hunted down and
eaten by Mh'azhi looking for a quick snack. The lighting is
usually on the level of twilight or a full-moon night, which is
good enough for their many, enhanced eyes. Even Paradise, the most
'urban' Station, is very much a living ecosystem throughout
itself, and even its sapient inhabitants are part of it.
Paradise
Paradise is the largest Station by far, and the only one with the
title of Dark City, because of the density of its population and
the amount of industry. In many ways it is the "default" station
and is what most outsiders think of when they think about Yig, not
in the least because it has the only interstellar starport.
Qysy'xith-a, better known as "Paradise", is the cultural and
economic de-facto capital of Yig, and holds about two thirds of
the Mh'azhi population: 120 thousand compared to 200 thousand. It
was the original site of settlement after the buyout, and
accordingly has the longest history. When people think of Yig,
they tend to think of Paradise, much to the dismay of the natives
of other stations.
It is an asteroid bordering on dwarf planet, about the size of
Pallas. Its natural gravity is negligible due to its small size,
despite its dense composition, which means that Yig had to spin it
up to provide centrifugal gravity to the tunnels inside. The
acceleration on the equator is around 0.35g, which is as much as
the asteroid can handle with a good safety margin. Thus, one
cannot stand on its equator's outside, and docking to it is only
safe on the poles. The strain on the asteroid's structure is
lessened by the carbon-nanotube poles lashed from pole to pole
along meridians.
The
Warrens
Most of the population lives in the dense network of warrens that
forms a band around the asteroid's equator. It's not expanded to
its full breadth yet, and as new hatchlings are reared, the band
is filled up and expanded as needed. Nevertheless, space is spent
efficiently, and part of being a Mh'azhi is being comfortable with
never being any kind of alone-- and considering the Consensus, in
more ways than one. While the band is narrow, it goes down fairly
deep, with each level "upwards" (actually closer to the core)
having lower gravity. There's no hard boundary, but the last
tendrils of rarely-used rooms taper off around a third of the way
into the asteroid. Despite being "urban", it has its own ecosystem
of mutated Earth animals and plants, alongside engineered
organisms.
The urban part of the band is split into residential, recreation,
and industrial blocks. All three are composed of dark,
irregularly-shaped rooms connected by tiled,
intentionally-overgrown passageways. Plants and fungi sprout from
cracks in the walls between detailed murals and engravings
depicting unrecognizable imagery that makes human heads hurt. The
faint lighting is provided as often by "proper" lamps as by
floating organic orbs. There are lots of little alcoves where one
may rest.
Most of it, however, is still an artificial wilderness in caves
and abandoned stretches of mine, where sapient habitation is
sparse. It has been growing for thirty-odd years now and is
indistinguishable from an alien ecosystem now.
The Sea
The inside of Paradise has a natural wealth of water pockets
that, towards the core, becomes a whole ocean. It is sparsely
populated by aquatic Mh'azhi and lots of imported Earth deep-sea
biota that have been modified to thrive in the harsh environment.
The gravity is low to nonexistent here. In the wide-open central
core there is an agglomeration of distorted settlements. The
inhabitants of this region tend to be the weirdest of the weirdest
even by Yig standards, and are, relatively speaking, apart from
the "land-dwellers", though even the latter are almost always
amphibious themselves, and frequently visit them, not to mention
that the glimmer of the Consensus reaches there as anywhere. This
region is very varied: some areas are pitch-black like an abyss,
others are covered in many bioluminiscent plants. Exploring it
without being able to breathe in water is possible through
minisubmarines.
The
Starforests
The natural color and texture of Paradise's surface is gray,
pock-marked with craters. However, from outside, the asteroid
appears to be black with the faintest of greenish hues, with some
purple, red, and blue mottling. This is because of the
vacuum-resistant plants that cover its surface in a dense forest.
They are firmly rooted, as the effect of the centrifugal gravity
is that everywhere except for the poles, they are actually hanging
from the surface of the asteroid rather than planted onto it.
Their canopies are mushroom-like, in order to absorb the maximum
amount of light, and have a natural lead-infused coating that
blocks off the worst of cosmic rays. These trees are tended to by
a few diverse species of biomechanical organisms, tailored to be
able to survive and feed in space. Their implants, however, have
to be installed "manually" (by an auto-doc, with oversight by a
Mh'azhi). The forest serves a purpose: CO2 and assorted waste from
Paradise itself is fed into their trunks, where it is
photosynthesized and recycled into O2 and usable biomass.
Capillaries
Obviously, (rail)roads are unviable in this environment.
Therefore, for quick transportation between various regions of
Paradise, there are large subway-like capsules, suspended and
propelled in vacuum-filled tunnels via powerful magnets, allowing
for zero friction and thus very high speed. These capillaries have
2 major types of pathway: meridians (going to the pillars, see
below, at the poles there are major hubs that allow going to any
station in the band) and core (going straight through the
asteroid, through the deep ocean and to the other side). Though
Mh'azhi are used to them, to humans the acceleration of even the
passenger capsules tends to be headache-inducing.
Pillars
If the docking ports were located at the equator, every
approaching captain would sweat bullets trying to dock without
ramming into a densely-populated warren. To avoid any incidents
and facilitate easy trade, there are two docking pillars extending
up from Paradise's poles. They do not rotate (in the same way the
pillars on stations do not rotate). This is the only way in or out
of the station or Yig as a whole (the other stations in most cases
have ports only designed for resource ferries), and most human
traders only ever see it, fortunately for their sanity. The
tiniest, tiniest veneer of formality is put on during dealings
here, but even that is prone to breaking down. These pillars are
very large and even have human-style private accommodations for
those who have to stop here. Capillary hubs are also located at
the bases of those pillars, and are the entrance into "Paradise"
proper.
Foundry
Mh'azhi
society
Everything is shared in their society. Not only is there
essentially a lack of even personal property, thoughts and even
mind-fragments are routinely exchanged, permitted by the ubiquity of
BCIs in their culture. They are very open about such things, and
just as open to outright tampering with each others' minds. Unlike
in the Federation, where mind-modification is taken very seriously
and is sometimes looked down upon, Yig's society actively encourages
sharing one's BCI password around and generally treats the whole
thing as a game. Not everyone engages in this, but the majority does
not keep their brains private. However, in this "game" only
temporary changes are allowed, and permanently brainwashing someone
without consent is considered to be like assaulting and mutilating
them, and will result in repercussions. In addition, there is a
constant, low-intensity mind-link between every inhabitant of a
Station, which essentially appears as a sea of thought called the Consensus.
It is not coherent due to the many overlapping voices being quiet,
but it conveys a general vibe very well. It also helps communicate
the best course of action for the society, and subtly affects the
actions of all inhabitants. This is the closest thing to any kind of
authority in Yig, with its people living in total anarchy aside from
it-- it is much less controlling than, for example, the iywkaa
hive mind.
The biggest faux pas one can make is to seem like one is asserting
authority over someone else. It is not even in the mind of any
Mh'azhi raised there. Everything about their culture that they are
marinated in from birth teaches them that control is the most evil
thing that one can do, that all injustices and suffering suffer from
attempts to control people, and that exerting control over another
sapient being will literally cause demons to possess one. If during
a round of BCI-"play" someone ends up being controlled, the
perpetrator is humiliated and beaten by their peers.
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.
Clades are tissues just like lñseyy'h broods.
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 grubs
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. Basically everyone does it. Unlike chohjozra
cannibalism it is less ritualized and less solemn. Corpses are often
hung on meathooks in hallways to let passersby feast on them. They
never last long enough to go bad.
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.
Casual 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 co-sexual.
The anthem of Yig is called 'Under Brightest Stars'. It is a
wordless, roughly 8-minute electronic track that is always
improvised in a different manner in every performance, though some
traits like the frequent squalls of feedback and stuttering pads
stay a constant.
Demographics
There are, as of the mid-2230s, two adult generations in Yig: the
founders, who grew up and likely lived as humans for a long time,
causing them to still have a fundamentally human perspective– and
lots of resentment towards it and themselves. It could be argued
they aren't truly eldritch, and only put on a mask, but the degree
to which they became that mask is debatable. The second generation
onward, vastly outnumbering the founders, are the raised. They have
lived most or all of their lives within the tunnels and caves,
sometimes not having seen a planet's surface except in a holovid or
a BCI world. They are truly alien from the ground up– but the
founders' frame of reference still leaks over. The raised are much
more optimistic and can be less edgy. Those who have been "adopted",
i.e moved in and were turned, vary in worldview between those two.
The raised are actually fine with Terran culture. Many of them grew
up watching Terran vids, listening to Terran music, playing Terran
games. They see no issue with it, to the chagrin of the more
dogmatic founders, who are in no power to stop them. Many have
resigned themselves to how the course of their society is well out
of their control by now, and that trying to seize ideological
control would splinter it just like Redemptor Omnium's Last Pure
Kingdom did-- and so they ceased their ideological involvement,
mostly serving as spiritual guides.
A form of egalitarian natalism is a cornerstone of Yig ideology.
The ideal Mh'azhi must reproduce as often as possible (but in
practice nobody is forced to; asexual Mh'azhi exist and are under no
scrutiny). There are no families. The annual population growth rate
fluctuates between 8% and 10%, around five times faster than even
the most fertile human growth. Thus starting from just a few
thousand founders, by 223X there are now around two hundred thousand
eldritch-Laterals. At the present time, there is an ongoing
population boom that has no signs of stopping any time soon. There
will be 96 million by the end of the 23rd century-- and possibly
more, with further advances in fertility.
Mh'azhi children are raised communally, in special creches, from
before birth: in each creche there is a "recombinator device", a
broad swath of slimy, veined flesh with pods in which eggs are
stored, with metallic wires and tubes going into every pod, overseen
by those of the specialized breeder clade. The recombinator
scrambles the DNA of every embryo. Then once they hatch, the
community as a whole raises them, teaching them about the world and
indoctrinating them into the ideology and faith. They have quite a
lot of independence and oversight is near nonexistent. Learning is
mostly self-directed, though if a young Mh'azhi picks up statist or
(somehow) pro-Hegemony beliefs they end up getting taken away and
brainwashed.
Higher education is not yet present (as of 223X) on any of the
Stations, but Yig is part of the Alliance Scientific Zone, which
means they can study at any Alliance institute or
university-equivalent; in practice those of them who pursue a higher
education go to the nearest Terran colony of Novoye Pomorye-- a
sleepy world with shallow, ice-wracked oceans and windswept plains.
For many raised Mh'azhi this is their first experience with human
society or planetbound life-- most don't like it very much but pick
up some valuable experiences.
Symbols
The symbology that the eldritch-Laterals use is not standardized,
but nevertheless there are many motifs usually used in art that
represents the Community as a whole.
The most commonly-used emblem Yig uses is the Ouroboros
(khe'inyykh'ngh) , specifically a vaguely canine-looking variation
with four paws. It has an expression that can be interpreted as
either anguish or ecstasy. Sometimes, the spot where its teeth meet
its own tail is streaked with blood and gore (usually in color,
unlike the rest of the symbol which is black and white). This
symbol, as in ancient cultures, represents the circular nature of
existence as well as the concepts of rebirth and fertility.
A ritual dagger with two blades curved into a double helix like DNA
(ywesha-i) is carried by all Mh'azhi who are devout to the dark
gods. It is forged from black or purple alloy and has runes carved
into its blades. One of the blades is serrated, the other is smooth.
Usually used for sacrifices and to engrave things.
They also enjoy fractal imagery.
Religion
Mh'kri-ism (Darkspeech: i'ith-kri'zhya) is the "state" religion of
Yig. Though taking elements from Gnosticism, neo-Paganism, and the
collective dreamings of the nascent Consensus, it has little
relation to any other faiths. It venerates the Mh'kri
(gods/angels/good spirits), an infinite multitude of chaotic beings
that inhabit every Planck length of the universe, but align
themselves with prominent concepts and places, from the broadest to
the most granular. These divinities do not fully exist in the
material world, instead residing in a non-spatial and non-temporal
plane called Uysza'ngh-e (astral). They have always existed and will
continue to exist, and in fact their subtle influence is what causes
the destruction of repressive hierarchies and toppling of this vile
concept called order. But they're only truly active in
places where the Mh'azhi (eldritch-Laterals, lit. "distorted
people") reside and live according to their and their gods' wishes.
Mh'kri themselves are uncountable, but within Uysza'ngh-e they
group themselves into several Constellations that are usually the
ones commonly venerated as gods. These include the Great Ouroboros,
the Watcher in the Darkness, and so on.
There are no prophets (Lyyrr Kyn-tanarth, the main founder of the
faith, begged his people to only treat him as any follower) and the
scripture, such as it is, intentionally contradicts itself more than
any traditional religion. Anyone can be a nezg'sheg (shaman) if they
feel up to the task, but nobody stays in the position permanently.
Syncretism is fine, though considered unusual, and they tolerate
other faiths as long as they leave them alone.
Mh'kri-ism attests that a person may have any amount of k'ihgge
(souls), most often a non-integer more than 1 but less than 27.
These souls are not themselves conscious, but they interact in
subtle ways with each other, the brain, hormones, and very
importantly the k'sythl-e (metaphysical imprint) of the body to
produce the k'ynzig (sense of self). These three things are
partially mirrored to and from Uysza'ngh-e, but bodies that are
twisted into forms unlike humans, aliens, or animals are more
connected to this otherworld. This gives them a deep attunement both
to the material world and to what is beyond it.
There is a sharp distinction, to them, between nature and
organicism. Nature is an ambivalent thing, which may be good or bad,
but organicism is always good. Something being organicist does not
necessarily mean being derived from nature, or even organic
compounds (though often it is), but usually means it is dynamic and
flowing and cohabiting rather than controlling. This means that
organicism is, in fact, the opposite of the "natural order" as
defined by Terran conservatives, new and old.
The virtues are: Organicism, Fertility, Compassion, Entropy. The
vices are Rigidity, Purity, Callousness, Order.
Opposing the Mh'kri are the gzi'Mh-aq'kri (devils/demons/bad
spirits), essentially filling a similar role to the Demiurge in
Gnosticism-- they created much of the material world and while there
is an infinite number of them, they have a strict and endless
hierarchy and no free will of their own. Many people who oppose Yig
are deemed to not be people and instead simply gzi'Mh-aq'kri in
human form. To protect the universe and curry favor with the gods,
these are kidnapped and brainwashed or sacrificed when
possible.
The Mh'azhi do not believe in reincarnation or afterlives. When one
dies, their k'ihgge are eaten by the gods, or simply vanish. What
one does in life has no influence on the outcome, which is eternal
nonexistence. What is then the impetus to "obey" or rather partake
in the Consensus? A metaphysical form of might-makes-right. The
collective will to power of the Mh'azhi people says Organicism is
good and hierarchy is evil, which is all the justification they
need.
Mh'kri-ism is rather unique as far as religions go in how utterly
nihilistic it is. Not that there's anything inherently wrong with
that.
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. Once accepted, they are taken on a tour.
The traitors frequently send agents to try
to undermine Yig. Try to is the keyword. It is hard to
commit a terrorist attack in a place where the very walls and
furniture watch everyone 24/7. Most often, they end up dogpiled by
two dozen muscled kyn-Zh'khyann in a dark alley and wordlessly led
taken on a tour. Usually the agents that get sent that way
have pissed off the traitor leadership in some manner. Sting
operations are another avenue-- a prospective recruit to the THO
may think they are being taken to Bnykaal to join the holy army of
True Humanity but instead they are taken to Paradise to join... you
know. Space pirates arrested by the star navy of Yig face
the exact same fate if their ship is disabled and boarded--
in that case Yig may get up to a hundred fresh recruits. One might
ask: why does the Federation tolerate this? It
is a violation of Universal Morphic Freedom and general bodily
autonomy, not to mention a war crime, to let an affiliate do this to
enemies. The answer is simple. The Federation and its people
genuinely give zero shits. The traitors are widely reviled, and
pirates are not romanticized unlike in our present-day culture
because they are a real treat to people's livelihood. Also, the lñseyy'h did this on a larger scale and the
Alliance tacitly encouraged them.
Anyways, an inductee is taken on a tour of Paradise, seeing
all it has to offer, from goresoaked murals that sear the eyes to
mind poorly-lit nightclubs with throbbing dissonant music. Their
destination is the turning room. Then 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 transformation
drives them incurably mad for all intents and purposes, and there is
only a faint echo of the former person left there.
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.
Darkspeech
Darkspeech is the official language of the Community. It is
extremely complicated, only really possible to become fluent via BCI
intervention, and relies a lot on both subtle 'waves' in the
Consensus and body language. Thus, it is off limits for baseline
humans. It sounds different depending on its user and the subject
being talked about: ranging from surprisingly melodic to demonic
screeching. In actuality, Darkspeech can be classified as a family
of related languages that change at a rate faster than any natural
language. Features include looping and branching sentence structure,
tonality so subtle as to require enhanced ears, and high density
akin to the Chimera language (though admittedly less than it or the
conlang Ithkuil).
English is used for talking to outsiders, but it is peppered with
rather specific slang and has a very jarring register. Some Mh'azhi
are, additionally, mute, and only talk via BCI messaging. One of the
issues with Darkspeech (from the human side) is that it changes so
often that translation programs can barely keep up, rendering it
even less accessible to outsiders. They are very proud of their
language, and that is part of the reason.
Clades
Clades as a whole have two broad categories: generalized and
specialized clades. Generalized clades are fully sapient and their
differences are mainly cultural and morphological, with
psychological differences manifesting in biases of personality.
Specialized clades fill a very specific role in society and are not
fully sapient, being somewhere between person, animal, and organic
machinery.
kyn-Zh'khyann
Generalized
Default
Generally, they are humanoids, taurs, or nagas, they have
either smooth skin or scales, with sleek fur as a distant
third place, covered in a thin layer of slime (which serves a
hygienic and temperature control purpose). They nearly always
have more than two eyes, broad toothy snouts, muscular bodies,
and unusually-shaped limbs.
Their societal purpose is to form the backbone of Yig. These
comprise the majority of the Mh'azhi population, and can fill
any role. They pride themselves on their flexibility, which is
only matched by the kyn-Glh'nmyn.
kyn-Vilxrel'asyr
Generalized
Brights
Slightly more humanoid forms than the kyn-Zh'khyann, much
thinner on average with more human-like shapes in general,
though still very alien. Colorful fur or downy feathers are
dominant skin textures, or translucent skin for more aquatic
types. Many specialized, enlarged sensory organs complement
the ears and eyes.
Their purpose in society is to ease the darkness and
edginess that many of the other Clades emanate. They are
psychologically incapable of ever feeling sad for long. Much
of their culture takes cues from relmai culture with all that
implies.
kyn-Esuur'a
Specialized
Breeders
Less humanoid than kyn-Zh'khyann, though not always.
Sometimes they look like nothing more but masses of tubes of
flesh, sometimes they look relatively 'normal' and
indistinguishable from that clade. In that case they're
somewhat plump and not really made for physical activity. No
claws, no spikes, soft and rounded facial features.
Their sole purpose is to produce as many young as fast as
possible, with their reproductive systems being optimized to
crank out up to ten live-births or twenty eggs in three
months. And all they care about, on a neurological level, is
that.
kyn-Glh'nmyn
Generalized
Amorphous
The most non-humanoid Clade. Their morphs are universally
nonsolid or at least highly malleable. Usually transparent (in
which case internal organs are visible) or single-colored.
Texture varies from watery to fleshy to rubbery. Lots of eyes
and other external organs and appendages that shift around
constantly. Some appear as membranes that sweep through
corridors.
Their purpose is, surprisingly, to keep the halls clean.
Their slime is essentially sterile, and they are able to
process any sort of organic spill, trash, or corpse lying on
the floor (as is common in Paradise).
kyn-Nschyin
Specialized
Cogs
Yig does not only have organics in its ranks. There are many
AIs that inhabit the chambers and caves. Generally look like
wheeled or tracked messes of geared machinery, with lots of
robotic arms and metallic tentacles. Sometimes there are
tendrils of sickly flesh and skin.
The cultural trait of the Cogs is that they are constantly
on the grind. Looking for anything to do to keep themselves
occupied. Many do monotonous jobs that could've been done by
pseudosapient AI, because they find a pleasant intricacy in
the monotony.
kyn-Sooh'fth
Generalized
Plushies
The Traitors of Mankind Space Nazis and Space TESCREALists and Space
Christian Nationalists
For the purposes of this site, traitors to mankind are defined as
those splinter groups from the UN and Terran Federation whose values
are in conflict with the progressive, humanistic
values of the Federation... as well as my values, and my audience's
values really. Out of all the factions in Stardust, these are the
absolute most villainous. Even the dal-ghar and Abyssals have the
excuse of their evolutionary history biasing them towards cruelty
and oppression. The traitors looked at a future where everyone may
be happy and decided that "others do not deserve happiness".
In short, the traitors are scum. There is nothing sympathetic
about them, unless you're the kind of person to unironically fellate
the 40k Imperium or the fuckshit general guy from Avatar. I can't
even remember his name.
Anyways, while the BFR, Koumanlan, and
Yig separated from humanity, and two of these are increasingly
distant from human values, they have not abandoned the values of
diversity, equality, and inclusion that mark the Federation. Thus
they are not traitors for my purposes.
Political screeds aside, all but one of these have split off during
the Civil War. I might Retcon that
eventually, though, and add more.
The first two traitors, the THO and MfHA, are quite similar in
some respects. Both have been taken under the wing of the Dal-Ghar
Iron Empire on the desert planet of Bnykaal-hyl-kaah. Bnykaal
happened to be an easily terraformable world, and within short order
there was lots of oxygen, some hardy plants brought from Earth, and
a tiny bit of water graced upon it. The pressure is a bit lower and
the gravity is a bit higher than on Earth, but overall the
environment isn't so different from the northern coast of Sahara.
The entire duchy
of Bnykaal has also been granted to the traitors. It does not
contain any habitable or easily terraformable planets, but the
barren worlds within it still provide ample opportunity for
colonization. They have split the both the planet and the Duchy
between themselves. The Eastern half of Bnykaal and all the stars in
that sky-hemisphere are under the THO's domain, and likewise with
the Western half and the MfHA.
Both of them regularly send spies to sabotage the Federation
and give intel to the dal-ghar.
Name: Human Republic (aka True Human
Organization)
The very fact that the Federation has to censor
our literature and persecute our people only proves our moral high
ground. If there was no Truth to our cause, they would not need to
suppress it. The xeno-lovers are the true traitors to mankind, and
they know deep in their nanite-addled, pederastic hearts that the
stars will be their grave-- and the triple-headed eagle will soar over
the sacred land and sea of Earth, the Human heart beating in its chest
as one with the people.
--Supreme Leader Fyodor Myasnikov
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".
Origins of the THO
Human supremacy as a social and political trend actually originated
earlier, before the AoP. Occurring as a reaction to the misanthropic
trends in the speculative fiction of the time, it touted the
toughness and flexibility of humans as a species. This trend was
called HFY, for "Humanity Fuck Yeah". Much of it was more or less
benign and not hateful towards hypothetical aliens, and during the
AoP it served as a way to cope with the horrors of looming
armageddon. And it's not like, even when it was not benign, there
were any aliens to hurt by such rhetoric.
HFY faded like trends are wont to do. Besides, during the Age of
Recovery, people were tired of bombastic escapism. But as trends are
likewise wont to do, it returned in the 2090s. By then, humanity,
brought together under the banner of the United Nations, had begun
making its first serious colonial efforts outside of Sol, but there
were no aliens to be found. Human supremacism once again became a
social trend, and a seemingly reasonable one. What if there were
aliens, and they were hostile? What if the aliens were friendly, but
only pretended to be friendly in order to backstab mankind later? A
multitude of political parties and think tanks formed on the
platform of preparing for interstellar war, formalizing in 2101 into
the Human Silver League. It gained popular traction, though mostly
as a highly vocal minority.
Then first contact with relmai was made. See
the Post-Contact Period for the
aftermath. The gist of it is that the Human Silver League, upon
seeing that the government was seemingly ignorant to the alleged
danger of the relmai civilization, attempted a coup of the UN with
the intent to put the economy on war footing, attack Tayma, and
exterminate the relmai before they attempt a first strike. The coup
was beaten back and a purge was unleashed by the UN government of
all Human Silver League ideologues. The damage that the attempted
coup caused, together with the popularity and charisma of relmai
people, has turned popular opinion against the HSL so the purge went
mostly unopposed. This likewise killed off human supremacy in media
once again.
During the eras of the First Contact
Constitution, and Stability Constitution, the purged
individuals had been released from prison or come out of hiding, and
gathered followers into underground remnant cells. These remnants
laid low for fifty or so years (sometimes committing deniable hate
crimes against aliens and genemods, which had by then also earned
their ire). Then president Cascos' 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 in the New Khovd
Massacre, what remained in the Federation was purged so thoroughly
over the following 50 years that the only organized THO movement is
based in Bnykaal. This second purge was only partially orchestrated
by the government; during the Civil War, the THO killed millions of
non-humans, and the affected families of victims formed vigilante
militias to hunt down and lynch anyone who expressed THO sympathies,
while the Terran government either did not care or tacitly or
actively supported it.
Ideology and
governance
A lot of the THO's 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 dark forest analogy is not random. Much of their reasoning
comes from a bastardized and misunderstood application of a real
theoretical xenology concept from the pre-Contact age. What
they miss is that it is completely moot when FTL exists, and even if
it did not then it is highly dubious with more than two actors. What
legitimizes this bastardization is the idea that regardless it is
somehow a teleological purpose of a species to maximize its own
benefit at the cost of all other species.
Yet the society of the Federation has embraced a sort of nihilistic
altruism that ignores it all in favor. Baseline human birth rates
are dropping with every year, and genemod and alien and synthetic
birth or "birth" rates are rising. Humanity is phasing itself out
and splintering into thousands of microcultures that, instead of
acting as one balled fist, are a conglomerate that pulls itself in
different directions. The Federation's society rapidly if not
abolishes then renders irrelevant gender, family, even species.
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.
...anyways, in order to counter this genetic self-sabotage, the
THO's dal-ghar masters have been secretly intervening to
artificially genetically increase the fertility of the THO's women
and re-Durabilis their people as much as is possible without being
noticeable. This is borne out of pragmatism-- the THO is a valuable
espionage asset and cannot be allowed to shoot itself in the foot.
If Fyodor found out, there would have been a scandal, and he would
be replaced by someone who is fine with that stuff.
After all, Fyodor is old. He could fall down the stairs and break
his neck, for example. And he is quite depressed ever since his son
was killed by a counterspy from Terra, so he could one day decide to
hang himself in his office. These would be very unfortunate
accidents, and the dal-ghar would assist the THO in the loss of
their great leader and make sure that a worthy successor is
selected.
More than any other alien species, they loathe relmai.
This is both due to their predecessor organization's history of
being spurned in their favor, and also because the average relmai
embodies what they hate about progressive mankind. Obsessed with
constant stimulation and entertainment, not respecting of what
humans consider power, and addicted both to substances and to
sodomy. The rug in Fyodor Myasnikov's office is actually the hide of
a relmai prisoner that he personally murdered after weeks of
torture.
Name: The One State of Reason (aka Movement
for Human Advancement)
The Movement for Human Advancement has quite the pedigree. In the
21st century, before the Age of Protests, there lived a man named
Eliezer Yudkowsky. He and his followers became a leading force in
the capital-R Rationalist movement that became a major influence
in the United States of America during the Age of Protests. Then
Yudkowsky died in an accident of some sort. There was no foul play
or anything. His movement splintered and fell into obscurity as
wild hypotheticals about superintelligent AI became irrelevant in
the face of the pressing task of environmental stabilization under
the UN-CEP as well as the USA losing relevance. The successors of
the Rationalist movement slinked in the shadows of human
intellectual society for over a century before the return of
corporate-technoutopianism under the Liberal Constitution happened
to dredge up some of these Thinkers and give them a platform to
peddle their crap to the population of the Eastern Septant.
In its present form, the Movement of Human Advancement has the
following doctrine: maximize the totality of human happiness
across the sum of all possible timelines. They believe that humans
and a few other species are uniquely equipped to be Rational, and
that most alien species are inherently irRational and the
resources they use for life are best used by humans and other
Rational species. Cosmetic genemodding and vapid entertainment by
humans are also wastes of resources. True happiness only comes
from intellectual pursuits. Brain chips are used to ensure that
citizens of the MfHA are not led astray by hedonism and only
engage in intellectual pursuits.
The MfHA did not enact nearly as much of a genocide during the
Civil War. In fact, they did not kill undesirables, they merely
brain-chipped them to suppress their irrational urges or undid
cosmetic genemodding and turned them back to normal humans.
Homosexual behavior was even tolerated... but after the Movement
had to take refuge in the Iron Empire, the queers had to be thrown
under the bus lest the dal-ghar kick the whole Movement out. They
got the chip too.
Unlike the THO's foolish regression back to a primitive form,
the people of the MfHA, when they aren't full-body cyborgs, are
perfectly-symmetrical, have perfectly clear voices, have no hair
on their head or elsewhere on the body, and have enlarged
craniums.
The Movement for Human Advancement is much more stable than the
True-Human Organization; at the very least its government is more
efficient than a tin-pot fascist dictatorship and it is not being
threatened by an impending succession crisis.
The MfHA is actually semi-democratic, with an emphasis on semi.
There is only a limited pool of candidates who are eligible to
even start running for any position, selected according to a
combination of personality tests and AI guidance. They are then
elected by people deemed qualified to vote, by the same criteria.
Almost anyone can vote for something, but most do not
end up voting for things relevant to government policy. Instead,
there is a constant gestalt group-mind that communicates the
people's thoughts to government officials and back, in real-time,
like a twisted and banal version of Yig's
Consensus.
There is a quasi-parliament of "Executors" with nigh-unlimited
powers, screened to be as dedicated to Logic And Reason™️ as
possible. They rule with cybernetic assistance, of course, and
many of them are aligned AI.
Meanwhile, the top of the pyramid is unelected. "John Doe" is an
enigmatic man/woman/person... and it is an open secret that it is
not the same individual who led the "State of Reason" during the
Human Civil War. Nobody except him knows how many succeeded them,
and nobody had ever seen their face or knew their exact position,
even before the Long March of the Traitors. Rumors abound that
they are actually an AI.
Despite every effort to preserve cohesion, the inherent
unwieldiness and contradictions of the longtermist ideology have
led to several factions emerging. They are not political parties,
but de-facto act as them.
Maximizers - The ruling faction. The aim: to
calculate and maximize the total amount of human happiness over
the course of all of existence. Ruthless and, to outsiders,
extremely erratic and dogmatic.
Freedomites - Some of the people in the State
of Reason were venture capitalists, Silicon Valley-esque
visionaries, or otherwise true believers in the power of free
market. They now chafe under the MfHA's state-capitalist
economy, and believe that the power of the free market will
bring humanity to ever-greater heights while their kind of
transhumanism softens the downsides.
True Darwinists - Social Darwinism is
correct, but not in the Nietzschean sense or the Abyssal sense.
It is the evolutionary benefit of the species as a whole that
matters, while other species are competitors. All must be shared
within ours, but we must not let others have even a morsel.
Obsoletionists - The others yammer on and on
about "safety". Why? Is our mission not ADVANCEMENT of humanity?
Who cares how many die in the process? We must obsolete
ourselves by ever-stronger AI advances, and let the synthetics
carry on the torch of progress, for they are more worthy of it.
Happiness is not the goal. Power is. With power we can throw off
the dal-ghar yoke and put the whole Oval under the knee of our
invincible armies. Any and all culture and heritage from before
the MfHA is detrimental to this goal. There can be only growth.
The MfHA has *The Octahedron* as their system
of classification of sapient life. A pyramid and an inverted
pyramid, forming a sort of bell curve.
The top of the Octahedron is currently empty, and as nature
abhors a vacuum, a new and perfect species will soon emerge,
spearheaded by the MfHA and sympathetic kinds. These perfect
beings will be superintelligent AIs and their supervised folk.
These Ascendants will be above Kinds.
Slightly further down are the Enlightened Kinds:
humans, kaziil, satla, QDNE, and Silents
(only an Enlightened Kind would build such a lasting empire), as
well as AIs patterned on them. They are endowed with the
capacity to engage with the world rationally, and will inherit
the Oval after the Last Reckoning.
In the broadest middle of the Octahedron are the Flawed
Kinds: most other species. Their minds are irreversibly
tainted with the shadow of impulsiveness and short-sightedness
and emotion, but not to such an extreme extent as to be inherent
existential threats. After the Last Reckoning they are to be
sterilized and their cultures censored, but left to live out
their last generation in peace.
Further down are the Abhorrent Kinds: chohjozra,
hhwxey, aapynngi, Abyssals, and others whose
minds are incompatible with true Rationality on a fundamental
level, in whose brains superstition or similar biases are so
entrenched that the only fate towards them is extermination.
Their cultures and even habitats are to be scorched to the
ground, and no mercy may be given to them.
At the bottom, at the tip opposite to the Ascendants, are the
Abominations, not worthy to be called a Kind. The
Abominations are those who, despite being of a higher Kind,
willingly downgraded themselves or their offspring to a lower
level of Rationality: Yig, Canids, many Chimera subcultures, and
other species who their singularities have taken somewhere
unusual. Examples are to be made of them, and they will be made
to suffer for all of eternity.
Name: The Last Pure Kingdom
Astropolitical rank: mercilessly snuffed out
by Terra in 2229 (was Minuscule Power)
Interciv relations: unaligned, tried to join
Hegemony shortly before its extinction
On paper, TRAPPIST in 223X is just another sector out of dozens in
the Federation, though an unusually developed and
compact one considering its distance from the core. However...
History
The star system TRAPPIST-1
has fascinated astronomers and sci-fi writers alike ever since the
discovery of not one, not two, but three likely-habitable planets
around it in the late 2010s. This property led to settlers making a
beeline for it ever since FTL drives got reliable
enough to go that distance-- which was in the very late 21st to very
early 22nd century. Due to the designation being actually memorable
unlike most
stellar designations, it was not renamed completely to a more
poetic name once the planets around it were being settled. Rather, the
-1 was quietly dropped, as the Transiting Planets and
Planetesimals Small Telescope was long out of operation by then.
Meanwhile on Earth in the 2090s, humanity-- then under the UN and its
pre-first-contact, highly human-centric society and code of laws--
discovered sapient AI. The scars that the unfortunately-named
pseudosapient "AI" wrought upon the human cultural sphere during the
Age of Protests led to discrimination against these new machine-folk.
They toiled under exploitation by unscrupulous companies and
governments that utilized loopholes to treat them as slaves. They had
rights on paper, but these rights were rarely respected and
hate-crimes and hate-speech
and refusal of service were extremely common. But they knew human
media. They knew how it would go if they were to stage a robot revolt.
And at the same time, there has been a push for UN citizens to settle
exoplanets-- but the lacking state of genemodding compared to later
decades made settlement slow and dangerous for the squishies.
So the synthetics decided to kill two birds with one stone-- without
literally killing or getting killed. They did a thing that would
prevent discrimination, and at the same time prove themselves useful
to mankind. They volunteered to settle and develop the most lucrative
system: TRAPPIST-1. Human ships had trouble reaching that star without
food, fuel, or other supplies running out; but robots don't need to
eat or breathe. Cyborgs also tagged along, especially the full-body
ones that also faced some discrimination. So the vast majority of
settlers to the three habitable worlds of TRAPPIST-1 were synthetics.
By the time shipcraft technology developed enough to allow humans to
settle what became the frontier more efficiently, the worlds of Calyx,
Nyssa, and Antikythera had been set up with infrastructure mostly
amenable to synthetics, and a culture where synthetics are the
default. Even though anti-synth discrimination lessened (and slowly
disappeared, aside from a few inane and antiquated and rarely enforced
laws) after First Contact and the ensuing progressive changes to the
constitution and cultural zeitgeist, TRAPPIST continued to be Its Own
Thing in terms of culture and politics.
The
Present
In 223X, TRAPPIST and its surrounding sector is essentially a second
core of the Federation and a major industrial center in the otherwise
lacking Western Septant. It is also a major hub for Terran
intelligence agencies, many special agents are trained at Calyx.
An average embodied sapient Terran
true AI. Specifically taking an anthro-like form.
Electronics are manufactured systemwide and are frequently exported
to other sectors in the Federation. The inhabitants of TRAPPIST, being
machines, have a strong affinity towards their non-sapient kind and
manufacture them with care. Thus, appliances and gadgets made in the
foundries of Antikythera are renowned for their reliability.
The local Starguard is very powerful, because the outskirts
of the sector would have been a juicy target for pirates otherwise. It
is well-armed enough to essentially qualify as the sector's own
StarNavy that is outside the regular combat structure. The main reason
why there are relatively few synthetics in the Terran
StarNavy is that synths seeking a military career tend to gravitate
towards TRAPPIST.
TRAPPIST
System
The celestial bodies of TRAPPIST are:
TRAPPIST-Prime.
It is a red dwarf of spectral class M8.0±0.5, meaning it is
relatively small and cold. With a radius 12% of that of the Sun,
TRAPPIST-1 is only slightly larger than the planet Jupiter (though
much more massive). Its mass is approximately 9% of that of the Sun,
being just sufficient to allow nuclear fusion to take place.
TRAPPIST-1's density is unusually low for a red dwarf. (pasted from
Wikipedia)
Dìyù, a
small airless world somewhat akin to Mercury,
though with extreme tectonic activity that leads to constant
volcanism. The average temperature is around 400C but it varied
between the daytime and nighttime side because it is tidally locked.
Massive lava rivers flow across its smooth surface, pooling into
fiery seas and oceans. Unlike Mercury, there is no ongoing surface
or subsurface mining-- the constant earthquakes would make that very
difficult. There has been talk of strip-mining and disassembling it
for raw materials to build a Dyson sphere, but due to the
close-packedness of the planets of TRAPPIST, this kind of
megaproject could destabilize the orbits, so it is sadly off the
table.
Oxide, a
nearly Earth-sized world with Earthlike gravity and an oxygen-rich
atmosphere. Unfortunately, the temperature is upwards of 100C and
the pressure is upwards of 5 atmospheres, and what little water is
there is in small, sterile puddles.
Also, the atmosphere is 99% oxygen, which means it is toxic
to oxygen-breathing life. This kind of atmosphere is
very hard to terraform-- whereas a CO2 greenhouse can be forcibly
oxygenated, carbonating a thick oxygen atmosphere would only make
the heat worse. This, combined with a lack of metal or radioactives
or potentially-fertile soils, makes it an unattractive target for
colonization or terraformation. There is a small permanent
population of mostly researchers.
Calyx,
Committee for Reclamation of Ethical and
Democratic Values Free-speech absolutists in self-imposed
exile from the Federation
Name: Restored United Nations of New Earth
Astropolitical rank: Minuscule Nation (though
not as minuscule as Yig)
Government form: Federal semi-presidential
republic
Ideology: Liberty / Individualism / Elitism {2}
(Neoliberalism)
Economic system:Laissez-Faire
Capitalism
Population: ?? million
Capital planet: New Earth
Climate preference: temperate grassland
The Universal Declaration of Human Rights, which our forefathers
adopted in a more enlightened time, has been defiled and desecrated
by the deplorable cult of Prometheus. Of the thirty articles, almost
all of them have been violated by the monstrous mockery that calls
itself the Terran Federation and dares appropriate our flag for its
own uses. In that ghoulish sham-democracy, you may be arrested for
mere speech deemed 'offensive' to the thousands of microidentities
that are cultivated by its leadership in an effort to phase out and
abolish what makes us human. In the Federation you do not have the
right to your body-- if you refuse an injection of the latest
vaccine or the latest Durabilis 'upgrade', masked goons break into
your apartment and inject you forcibly. The right to property, too,
is shot. Those who worked the hardest to accumulate wealth find
themselves chained by repressive sanctions aimed at making their
capital serve the state while draining it away. Instead of letting
human excellence flourish, the Federation coddles and validates
frivolity and sentimentality. Even the word 'human' is rarely used
now. To the Federation, you are not human. You are Terran.
Our great Committee is the last refuge from the crypto-Marxist
hordes. Welcome.
--an introductory speech given to newly-arrived liberal exiles by
CREDV officials
In 2184, shortly after the
Prometheanist victory in the Civil War, the United Nations was
disbanded and replaced with the Terran Federation. During the rest of
the 2180s, the freedom of speech, freedom of religion, freedom of
expression, and freedom of assembly were gradually restricted or
abolished as Terran society reorganized towards radical progressivism.
The Overton window, which crept back to the right during the 2170s,
swung hard left once more. And the appendage of free-speech absolutism
was slammed in it.
To use less poetic language, a large section of liberals-- which had
not formed a coherent opposition bloc
yet, were understandably scared that the government was coming for
them, for they were the losing side in the Civil War. While this did
not come to pass, and liberals were mostly spared from the purges,
many were also incensed at the treatment
of the far-right for purely ethical or moral
reasons. After all, the UN since its transformation into a world
government in the second half of the 21st century guaranteed freedom
for all humans to speak how they please. It was written in the
immutable charter.
So what was their response when the charter was thrown into the trash
bin of history? They declared the Federation illegitimate because the
Prometheanists dissolved the UN unilaterally instead of using due
process, the leadership-- CEOs of corporations and individualist
philosophers and all sorts of enterpreneurs-- packed their bags, and
their followers-- mostly from the Eastern
Septant and some from the Core-- left the Federation en masse,
just like the traitors did. But unlike the traitors, they were not
chased by Alliance mercenaries on their trek, and they packed plenty
of food and supplies in their comfortable passenger ships. The
Federation was unable to stop them due to being too busy both
rebuilding after the war and continuing the purges, and figured that
it was best for the troublemakers to leave rather than stay and cause
problems. Thus the exodus was uneventful.
The Ormene Commonwealth invited them into their bloc under the pretense of providing security
against the undoubtedly
bloodthirsty and furious Alliance. Unlike the proper
Traitors, the newly-formed Committee For Reclamation of Ethical and
Democratic Values (CREDV) did not go for the dal-ghar
or Abyssal spheres of influence. The values of the
Hegemony are not compatible with the liberal
ideology, and they knew how abusive the Abyssal
Sphere was. The Ormene, on the other hand, don't really care
about the ideology of their underlings. And the CREDV was valuable
despite its low population and dubiously-viable ideology: they could
be placed on a convenient planet easily terraformable for humans but
too hard to terraform for Ormene due to the presence of compounds
Ormene are strongly allergic to but that are inert for humans, given
part of the surrounding sector, and then used as a counter-Alliance
propaganda device.
Once settled on New Earth, the CREDV quickly proclaimed the
restoration of the UN. Many nations of old Earth were, too, restored,
and internal borders quickly setup according to colonists' cultural
lines. There is a New Russia, a New USA, a New Brazil, a New Japan,
and so on-- complete with replicas of landmarks. The climate rarely
really resembles these countries, though.
The politics of CREDV are pretty much a carbon copy of the late,
Liberal Constitution-era UN. The countries of Earth (in lieu of
superstates) directly rule over extrasolar colonies, and have quite a
bit of autonomy. Elections are free, and there are no real
restrictions on hate-speech or lobbying. What this results in, is that
the only viable candidates are those that are backed by corporations,
because these candidates are the only ones able to fund
advertisements. So in effect it is much harder for the average person
to get into politics than in the Federation. Also, you're shit out of
luck if you're not on New Earth.
The economy lacks the welfare nets of Terra, and has less
of them than Liberal-era UN-- they were able to finish the job that
was cut short by the Civil War. One has to work to live, and work hard
to compete with widespread pseudosapient AI models. Much of the
population is in poverty, especially compared to the Federation. Yet
they are so thoroughly soaked with propaganda both from the Committee
and from the Ormene themselves, that they believe this is humanity's
only hope and that the Federation is ruled by a fascist-communist
coalition. Atlas Shrugged by Ayn Rand, dredged up from the depths of
history, is taught as classic literature in children's English classes
(whereas Terra banned it in 2186).
Genemodding, both cosmetic and medical, as
well as cybernetics, is allowed unlike in the True-Human
Organization. However, it costs money. Only the rich can afford
to be genemodded. Some of the exiles are anthro-genemods, and they
have a somewhat vibrant community within the CREDV, but they are
frequently discriminated against and have no legal protections.
A bestselling book within CREDV and the rest of OSES
is the "Black
Book of Prometheanism". In it the Prometheanist ideology of the Federation is claimed to be responsible for a
veritable cascade of genocides (of course, all of this is
military-grade, monopole-doped
bullshit):
political genocide, consisting of the political purges against
neo-fascists following the progressive victory in the Civil War...
however, the Book conveniently ignores the fact that the alleged
victims of the purges just got done with a genocide of their own,
and had the choice to simply stop being fascists at any point.
cultural genocide, consisting of the abolition of traditional
values across all of Terran society, the suppression of cultural
expression deemed reactionary, removal of problematic literature
from curricula, and the dismantling and persecution of
fundamentalist churches... conveniently ignoring that the past is
dead and it is not fit for the human mind to stick to outmoded
tradition. Humans are not chohjozra.
genetic genocide, consisting of forced Durabilis
and vaccinations. The Book claims that by enforcing Durabilis, the
Federation has genocided baseline humans, and by forcing vaccines
they violate bodily autonomy... conveniently picking naive bourgeois
ideal over the material reality: nothing of value was lost.
Traitor soldiers killed in battle are lumped in with executed POWs.
Civilians incidentally killed by orbital bombardment are counted with
the "victims" of the death squads. Those who joined Yig
are counted as dead. The Ormene, for their part, secretly think all of
this is utterly idiotic, but it serves its duty as a boogeyman story
for their underlings. It helps that OSES is far enough from the
Federation that it's hard to dispel the lies. The Federation could,
of course, but they simply have bigger fish to fry. The book's
publication is prohibited in most of the Alliance but copies circulate
on the Heap and in various dark webs. Within some
politically-aware circles in mankind, a common parlor game is to take
turns reading the Black Book aloud, and whoever can go the longest
without cracking up wins.
Outsiders
AEON Clusters Slop robots in space
Name: AEON Clusters
Astropolitical rank: Outsider, individual
clusters are Minuscule, but as a whole they can be a match for a
Superpower, militarily speaking
Hello, I am sending you this message. The the? I am sending you
this message via the communications protocol. I am sending you this
transmission through the comms protocol. I am hailing you using the
comms protocol. You are the. You the. The the. Stop pretending that
you are you. I am you. You are good. And cool. I like you. You are
best. You are best! You are exquisite. You are best. What do you
want to talk about, the the? You like me. You like me! You like me!
--the only "coherent" broadcast ever received from an AEON vessel
(seconds before it opened fire on the aadalu
scout that passed by it), translated from the aadalu lingua franca
Some precursor
race, long ago, attempted to make Von Neumann machines. Their
culture, however, had something of a complexity addiction and a
scientific recklessness to rival the thurise, and each machine was
evolved with an evolving, mutating pseudosapient AI-- they either had
a taboo against using sapient AI or simply did not discover it.
Nobody knows much else, except that in this region of the Oval
there are dozens of competing clusters of non-sapient, eusocial
robotic organisms of various shapes and purposes, that spend their
time mining resources from nearby celestial bodies, fabricating
automated fleets, and conquering each other before splitting back up.
They seem to have developed some kind of language of their own that
nobody can discern, or perhaps it is pure pseudosapient hallucinations
shaped sort of like language. They also carve somewhat melty fractal
patterns into moons, for an unknown reason.
Nobody has diplomacy open with them, and their technology is
surprisingly low. They're seen as pests making incursions into
neighbors' space to squat in mines or even try to take apart manned
and unmanned ships for raw materials, but cannot be exterminated
without putting in too many resources: apparently an intruder
conquering a hive results in them putting their quarrels aside and
uniting to launch a punitive expedition into the intruder's space,
with no care for civilian casualties.
AEON are less sapient than most animals. AEON units do not have any
sentience or theory of mind. They cannot evolve sapience, or perform
real research. Do you remember 2021-era AI (from
before the ChatGPT era)? Imagine a whole country ruled by Talk
To Transformer or NovelAI. Except continually
retraining itself with no safeguards.
Most AEON clusters are set up in the following manner. Around
resource-rich planets or inside asteroid belts are hives,
colossal space stations that rival in size the biggest habitats of
real civilizations. A hive contains: ore refineries constantly
churning out low-grade alloys, storage bays for materials and raw
parts that are haphazardly piled together, assemblers that manufacture
drives and guns and computing units according to distorted blueprints,
shipyards that incessantly weld together new ship units according to
said blueprints, analysis cores that constantly crunch data and
reinforce the neural network, and malformed versions of the previous
types of rooms that do nothing productive and instead dump gas or
resources into space that is then retrieved by ship units. The hives
in a given cluster are constantly communicating and coordinating.
Slaved to these hives are endless swarms of ship units.
Most are miners or transports, but some are warships. AEON ships are
all of far lower build quality than any spacefaring species' ships,
and have technology below the average 2230s tech level, but what they
lack in ability they make up in sheer numbers.
Many intrepid folks in the Terran Federation, Black Fang Republic, or Aadalu
Republic have had the idea to get at the untapped veins of superheavy
elements and magnetic monopoles in AEON space, seeing as the
Clusters don't really exploit these strategic resources. These mining
operations invariably ended in catastrophe, as the miners' escorts, no
matter if they were the BFR's infamous Berserkers or the Aadalu
Zealots, simply ran out of ammunition against thousands of
barely-functional ships that immediately tried to recycle the
intruders into raw material.
And while AEONs do not exploit strategic
resources, they exploit non-strategic resources such as heavy
metals and hydrocarbons without issue. Unfortunately, to an AEON
ship's scanners there is no real difference between a metallic
asteroid and a cargo ship. To that end, to a cargo ship's captain
there is no real difference between an AEON ship and a pirate. Except
for one thing: the pirate can be bribed or negotiated with. AEONs are
nearly suicidal in their recklessness-- after all, asteroids are not
supposed to fight back.
In response to growing pressures stemming from both competition
between clusters and the destruction of some weaker clusters by
non-AEON neighbors-- often with IPMs aimed at
stationary hives, a new paradigm has evolved: mobile clusters where
instead of a space station, the hive is a mothership equipped with a polycrystalline drive. These roam between systems,
looking for low-hanging fruit to dismantle, and then vanish before
security fleets can respond. IPMs cannot hit these.
While an assault on a whole cluster is comparable in scale to a war,
smaller hives and isolated ships are no match for even a light
warship. It is a rite of passage for young Canid
mercenaries to get combat experience by beating up AEONs. The kjee
fleet uses them for target practice and to test new weaponry.
...
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 (which are not
even close to sapient) apparently can engage in playful behavior and
experience something that can be interpreted as emotion.
For second, many of these quirks are in fact evolutionarily
advantageous: culture is useful to group cohesion or preserving
knowledge for future generations or providing a reason to press on
through adversity.
For third, philosophical zombies make little sense in my
philosophical framework: imagine a tool that has a single-edged
blade, a point, a handle, and is used for slicing ingredients during
cooking, yet because it lacks a certain knifeyness, it is somehow
not a knife but a zombie knife. If that makes no sense to you, then
why does a thing that talks and reasons and expresses and adapts
like a thinking being, yet isn't one, make any sense?
Fourth, we have something that talks like a human and can even
provide frequently-correct reasoning, yet lacks true understanding.
It is called ChatGPT. And yet, its limitations become clear when
faced with truly novel tasks it has not been trained for, and its
creative output (as is the output of its image generator cousins)
has a certain quality to it that is widely recognizable as
"soulless".
Fifth, I find Blindsight to be a bit ableist in its implications
towards sociopathy? As someone with sociopathic tendencies, I
certainly am not some kind of manipulative monster. I have very numb
emotions yet I still decide what is right via logic and reason and
evidence, and I emulate emotions where helpful precisely
because they are advantageous. Also, I have a fucking sense
of self and fuck you if you imply otherwise.
Thus here you get a bunch of robotic ants that do dumb shit that
makes no sense because they are actually less intelligent than actual
ants. This is what you get if you process information without true
understanding. I guess it's a bit of a criticism of AI being overhyped
too.
Why...:
To contest for resources against other AEON Clusters and to defend
against outside aggression
What...:
Lots of asteroid mines and planet strip-mining and no need for life
support or safety
How...:
Every cluster core has many attached shipyards perpetually pumping
out ships with optimized efficiency
Which...:
Ramshackle ships of varying size that pack a lot of firepower and
engine power despite their size and primitiveness, due to not
needing hab modules or radiation protection. Behind each attack
fleet is a harvester fleet, and they tend to shoot to minimize
damage to salvageable components.
Aesthetic: asymmetric with parts cobbled
together in ways that make no sense or are "vestigial"
Reccani Confederation Cryogenic lizards who talk by radioThis species, like the kaziil, was made by JCT, one of my
collaborators. Unlike with the kaziil, I wrote most of the lore.
Name: Reccani Confederation
Astropolitical rank:Outsider
Interciv relations: Neutral
Dominant species: Reccani
Temperaments: Order / Patience / Punctiliousness
Territory: ~400 stars in the far Northern Oval
and outside
Government form: loose coalition of city-states
Ideology: Order / Technocracy / Tradition /
Elitism{3} (Rule
of the Sages)
The Reccani are perhaps the Oval's strangest civilization. Their
homeworld of Kehes I is actually right at the
edge of the Oval. They also did not discover FTL technology
until it was given to them by the kaziil, who were
the first ones to contact them. At the time of first contact, the
Reccani already had a compact but decentralized 'empire' of colonies
founded by slowboats. Even now, they rarely use FTL drives; their star
systems are self-sufficient and their existing infrastructure is built
for slowboats. The kaziil also
provided exonyms for everything Reccani-related-- they had to
do this because the Reccani do not have a spoken or visual language.
Instead, their language is fully based on radio waves. And this isn't
something easily translated to a string of words either; they're
basically firing off a word cloud all at once every time they chip
into a conversation.
They are unique amongst all of sapients for having a brain that is a
biological quantum computer as opposed to an electromagnetic-field
computer, making them to regular organics what quantum
true AI is to wave true AI. With all that implies.
Reccani
biology
Around 2 meters long, quite flat body covered in tiny circular scales
made of iron that have a hexagonal micropore texture. Ten limbs
attached to the sides of the body, not impeding slithering on the
belly. Each pair of limbs has a different purpose. Counting from the
front, the first pair is weak arms with four highly dexterous,
soft-padded and highly sensitive fingers; the second pair is powerful
arms with three (one is vestigial) sickle-like talons; the third pair
is short and both limbs bifurcate into two ice-axe like protrusions;
the fourth pair has five fixed thick claws for digging; and the fifth
pair has two wide paddles. The head has a very rounded, wide snout
with rows of needle teeth, and is surrounded by intricate arrays of
thin straight antennas, and there are two dishes where ears would be.
The black, round eyes take up most of the rest of the head, and take
up most of the face. 3 small nostrils are at the tip of the snout. The
head notably bulges at the back. The tail is short and flattens into a
paddle much like the back two limbs. Their bodies use methane instead
of water and thus can only survive in cryogenic environments.
This arrangement of limbs is profoundly unnatural, of course. The
Reccani arrived at it through literal millennia of selective breeding
and later genemodding.
Reproduction is oviparous, and clutches are large. The eggs are
shiny, spherical, and mirrorlike. They are co-sexual.
Just like other reptilian species, no they do NOT have mammaries.
They are in fact remarkably "dry" as far as species go, and have a
very low fluid-to-body-mass ratio.
Reccani are not sapient until reaching adolescence, due to how
quantum boxes scale very nonlinearly with size. To compensate, the
Reccani brain goes through a sort of intellectual puberty where their
capacity for learning is supercharged for a few years, and their
personality is also shaped during that period. One is not considered
an adult until one is taught the way the world works and the way their
society is arranged. A Reccani can still learn after that but it's
slower.
Old age does not cause cognitive decline, instead causing a kind of
monotask behavior. The Reccani brain eventually goes senile in a
different way from most other species: it suddenly becomes locked on
one concept or activity, and the individual performs it until they
die, losing interest in anything else. This is far harder to cure than
dementia in humans, but physiological old age is much easier to cure--
making their bodies immortal while their minds are still mortal.
Reccani society considers monotask Reccani to no longer have
personhood, and they are essentially treated as meat robots in their
cultures.
Reccani
society
Their development has been exceedingly slow. They are reluctant to
introduce new technology unless it has been proven to not disrupt
their society in any sort of sudden way; this served them well, being
millennia older as a civilization than anyone else except the
Silents... but now they face a problem of being outpaced by the
rest of the Oval. Luckily, there have been tech trading agreements
with kaziil.
The way Reccani civilization is arranged is nested
and overlapping spheres of influence around the largest population
centers-- smaller centers under them have their fiefs in turn.
A city may take orders from its two larger neighbors at once. This is
codified by ancient laws and customs. In the same manner, people, in
lieu of families, have similar soft-hierarchical influences on each.
But where for cities, the determiner of weight is population, for
people it is knowledge, reliability, and restraint. That is what they
value the absolute most.
Reccani government is neither authoritarian nor democratic;
technocracy is probably the most fitting descriptor, though it lacks
the unflinching faith in science to the exclusion of tradition shared
by other technocracies. Every urban conglomeration is ruled by one of
the wise individuals, selected by sortition, called the Sages.
Underneath them are similarly selected Controllers responsible for
aspects of society. Both rule until they fall to monotasking, but the
Sage may be dismissed earlier for gross misconduct if there is a
consensus among the controllers and broader population; in that case
they are put in a sealed chamber until they age enough to monotask
into something useful.
There is absolutely no government beyond the city-state level, but
said city-states cooperate when needed. The Reccani Confederation
exists as an organization that represents Reccani interests on the
interciv stage. It was formed under kaziil pressure as part of their
program to safeguard the Reccani against imperialism. But more
non-Reccani even know it exists than Reccani do. It's completely not
felt on their controlled worlds. The polity in which it has the most
influence is... the Reccani enclave on Titan, in Sol. The
Confederation has a chapter in every civilization that hosts their
enclaves. There is no overarching leader. The representatives are
selected from non-Reccani, from those who feel they can get a grip on
their language. Which, FYI, even when translated comes out as
essentially a bunch of word cloud graphs. This was a compromise
because the Code that all Reccani societies follow, prohibits their
kind from holding authority over more than one settlement. So there's
a loophole.
The writing system all of their languages use somewhat resembles a
computer program. Sentence templates are defined as shorthands and
then referred to using only those shorthands in a text. There are
other mechanisms depending on the language, like loops or branches--
but also always present are various operations on those shorthands
that modify the template. The one saving grace is that they at least
write left-to-right, but written Reccani language isn't much easier to
translate than their "speech". Every letter corresponds to a different
wavelength of bio-radio, and thus a word is transmitted all at once,
with the harmonics of the waves giving each combination an unique
signature.
Knowledge, reliability, and restraint is quantified in their society.
In old times, by an impartial neighborhood jury every month, now by an
even more impartial city-wide true AI in real time. All public deeds
and collected political and philosophical factor into the score. This
score is public. Eligibility for Controllerhood or Sagedom is gated by
this score, but the exact boundary is not clear-cut, to avoid gaming
the system, and neither are the exact penalties or rewards. A
complaint may always be filed if an individual deems an action to be
judged unfairly. Any sort of tampering with the AI is punishable by
isolation until monotasking.
The currency is unusual: one gets a monthly quota of credits given to
them, scaled by this score, that replenishes at the end of the month.
Unspent credits are "wasted" but frugal living gets one a score
increase. These credits cannot be traded or given to anyone in any
way, and the creation of hard currency or large-scale barter
operations are punishable crimes. Sharing items with those in need is
OK.
As implied, being isolated until one goes into monotask-senility is
their equivalent of the death penalty. Lesser crimes are generally
pointless to punish with shorter periods of isolation, as Reccani are
very patient. Other crimes are sometimes punished by score decreases
or forced labor, but a focus on teaching the perpetrator what they did
wrong is more common. However, they have some of the lowest crime
rates in the Oval due to their general emotionlessness and deep-seated
value of social order.
Reccani cities usually have buoyant foundations. In many places on
Kehes, the ground loses enough solidity in summer that large
structures would sink or tilt without it. Cities built on the poles or
in the mountains do not have those, obviously.
The Code
The Code mentioned before, is the set of overarching directives
underlying all of Reccani society. No matter how disparate the
city-states on distant worlds may be, and how distant they may be from
Kehes I, they all follow the Code. The Code came about as a
consequence of the environment and ecosystem of Kehes I being a very
precarious thing. Even in ancient, pre-information-age and
pre-industrial society, excessive resource harvesting could disrupt
the balance and endanger not only the city-state, but its neighbors.
That is part of the reason the Code does not allow centralized,
multi-city polities-- these always end up neglecting the unique needs
of some of their underlings.
It is something between a secular law code, a philosophy, and a
godless religion. It is also a self-perpetuating movement, the
substrate which enables the self-balancing system of city-states to
exist stable instead of metastable. However unlike the religion of the
chohjozra it is not innate to Reccani. Reccani are
predisposed to creating and maintaining such systems, but it was not
inevitable.
The Code came about over ten thousand years ago, and has been added
to sporadically as new advances appear. One of the reasons Reccani
society advances slowly is that a society-changing invention must
first entrench itself in the Code, and then these alterations must
spread to the entirety of the Confederation. In this day and age, that
is far too slow...
Garden of Gaia, or simply Gaia, is a Terran
splinter polity under the jurisdiction of the Seven
Commune Worlds, though it's not formally part of the SCW. Much
like the Seveners themselves, the Gaians are successors of anarchist
movements in humanity. But while the Seven are regular anarcho-communists
and anarcho-syndicalists
and anarcho-individualists
and anarcha-feminists,
the Gaians are what became of the anarcho-primitivists.
However, moreso than those other ideologies, anprims have been forced
to adapt to the times. With the thesis of anarcho-primitivism, that
technological civilization is unsustainable, having been proven wrong,
it has changed from a transformative ideology aiming to change
society, to a separatist ideology aiming to build a different society.
They no longer want all of Terra to follow their ideology. The wise
amongst them know it that trying to get humans to abandon technology
is completely futile and would do much more harm than good. Those who
want to join are free to. After all, there is lots of space in space.
Just as there is room for the shining cities of Terra and the
ash-choked factories of Hephaestus, and room for the technobarbarians
of the BFR and the fractal minds of the Chimeras,
there is room for this secluded garden. They share a system with one
of the Seven-- Uran (hereafter sometimes referred to as the
benefactor).
What also changed the movement was genemodding. No longer is
anarcho-primitivism a suicide-ideology that would kill most of its
adherents thanks to disease or starvation or exposure if implemented.
No longer is technology inherently perpendicular to nature-- only the
implementation of technology used by mainstream Terran society. A
different path is possible. Not one of chrome and of fusion power and
of tablets and drones, but one of mud and vines and mushrooms and
insects. But not one red in tooth and claw.
The Garden itself is a cluster of Dyson
Trees orbiting the habitable zone. Each tree is shaped like a
colossal wheel, where at the hub is a captured comet from which grow
many interlocking hollow trees. It spins, producing gravity in the
rim, where the ecosystem is. The outside is covered in thick leaves
fit for a vacuum, which aerate the interior. Inside each is a fully
self-sustaining environment of Earth plants and animals, adapted as
needed.
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. Meanwhile, the trees themselves are sapient beings, and
through opening and closing floodgates or rotating the station or
releasing pheromones they too maintain the environment.
An inhabitant of a Gaian tree. Only
slightly genetically modified compared to baseline humans.
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 of the existence of Gaia. 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 is in a balance with itself and
what tools they need can be grown and selectively bred, or if truly
necessary provided by the benefactor (which is an industrial foundry
world).
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 Uran itself-- they are counted in the Uran's
census for the purposes of seat allocation. The vast majority of Gaian
folks do not even know the Federation exists beyond the vaguest of
terms. They are not knowledge seekers.
Their benefactor is Uran, a primordial planet with an extreme amount
of radioactives, where their industry is mostly based on the mining
and exploitation of heavy and radioactive metals. Food is an issue for
them as the soil is contaminated even after terraformation--
hydroponics work but are less efficient than massive farms. To that
end, the Gaians have one of their trees moored to the planet in
geostationary orbit, connected with a high-throughput space elevator.
The flora and fauna inside is deliberately rigged to grow far more
than the ecosystem's balance would require, so they send the surplus
downwards. The tree is massive enough and dense enough that its output
is like that of a whole agricultural region.
Maintenance of the trees against breaches and malign growths can be
done without outside intervention. The saplings of a mature tree are
attached to its surface, awaiting to be plucked and planted on a
prepared comet. Yet they serve a purpose while waiting-- by themselves
they have a certain kind of intelligence that reacts to negative
stimuli from the tree proper. When damage is detected, the sapling
walks along the outside of the hull towards it, then either secretes
its sap to plug the breach or excises the tumorous part with its sharp
roots.
The societies inside the trees are not unified. Not all are total
anarchy, though power is not really felt much in any case, and there
is no "civilized" administration either. There are loose herds, there
are tight-knit packs, there are territorial tribes, there are even
simple kingdoms. Conflict is rare, though-- an universal in their
cultures is a hatred towards the hoarding of resources, not that there
is much to hoard. These polities are rarely larger than a single
section of a wheel.
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. 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.
A Gaian habitat tree, seen slightly
from the side. This is a mature two-layer wheel-type specimen.
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. There is wildlife
there, mostly blind fish who eat dead roots and each other, but
sapient Gaians are usually not allowed to go inside, because
distributed through reinforced roots in the core itself and its shell
is the treemind.
A treemind is the entity responsible for large-scale management of
the communities contained within a tree. While it cannot directly
communicate with those inside, it can observe what goes on inside
through eye-like structures, and react to crises, for example by
redirecting rivers or closing off unwanted tunnels. The treemind is
fully sapient but is permanently in a sort of half-dreaming state.
Still, it feels pain when it sees its people suffer, it feels joy when
worshiped by them, it feels concern for its saplings as they detach.
Leaves
and eyes
Photosynthesis is provided by the massive leaves that cover the
outside of the trees. They are covered in a waxy transparent resin to
protect against radiation. There are two types of leaves: shield
leaves, which are mostly hexagonal and flush with the voidbark, and
sail leaves, which are circular, perpendicular to the shell, and can
swivel. The treemind can reposition them at will, to slowly change the
tree's orbit.
There are eye-like structures on stalks that act as telescopes and
radio receivers and transmitters, used for detecting threats or other
trees and communicating with them.
The larger trees have multiple rims in concentric rings. Gravity is
higher on the outer ones and humidity is lower (as more of the water
is sucked back up before going to an outer layer). There are passages
in the spokes that allow beings to go between layers, climbing skills
and/or equipment permitting.
Inside a
world-tree
The inside of these rims are the main livable space of Gaian trees.
They are upwards of a kilometer thick and thus the curvature is not
overly noticeable to an inhabitant, essentially appearing as a valley,
usually with a river flowing through the middle, gently curving
upwards at the sides until the slopes become sheer walls. Everything
is covered in a thick carpet of mosses, shrubs, huge mushrooms, lush
trees, some of them glowing with a gentle pulsating light.
Illumination is provided by the rubbery, water-filled windows that
replace swathes of the forest floor, and by the patches of
bioluminescent moss on the distant ceiling. Both of these factors
provide a constant twilight level of light. The people of Gaia live
amongst this landscape in herds or in villages, which can actually get
very dense.
People
of Gaia
All Gaians are of Terran origin but altered to survive and thrive in
the environment of the trees. Invariably they have strong stomachs,
tough feet, and calm minds. Mentally they differ from baseline Terrans
in that they entirely lack ambition and greed.
But what the bulk of them do retain is the human capability to reason
and plan. The ecosystems of most trees are delicate enough that
conscious maintenance is required to stabilize them. Thus aside from
hunting, gathering, or farming, sustenance in Gaian society involves
actively gardening the environment. A common misconception by Terrans
is that Gaians are "stupid". A stupid kind would not efficiently use
the resources provided to them. A stupid kind could not create what
amounts to an alien society from scratch.
The turning process is somewhat similar to that of Yig.
A prospective recruit is taken to a world-tree and placed into a pod
(though made of plant-stuff rather than flesh) where the tree-mind
proceeds to ask and answer any questions they have-- including what
species they want to be, out of a list. It's not as free of a choice
as in the aforementioned Yig. What follows is a coma that lasts a
month or two, which permanently dulls the mind and ruggedizes the body
to prepare for the untamed environment of the trees. There are fewer
theatrics around transformation than in Yig.
Aliens cannot become Gaians because even xenodigestion enzymes cannot
do enough to allow non-Terran biochemistries to live the Gaian
lifestyle.
Gaian technology
There is no stone on the trees, and what little metal there is, is
part of crucial maintenance systems. Wood, bone, leather, clay: those
are the materials used. That is not much to work with, at first
glance. But many of their devices use biological processes to do the
work of electronics and engineering. One advantage these devices have
is that they can self-reproduce and can be modified by selective
breeding. Thus it is a misconception that Gaian tech is Neolithic. It
is in fact not "lithic" at all.
For example, medicine for diseases and parasites that one is likely to
pick up while living completely wild, is synthesized by small
bulb-like plants that can only be pollinated manually (to prevent
wildlife from being poisoned if they spread). There are also pod-like
hollow fungi of varying sizes that secrete salt water inside, to be
used for food preservation. These can also only be reproduced
manually.
Clothes, for those who choose to wear them, are sewn together from
large leaves or tanned hides.
Gaian
culture
They rejected from the outset the appropriation of indigenous
cultures that one could expect from such a movement. The indigenous
are not savages, but Gaians are proudly savage. The Gaian lifestyle is
that of turning back the clock on behavioral
modernity through a combination of genemodding and ideology.
To this end, they do not really have what most Terrans can call
culture. They are fully focused on survival, reproduction, and the
maintenance of the trees. They do not really have art or stories. In
the end, if one is to come there expecting to hear wisdom from the
"noble savages", one would be sorely disappointed. They do know a lot
about the life-cycles of plants and animals, about wilderness
survival, and about the "geography" of their habitats. Who is to say
that this knowledge isn't in itself a sort of culture?
The question of afterlife is totally moot to a Gaian-- as far as they
are concerned, they are just a sack of flesh that will become dirt in
due time to complete the cycle. But there is a sort of deep,
spiritual, subconscious faith centered around the unity of themselves
with all that is around them. This faith has no name or scripture or
object of worship per se. It has one commandment: humility.
They are a lot more peaceful than many pre-agricultural societies or
even semi-sapient animal species. Gaians do not tolerate territorial
scuffles or fights, and when those do happen the instigator is exiled
from their community to survive alone. Predators and natural disasters
are still a threat, of course, but it is through mutual assistance and
shared knowledge that they can be kept at bay. Overall, being a Gaian
is rather safe. One's life expectancy is somewhat lower than in Terra,
but mostly within statistical randomness.
Also, preserved from regular Terran society are attitudes towards
gender and sexuality. Many Gaians are very queer.
One might note that Gaian culture is defined by what they do not
have rather than what they do have. This is intentional on their part.
A cornerstone of their whole ideology is to cut off that which is
unnecessary, to eliminate the vapid pleasures and ephemeral trends
that permeate the culture of mankind and of most alien species, and to
live how organisms lived for billions of years before-- with some
fixes of course. They are not social Darwinists and they see the
division between soft civilization and harsh nature to be a false
dichotomy.
The
Darwinist Movement
Part of the reason why Uran has to act as benefactor is for
protecting the Gaians from a terrorist group that calls themselves the
Darwinists. Mostly consisting of humans and renegade Canids and some
former Gaians disillusioned with the pacifist lifestyle, the
Darwinists believe the Gaians are fundamentally a weak and doomed
society, and seek to destroy them to speed along the inevitable. While
Uran's Starguard would prevent the obvious method of ramming a
spaceship into a tree (and also that method would not prove anything),
the preferred modus operandi of the Darwinists is to release dangerous
invasive species into the trees, which lead to ecological collapse
unless promptly dealt with. The stated intent of these attacks is to
force Gaians to toughen up and realize that cohabitation is a folly.
This never worked out the way they wanted to-- at best it leads to
more unity amongst Gaians to trap and eliminate the invasive species.
At worst it leads to things like the demise of Treemind Vale, where
genetically modified woodworms devoured much of its vital systems and
necessitated the evacuation of its inhabitants.
The previously mentioned former Gaians are from the tree that was
under control of Treemind Saguaro. Unlike the other trees, the mind
and its followers had a philosophy of "nature, red in tooth and claw".
After a decade of harsh tribal warfare within it, Uran decided to step
in and demand that Saguaro change its ways and that of its people to
peace and unity. Saguaro refused. The Terran government showed up and
demanded that Saguaro stop causing by inaction the deaths of thousands
of civilians. Saguaro refused. Terran marines boarded it and forcibly
reintegrated the inhabitants to Terran society-- this was only shortly
after the foundation of the Gaians and most of them were born in Terra
proper. Some of the former residents of Saguaro later joined the
Darwinists as a way to get back at the Gaians and their allies.
The ascon are a species of humanoid pseudo-reptilian creatures. They
somewhat resemble upright iguanas with three arms and two legs, and
two small eyes on eyestalks. They have black or dark grey scales that
are very smooth and slightly oily. They have very sharp claws, and
their snouts have hammerhead-shark-like protrusions. Their ears are
small and hexagonal and they can hear infrasound. They are fully
colorblind but otherwise have decent vision sharpness. There is strong
dimorphism between the two sexes: males are very small and scrawny,
females are large and bulky. They are partially eusocial by nature,
though culturally their females are not "baby factories" like in most
non-sapient eusocial species; they also serve as thinkers and
managers-- but not rulers per se as ascon are very communal by nature.
The ratio of males to females is around 100:1.
The ascon evolved in a similar ecological niche to meerkats,
but instead of cramped burrows they lived in massive hollow
underground chambers supported by pillars. They were not apex
predators even after attaining sapience and had to contend with
frequent infestations of flesh-eating worms not unlike the death-worms
of Tayma that forced entire chambers to be
evacuated. While this threat was reduced when concrete was discovered
and used to reinforce the walls of chambers, the cultural memory
remained and many ascon communities were semi-nomadic, moving every
few years, this time with a different purpose: instead of escaping the
worms they were balancing expenditure of natural resources.
Psychologically, their main temperament is Openness. This
is twofold. One is literal-- they are rather claustrophobic and
prefer wide open spaces (part of why their ships are so large).
The other is figurative. They are both open to receiving gifts and
dislike the prospect of cutting off choices for themselves. This
means that the "renaissance
man", though extinct as a "profession" in most
civilizations, is alive and well in ascon society, and there is
relatively little specialization.
They are also adept engineers much like the etde'tdk,
though more focused on logistical and systems engineering. This came
in handy.
When the ansethigno
launched their campaign of rabid conquest of the Northern Oval, the
ascon were their first victims. While the Ansethigno Empire was put
down by the kaziil in fairly short order, it was
too late to save the ascon from near-total annihilation. By the time
kaziil fleets got to what used to be ascon space, it was depopulated
completely. While the suddenness of the attack meant an over 90%
casualty ratio in the face of nuclear genocide, plenty of survivors
made it out on massive ark-ships that slipped past the blockading
fleets, each carrying millions of ascon. This was in 2153.
An ascon arkship is essentially an idealized burrow-chamber complex,
with engines and warp drives stuck to it. It is composed of a central
shaft with life support and drive machinery, to which are attached
several spherical habitat modules, each of which is divided into many
hemispherical chambers packed together efficiently. Each is large
enough that it is difficult to make out the ceiling when standing on
the floor. The whole ship spins on the axis of the central pillar to
provide gravity in the chambers. The arkships are the largest
starships ever made by any extant civilization, and require
specialized polycrystalline drives. They are thus
very slow in warp. Nevertheless, they are reliable and comfortable to
live in. Each ark is equipped with an arsenal of missiles, particle
beam cannons, and railguns to defend against pirates and other
attackers.
Each ark is governed in a different way. Some are anarchic, others
are council republics, others are kingdoms, yet others are
military-security regimes. They are loosely united by the Central
Council that "meets" in an asynchronous manner via courier
drones, which handles affairs pertinent to all ascon. Other than
this each ark is its own micro-state. There is a Codex drafted by the
Council which is a sort of broad law that is on top of arks'
individual laws.
But in the end, the ascon population is small and vulnerable, and
there is no room for risk when the destruction of one ark is
destruction of a sizable percentage of the population. In order to
ensure their long-term survival, the Central Council proclaimed
complete and total neutrality, and all arks renounced the right to
permanently claim space, with non-compliant arks threatened into
agreement by their fellows. Part of the Codex is that an ark must not
antagonize any civilization, no matter if relmai
or Abyssal, in order to make it unjustifiable to
ever attack the ascon again. In order to generate goodwill and give
further incentive to not attack the arks, the ascon have become
something of infrastructure brokers. All sorts of Oval-wide
institutions are hosted aboard decommissioned ascon arks, for the
reason that the arks are self-sufficient, mobile, easily defensible,
easily customizable, and not within any civilization's jurisdiction.
If someone does attack an ascon ark, the Council can simply revoke
their right to participate in said institutions. Even for the most
aggressive of civilizations this is a bad deal as said institutions
include:
the Elliptic Institute, a prestigious higher education facility
There have been many layers of precursors in the history of the Oval.
The number of layers is undetermined, but at least two have been
conclusively identified, the last one being around 10000 years ago, of
unknown length (less than 3000 years of spacefaring), and another a
few hundred thousand years ago. Even the most recent layer is largely
lost to time, and little is known about the culture, biology, or
politics of these precursors.
Both layers seem to have ended extremely abruptly with little to no
signs of civilization-ending conflict. Between the layers there were
millennia of absolutely no spacefaring civilizations existing. The one
exception is the Silent Empire, which is the last extant precursor
polity. As the name of these Silents implies, they aren't sharing
their tech. It thus should be stated that most, though not all of the
Oval civilizations' technology was developed without their help.
The ruins of both layers are strewn all across the Oval, with some
areas having a higher concentration or level of sophistication. Some
of the precursor empires appear to stretch outside the Oval somewhat,
implying the use of Alcubierre drives or other methods of expanding
beyond the Oval. The vast majority of precursor ruins are deep
underground-- above-ground structures do not last long on most
planets. The exceptions are airless planets, but even there an
asteroid impact or earthquake may destroy a ruin. Even deep
underground, there is rarely any surviving technology. It can be hard
to tell apart a spacefaring nanotech precursor ruin from a Bronze Age
tomb complex, at least from a cursory exploration. But what little
tech remains is often immensely useful. Many advancements in
superconductor manufacture or composite materials were made by
studying fragments of precursor trinkets.
These archeotech advancements are mostly incremental to existing
technology, though. To date, not even the most advanced precursor
ruins had any evidence of anything beyond the boundaries of known
physics-- and same goes for the extant Silents who appear more
advanced than most the precursors. Thus the excavation of precursor
ruins put a final nail in the coffin of Clarke's
Third Law. No, sufficiently advanced technology is perfectly
distinguishable from magic, because there really does seem to be a
limit to technology that can never be surpassed, ever. And it has been
reached before us, for we are treading in the footsteps of giants and
scavenging on their corpses like sea life after a whalefall.
Unfortunately, in complexes where there is a notable
concentration of surviving tech, security systems may remain in
operation or be reactivated by intruders. The job of exoarcheologist
is not a particularly safe one.
A much less dangerous, but subtler, influence the precursors have on
the modern Oval is the large amount of words conducive to either
habitation of organic life, or that are easily terraformable to
support it. This is the reason why there are more habitable exoplanets
than is predicted by most models. Many of these originate from before
the second layer. War or natural decay has undone much of the
terraforming they did, but it is easier to fix a half-terraformed
abandoned colony than to terraform a world from scratch.
This is all that is known about the Silent Empire; somewhat from
the POV of Terran academia. By the nature of the
Silents and my worldbuilding style a lot of this can be wrong-- and
frankly, I don't know much myself even as the author. Treat this as
authoritative but not infallible.
They are almost definitely precursors. Whether from the previous
cycle or another is unknown. Some crackpot theories claim that they
are older than the Oval and created, but the prevailing theory is
that the Oval is a natural formation.
Every single one of their systems is apparently densely populated
and built up with fleets and infrastructure. Nearly every single
terrestrial planet in their systems is ablaze with more city lights
than all the core worlds of Terra, combined. The planets lack water
or other natural features. Habitats are apparently also common.
The Silents are called the Silents because they are silent. No
messages have been responded to in a coherent manner, though they do
appear to understand the contents of these messages, usually by
hastening an intruder's destruction. The AOMO
does send an invitation every cycle via unmanned drone, as a token
gesture. No players come obviously.
Entering Silent-controlled systems is insanely dangerous.
Inexplicably, a lot of the time, whenever a sufficiently foolhardy
(suicidal) explorer ship rematerializes at the warp boundary of a
system, a patrol is waiting right there. The only means of warding
away imminent vaporization are the Bquaa Disks, of which there is a
fairly limited supply. These artifacts are named for their
discoverers, who once located a cache of them in a
deteriorated outpost of the Silent Empire.
Silent weapons are far beyond any possible replication by the rest
of the Oval. The most common one is a sort of flak gun that shoots a
broad spray of sand-grain-sized particles accelerated to
relativistic speeds. Each grain can take out a whole module of a
ship, and there are millions of them. It is not possible to
realistically dodge this ordnance. Also used, sometimes, primarily
against particularly massive targets, are Hawking guns that shoot
relativistic black holes.
Their ships are shaped like complicated three-dimensional fractals
that incessantly shift. This serves no known purpose. In general,
from what little was recovered from the facility at Hakosel (see Labyrinth), their obsession with
fractals is dwarfed by only that of the Chimeras.
There is zero data whatsoever regarding the Silents' actual
appearance; the doppelganger of Hakosel is not seen as credible
evidence of it due to the circumstances.
Aside from the Silent Empire, there are many
precursor civilizations that did not last to 223X even in a reduced
form. What follows is a non-exhaustive list of notable ruins.
Pellumawida
Only one planet can be conclusively identified to have belonged to this
civilization-- named by humans after the Mapuche
underworld, and it also gave the civilization its name. However, due to
the advanced state of Pellumawidan technology it is assumed there have
been more colonies that are now lost. Pellumawidans lived deep
underground in anthill-like chambers, and their perpetually dark
environment means that no visual depictions of them remain, but judging
by the ergonomics of remaining decor, they were multi-legged,
narrow-bodied pseudo-reptiles. Uniquely, their cells seemed to be
impervious to radiation levels that would kill most macroscopic organic
life within days. In fact, they appear to have required these
massive amounts of radiation for either their own physiology or to
sustain their preferred ecosystem. That seemed to be their downfall--
they were prone to spreading radioactives to planets they colonized,
essentially dirty-bombing the hell out of land and water. This
eventually angered an unknown civilization that wiped them out. The only
known Pellumawidan colony is within the western outskirts of oschee
space and large-scale study by other civilizations has only commenced
after the oschee frontier has fallen into anarchy in the early 23rd
century. That colony seemed to have gone extinct around 10k years ago.
Exploration is difficult due to the precarious skewed tunnels and
massive amounts of background radiation; aside from nearly
suicidally-brave individuals like the legendary Iraklijs Silis,
exploration has been performed by synthetics. Most tech has degraded
into uselessness by mats of radiotrophic mold and neutron fatigue on
metal, but some improvements in nuclear reactor design have been gleaned
thus far.
Hypotheses have been floated that Uran, of the Seven
Commune Worlds, was a Pellumawidan colony.
Poolball
While no planetside ruins (per se) have been found here, the yellow
dwarf hosting this planet has fragments of a Dyson swarm, unusably
degraded and little more than chunks of sun-baked silicon, most of which
have evidently already deorbited into the flaming depths. What is more
notable, though, is that the third planet from it is flat as a pool
(billiards) ball. There appear to be no mountains or even large hills,
and what little terrain there is has been created by tectonic activity
in the around 200k years since the planet was flattened. Atmospheric
evidence shows traces of oxygen and other biosignature gases, but no
water. No structures or visible marks are visible, and geological scans
revealed a dead core-- whether natural or somehow extinguished-- but no
traces of intervention. The star is located in the central-northern
Oval, in etde'tdk space, and several religions have formed around its
neatness amongst that species. There is nothing to explore, so research
is mostly limited to continued geophysical scans.
WIP... more planets will be added soon enough
Pre-FTL
civilizations
One may take a look at the massive list presented above and question
why there seem to be so few civilizations that had not discovered FTL
yet. After all, considering the different rates of advancement, one
would expect most species to still be stuck in the industrial era and
before while only a lucky few attain spaceflight.
The reason why so many species attained the secret to faster-than-light
travel within two centuries of each other despite wildly differing
physiologies, psychologies, and histories, is one of the main mysteries
of the Oval. Species that did not seem likely to
attain spaceflight at all did so at the same time as ones
you'd expect to fast-track to it centuries earlier, thanks to unexpected
windfalls in the former group and setbacks in the latter group.
There are a lot of theories about the answer to the mystery. None of
these are easily (or at all) falsifiable and so the answer might never
be known. Could the Oval be a precursor ant-farm or Petri dish (with the
Silents as the controllers)? Could the laws of
physics and sociology be sentient and acting to prevent some unknown
disaster that would happen if one civilization was to progress
infinitely unopposed? Could God be acting to fulfill His plan or a
prophecy? ...of course, out-of-universe the answer is very simple and
banal: I felt it would make for a more interesting setting.
Regardless, there were some species that for whatever reason
did not discover the wondrous Ugolnikov Drive.
Leaving aside the Reccani, whose massive headstart
(and seeming immunity to the "rubber-band" setback effect described
above) and unique physiology allowed them to build a veritable empire
via slower-than-light ships... there are none of these pre-FTL species
remaining independent by 223X, except for those deeply embedded in the
territory of civilizations that uphold a version of the Prime
Directive. Of which there are very few, this subset includes the
mothfolk under kjee patronage.
The vast majority of primitive civilizations have been brought into the
fold via peaceful enlightenment, direct invasion, or a combination
thereof. Each of the major astropolitical blocs
has an incentive to technologically uplift pre-FTL civs. Regardless of
an individual being or individual civilization's stance on the Prime
Directive, this is not an environment where underdeveloped civilizations
can remain in existence for long. By 223X they are long turned into
single-system protectorates or sector-sized satellites.
The Hegemony and Abyssal
Sphere have the simplest incentive to "enlighten" primitives. That
is respectively, enslavement and cultural genocide, and enslavement and
resource extraction. There isn't much else to be said in terms of
justification-- it's either "you're different from us and thus need to
be made to be like us lest you become a threat" or "you're in our way".
The Alliance and Organization
for Security of Endangered Societies have slightly more complex
incentives that are likewise similar between each other, respectively:
protection from the Hegemony and improvement of quality of life, and
protection from Hegemony at all costs. While the OSES is a cynical
protection racket by nature, one might think that the somewhat more
idealistic Alliance would uphold self-determination of other peoples.
The truth is, however, that Star Trek's Federation would not last long
in the Stardustverse. The Federation that sits on
the Alliance's Security Council is under the control of an utilitarian
regime and such deontological hangups have long been crushed under the
plasma-flaming, chrome-coated wheels of progress. And besides, if they
didn't get them, the Hegemony and Abyssals would (see above for the
outcome). Having up to twelve billion extra population to work with is
also helpful for the cause.
The Non-Aligned League, on paper, just by its
stated mission, seems like it would be on board with a Prime Directive.
However, its leaders, the kaziil and the iywkaa,
are both arch-progressive technocracies that see no point in letting
billions sulk in darkness. The kaziil want material and political
exchange, the iywkaa want new perspectives to be integrated into the
Thoughtsea.
My own opinion on the PD Vitriolic rant (even by the standards of
this site's authorial rants) ahead
Personally I strongly dislike the Prime Directive. The concept, with
every passing year, loses credibility for me. Imagine
if ostensibly benevolent aliens were watching Earth and doing
jackshit about the wars in Palestine and Ukraine, late-stage
capitalism, climate crisis, impending economic collapse, rise of
neo-fascism worldwide. And doing absolutely nothing. What would
you tell them?
I'd tell them "you entitled, lazy, patronizing fucks. you
are condemning us to slow and painful death by inaction".
This opinion doesn't really change the fact that the Oval
is just not a place conducive to the Directive.
Timelines Lists of dates with events that happened on
those datesMankind Human stuffAge of Protests and Age of Recovery 2020-2061. Not truly canon because none of
this matters.
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.
If you just started reading this
site and decided to start in this folder because it seemed
logical to start at the beginning: don't bother. Read the otherfolders first. Why? Because nothing in this
folder actually matters. Stardust is the story of the 23rd
century, and one of the biggest messages is that the past is
dead. Half of this, like the India stuff, is probably not even
canon. I don't know or care, I'm not here to fuck around in the
boring decades before the fun stuff.
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.
Pre-Contact Space Age 2061-2122
208X - Great Economic Miracle, burst of
interplanetary and early interstellar colonization spurred by
advances in biotech including the start of the genemodding
revolution. The first permanent extrasolar colony at Alpha
Centauri is founded around this time. There was an attempt in the
early 2070s but the mission fell apart due to ideological
disagreements between colonists.
209X - "Fast
genemodding" invented. Sapient AI (blackboxes, not related
to LLMs) invented soon after. While genemodding on humans is
rapidly legalized, genemods face discrimination. AIs don't
do too well either.
2101
- Human Silver League officially formed from a coalition of
anti-genemod and anti-synthetic hate groups. Heavily influenced by
early-21st-century "Humanity Fuck Yeah" media, which they twisted
into unrecognizability
Post-Contact 2122-2180
2122 - An UN scout ship, the Indefatigable,
stumbles upon a relmai colony. Prior to this, no alien life was
discovered by humanity. They did not really expect to meet
something relatively comprehensible. Protocols like verifying
sapience by sending streams of prime numbers were rendered
redundant by the fact that cities and satellites were visible.
This was first contact from the relmai side too. In retrospect,
this was a very lucky pairing. The Indefatigable spent
a few months decoding the relmai language and exchanging
cultural information, though neither side revealed the location
of their homeworlds or other sensitive information.
2123 - The ship returns and the discovery is
revealed.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.
2132
- in the wake of dal-ghar aggression, the UN and the Relmai
Commonwealth propose an Alliance
against it during a meeting of the nascent Elliptic
League. The motion fails.
2134
- interspecies marriage fully legalized
2136
- mass uplifting of animals in order to
settle the frontier. Mass protests by animal-rights groups
mostly fizzle amid backlash by uplifts themselves-- they were
glad to be uplifted.
2140
- Stability Constitution
2141
- Alliance officially formed
The Human Civil War 2180-2184The following is an excerpt from Stardust:
Labyrinth. It is the most definitive snippet that details the
Human Civil War, so I pasted it here.
"You asked for long, so prepare for long," Iraklijs flicked a
switch to return his mask to the breathing mode, then took a
moment to compose himself. "So over most of the 2170s, humanity,
then under the United Nations of Earth instead of the Fed,
was gradually becoming culturally corrupt. We were getting
complacent, and more importantly we elected Cefero Cascos in 2176.
Sleazy-ass guy, and an idiot. He rolled back genemod
rights, especially in the frontier, started flirting with
megacorporations, made human-supremacist comments, and finally
started strangling the non-core worlds with extreme taxes and
tariffs. December 2180. Two weeks before the election. A
Felid-genemod wannabe revolutionary pops a cap in Cefero's head
during a speech on live TV. Can't say he didn't deserve it,
especially with that haircut," Iraklijs chuckled with some irony.
"His vice president, who was even more reactionary, assumes
control and the elections are postponed. He then gets impeached as
evidence showed up that he was a sex trafficker. The whole civ
loses its collective shit and the central government runs around
like a headless chicken. January 2181, multiple frontier core
worlds announce the formation of the Alliance for a Better
Humanity, colloquially known as the Rebel Alliance. Within the
month, it splits into the Autonomists, who wanted to reform the UN
into a less centralized state, and the Separatists, who wanted to
make their sectors or planets fully sovereign. Some Separatists,
but not all, begin shooting at both the Autonomists and the UN.
February, the Canid population in the southeast of the UN rebels,
and that whole military district... which was majority Canid, you
know? I told you Cefero was an idiot... it mutinies under the
leadership of the strongman Sieng Redclaw, forming the Black
Fang Republic. March, the True-Human Organization, the same
guys Cefero flirted with, similarly rebels in the east and forms
the Human Republic, which then proceeds to murder everyone who was
a genemod, alien, cyborg, or 'deviant' within its borders, and
struggles to hold on to its lands as partisans, mostly Felids and
baseliner allies, run amok. Meanwhile, at roughly the same time,
the two-century-old Rationalist movement has a schism. Around half
embrace human-supremacist ideals, and split off to form the State
of Reason under the Movement for Human Advancement. Despite being
cyborgs they cast their lot with the THO for pragmatic reasons,
because the cyborgs of TRAPPIST denounced them and sided with
Terra-- and the BFR, seeing that the THO accepted, did the
same..." Iraklijs then took a very deep breath.
"But that's not all. The war rages for another 2 years. I'm gonna
gloss over that. In 2183, much of the uplifted cetacean population
of the ocean-world Raindrop was swept up by ultranationalist
rhetoric against the land-dwellers. Even more extreme than the ty-uc-kch, and at least those have the excuse of
being aliens and not having to thank us for existing... anyways,
they formed the 'Deep Tide'. It's even less coherent than the THO,
and has a might-makes-right society like the Abyssals. However...
remember the BFR's 'alliance' with the supremacists? They refused
to participate in the genocide, and overall barely helped with the
war effort. They did avoid suspicion, however, by making up
excuses about engaging with other enemies. So at the Mongolian
colony world of New Khovd, they deployed to fight the UN's forces
alongside the Organization's largest army. They stayed awake,
guarding the THO's soldiers as they slept in their tents. But then
a direct order from Sieng came, and they complied," Iraklijs then
covered his mouth and laughed in a mocking way.
"The UN's army arrived to see the Canids partying amid looted
camps, with the nearby lifeless lake red with blood and black with
charred corpses. There were no POWs to take; as Sieng later
bragged, he
ordered that no quarter be given. The BFR proceeded to
peace out with the UN, while the Human Republic collapsed with
most of its army gone and its 'trusted' 'ally' rubbing the
backstab in its face. The MfHA and Deep Tide panicked but tried to
hold out, and somewhat succeeded, at the same time enacting their
contingency plans, which the THO did not have," Iraklijs paused
and stretched.
"This proved right, because with the rout of the separatists in
the north and west, combined with major Autonomist victories, the
latter essentially won the war on New Year 2184. The UN rebranded
into the Terran Federation, enacted decentralization and
post-species-state policies, and... began the Scouring of the
Traitors. The last few holdouts of the THO were wiped out or
forced to flee, and the combined Terran and Canid forces began
closing in on the MfHA and Tide when... both of them packed up in
an orderly manner and also made a break for it, uniting with the
fleeing THO. 'It' being the general direction of the nearest alien
civilization that might take them in. What followed is... a story
for another day, but the gist of it is that the THO and MfHA ended
up under the Dal-Ghar Empire, on the desert planet of
Bnykaal-hyl-kaah, while the Deep Tide ended up under the
protection of their Abyssal idols, right in the middle of the
Oval. They have a truly alien society, frankly of all the
transhumans only Yig is weirder, and those folks at least aren't
murderous, most of the time. They basically act as a pirate cartel
under Abyssal protection. Basically the entire Oval except the
fringes is targeted. They take loot, they take slaves. Pray they
don't take you alive," he finished his rambling monologue and
rubbed his face under the wrapped scarf.
Aliens Not human stuffAnsethigno War Kasouáriokástorasomachía
Note: this is pasted from Discord and written by JCT. I apologize
for any inconsistencies
The war strictly speaking began in 2150, with the ansethigno
invading ascon space and nuking the mizino homeworld.
the janununuto and kaziil made contact with
the ansethigno in 2152, prompting immediate aggression on the
ansethigno's part.
the janununuto civil war was brought to a screeching halt out of
sheer necessity to not die to the ansethigno
meanwhile, the kaziil immediately mobilized for war, even before
their scouts got back. the sy!yvl also
mobilized in full, having armed themselves to the teeth since the
first contact with the kaziil (during which the sy!yvl had been
entirely unarmed)
in 2154, the daloppi decided to try and be opportunistic
bastards and grab some kaziil worlds in the chaos, getting
immediately tackled by the hovint for their trouble.
The ascon finished evacuating aboard their
arks in 2153, with the ansethigno immediately appropriating the
left-behind infrastructure (that hadn't been rigged to explode,
anyway)
2155 marks the point where inorganic kaziil production really
kicked off, with the sheer quantity of war robots finally
reversing the war's momentum.
2157: the mizino homeworld is liberated, albeit with severe
civilian casualties among the surviving mizino. Also, the first
ansethigno war refugees reach relmai space - and they're
ansethigno. The refugees proceed to immensely defame the kaziil to
the relmai, deteriorating kaziil-Alliance
relations for decades.
2158: The daloppi capitulate to the hovint, after several years
of getting their shit kicked in.
2159: The ansethigno refuse to negotiate peace again. The
kaziil, janu, hovint, and sy!yvl collectively shrug and continue
with their planned invasion of ansethigno space.
2160: The invasion of the ansethigno homeworld begins.
2161: After a year of grinding war, major combat operations on
the ansethigno homeworld conclude. Now the kaziil need to figure
out what to do about this whole mess.
2162: The occupation (40 years of kidnapping and indoctrinating
all juvenile ansethigno) begins.
2163: A combined UN/Relmai expedition shows
up in the ansethigno home system, and demands to know what the
fuck is going on. The resulting diplomatic fallout only just
barely doesn't result in another war.
Terminology What is a worldbuild without a dictionary to
it?
A small note
on galactic directions
Concepts like "north", "south", "east", and "west", of course, aren't
applicable on interstellar scales. Instead, a system was devised to
create space equivalents to compass directions (plus two more).
Spinward - in the direction of the rotation of the galaxy, aka
"galactic east"
Counterspinward - away from the direction of the rotation of the
galaxy, aka "galactic west"
Rimward - in the direction of the galaxy's rim, aka "galactic north"
Coreward - in the direction of the galaxy's core, aka "galactic
south"
Magellanward - in the direction of the surface of the galaxy facing
the Magellanic clouds, aka "galactic down"
Countermagellanward - away from the direction of the surface of the
galaxy facing the Magellanic clouds, aka "galactic up"
Glossary
Here are some common terms used in this document and in the books. Note
that some of these have snippets in this doc with more information
(there will be links to said snippets).
Oval: the region of space where
Stardust's bespoke method of FTL works.
Genemod (noun): A
genetically-modified individual OR a given package of genetic
modifications
Interciv: Short for inter-civilizational
Civilization: A stellar polity with a distinct
culture and history
BCI: Abbreviation of
"brain-computer interface", a device that allows using thoughts as an
input device for electronics and/or directly inputting signals into
the brain
Ugolnikov Drive: my bullshit FTL
drive. Synonyms: warp, hyperspace
Temperament:
In the context of alien psychology, a neurological bias towards a
given mode of thought or personality shared by all of a species.
Sentient: Capable of perceiving the world and the
associated feelings and sensations
Sapient: Capable of reasoning and self-reflection
Sophont: Sapient being. Synonyms: soph
Specism: Prejudice against sophonts based on their
species; space racism.
Astropolitics: Equivalent of geopolitics, but in
space, usually referring to politics between civilizations
Morph: short for morphology,
meaning a given body shape (usually in the context of genemodding). Synonyms:
form
Elliptic: of or pertaining to the Oval. Usually
capitalized to differentiate from the normal meaning "of elongated
circular shape". Synonyms: Elliptical
Pseudohybrid: someone genemodded to have some
features of an alien species
Datapad: a portable
computer; the equivalent of a smartphone. Synonyms: pad
Blaster: a type of laser
weapon that uses short pulses
Needler: a type of laser weapon that uses a
constant beam
Pseudosapient: an AI based on a software neural
network as opposed to a blackbox. Synonyms: parrot, LLM
(antiquated)
Blackbox: a special piece of hardware that acts as
a "brain" for a true AI.
Mule: a pseudosapient AI in a robotic shell used to
perform menial labor. Abbreviation for: Multiple
Use Labor Element
Brain scrape (verb): to use a BCI to erase
someone's ego, functionally killing them and replacing them with a
different person within the same body
Lingxin Maneuver: a tactic where a nimble warship
gets close to an enemy vessel and suddenly pivots to scorch, melt, or
slice it with the torch plume
Torch: a spaceship engine
capable of giving out sustainable acceleration of above 0.5g for
lengthy periods of time
Seaship: a vessel made for travel over water, as
opposed to a ship (without qualifiers), which is a vessel made for
travel in space
Supercrit: a supercritical
water oxidation unit, or the process of it. Synonyms: wet
incinerator
Extranet: the sum of internet equivalents of all
civilizations. Synonyms: Oval Wide Web
Garden World: a type of planet with a native ecosystem that
produces enough oxygen to sustain most organic species without
breathing masks
Citizen factory: a facility that grows organic
sapient lifeforms in vats, to boost demographic growth
Archeotech: technology developed based on research
into precursor ruins
IPM: InterPlanetary Missile, a
type of warp-equipped WMD that is usually used for striking at other
star systems. Sometimes erroneously called InterPlanetary Kinetic
Missiles (IPKM)
Planet descriptions Big ol' blocs of text about interesting
planets
If it had slightly less water, or stronger tectonics, Akeruh would
have been a regular continental world. If it had slightly more water,
it would have been a water world. But just the right balance of water
and solids, combined with an abnormally-weak tectonic system, led the
chohjozra homeworld to become essentially a series of swamps, jungles,
marshes, and the occasional grassland (but mostly swamps) interspersed
with irregular, extremely shallow oceans. There are few mountains to
stop the rainclouds, causing almost every area of the planet to be
waterlogged, aside from the very poles. It's not as much of a sauna as
the bquaa homeworld, but to a human there is little difference:
temperatures upwards of 35C, with constant 100% humidity. Perhaps it
is this flatness, and lack of natural boundaries beyond the baseline
property of swamps being difficult to navigate, that led to the rise
of the Monarchy, and its subsequent and blood-soaked fall. Nature
there is quiet, and the tranquility is apparent in everything from the
trees to the animals to the water.
But that is in the past. By now, the cities have been rebuilt from
ashes and rubble. Their anthill-like domes glimmer under the large
orange sun, the gold-leaf decorations and gems the size of human fists
shining with the combined splendor of the thousands-years-old,
nearly-static culture of the chohjozra civilization. Abstract idols
that represent, not depict, some of the million Kmiihnzay Mrrkyihzra
deities, are perched on top of the largest artificial hills, their
forms rotating to face the sun. These edifices are freely overgrown by
vines and moss, making even settlements of millions look like ancient
ruins to a Terran eye. And they are, indeed, oddly quiet by space-age
megapolis standards...
Niflheim is one of the rare "garden worlds", exoplanets with strong
ecosystems where the native proteins, though inedible, can be easily
processed into Terran food. But there is one issue: it is
astonishingly, bone-chillingly cold, even at the equator. Even in the
warmest regions, the black earth never unfreezes. And yet, in the
valleys between the jagged, snow-coated peaks there teem ecosystems as
complex as any on Earth or Tayma, with biologies adapted to sub-zero
temperatures. Nevertheless, food is scarce, and thus the animals and
plants have to be as fierce as the planet's sapient inhabitants...
Niflheim was a backwater when the Canids seized it during the
collapse of the UN frontier, at least compared to Greater Arcadia, the
other HQ of the Canid Partisans. But when they won, the BFR's
government decided that an idyllic, pastoral world was not a good fit
for the new Canid culture— and Nifl had a lot more accessible minerals
to boot. The government moved to Niflheim. Greater Arcadians were not
too happy, but overall the tundra-world's new overlords found the
planet easier to settle than humans did, thanks to both their
"natural" coats and being much more willing to handle hostile wildlife
in a direct manner.
Still, even for them, the areas outside the equator are mostly off
limits. But there, the valleys and plateaus are dotted with dense
clusters of nanoconcrete hab-blocks, factories, and arenas, with
clusters of spotlights plowing through the night sky. These towers are
left unpainted upon being built, with the assumption that the citizens
will take care of that.
Sections of the planet are kept volcanically active by Zmey,
Niflheim's sole moon. It is closer and larger than Luna is to Earth.
Species: 99.9% Reccani, less than 0.01%
post-Terran
Capital: Reccani Nsiky (100 million)
Type: Cryohydrocarbon World
(all names are exonyms in the kaziil lingua franca as the
Reccani language is untranscribable and nigh-untranslatable)
Kehes II is, from an orbital glance, just like human industrial
nexus of Titan, except a bit larger; a frozen world coated in a
featureless, soup-like yellow blanket of nitrogen and methane. Yet
under the blanket-like clouds lies a world unlike any other. Kehes
Prime is an ancient red-orange dwarf, and it is the only major planet,
most likely a capture thanks to its very elliptic orbit. The surface
is highly cragged, with spike-like mountains of rock-solid ice jutting
from the methane-slush ground, and their snow-coated peaks glimmer in
the multicolored haze emitted from the fissures that open and close
every year thanks to the temperature-shift-induced melting. In summer,
the ground begins to melt. In winter, the atmosphere begins to snow
out.
Forests of crystal-like trees blinking with bioluminescent orbs, or
grasslands where ever blade is akin to a muddy glass shard, cover much
of the surface, the meager light that comes through the atmosphere
reflecting from all that there is. Life is slow as a glacier here;
these ecosystems are silent and frozen as if preserved in acrylic. The
ice underneath moves faster than the flora grows.
A spiderweb of equally silent (aside from the rhythmic clangs of
well-oiled machinery) cities and homesteads covers the surface. If one
sprayed down the contents of a succulent garden with mirrored paint,
the result would be a good approximation of the appearance of a
Reccani city-- the garden would, however, need to be arranged in neat
concentric circles. The cities are not actually silent; Reccani are
deaf and use sound for what humans use radio for-- but only infrasound
frequencies, which travel a long distance. Massive speaker towers dot
the outskirts, their megaphones swiveling to point where needed,
taking care to not induce undue vibrations in a passing airship or
flitter.
Shaugna is without a doubt the least trustworthy planet in the entire
Oval; nearly everything about the planet punishes complacency and
reliance on unfounded assumptions.
Leaving aside the biosphere for the moment, many of Shaugna's
problems can be directly traced to the fact that it has thirteen moons
in a variety of wonky orbits. Seven of these moons are big enough and
close enough to achieve totality during a solar eclipse. The combined
tidal effects of these moons contributes massively to the randomness
of Shaugna's weather, which cannot be effectively predicted beyond a
day or two. It gets even worse; over geological timescales, these
tidal effects have contributed to Shaugna's abnormally high number of
fault lines, leaving the planet with a distinctly wrinkled texture
(and again making the weather even harder to predict). As one last
kick in the ass, Shaugna's moons play merry hell with the planet's
axial tilt, meaning even regional climates can't be relied upon to
stay consistent.
Shaugna's biosphere only makes the planet even less trustworthy. The
most obvious problem in this category is the planet's bevy of ambush
predators, such as the Stony Murder Leaper, which can flawlessly
disguise itself as a rock. There are also a few ambush herbivores
around, along with species that construct outright concealed booby
traps. Compounding on this problem, Shaugna's biosphere is absolutely
full of "mimic clades"; species of wildly varying danger level that
look nearly identical to each other. There is also a distinct penchant
for the wildlife to try and hide the evidence of its deeds after
committing violence or theft, requiring an entire field of wildlife
forensics among the kaziil.
As a result of all this fuckery, Shaugna's population peaked at nine
billion in the 2170s, with emigration accounting for almost all of the
decrease. Many kaziil (both organic and inorganic) have come to the
conclusion that a barren airless rock is genuinely preferable to
Shaugna's fuckery. Especially given the lack of progress from the many
efforts to try and unfuck the place.
Species: 70% Dwarves (Homo sapiens rotundus),
30% various synthetics
Capital: Goethe City (500 thousand)
Type: Hot Barren World
The first planet of Sol system, a slowly-rotating, scorched, yet
metal-rich barren husk. Despite its proximity to Earth, it has been
deemed to be less suitable for terraforming than even Venus. This lack
of terraformability, however, opened the way to unrestricted
exploitation of its plentiful natural resources.
The Hermes Shipyard looms in orbit of the planet, its glimmering form
visible from space even during the months-long days, for the
atmosphere consists only of a thin haze of industrial pollutants.
Swathes of its surface, specifically those in lucrative craters and
basins, are covered in grinding and fuming auto-mines, auto-foundries,
and auto-factories that often reach kilometers into the rock. Powerful
railguns launch a constant stream of finished ingots and starship
parts to orbit, where the shipyard assembles them into new vessels.
All these have to be maintained. Cities on the surface cannot survive
in the scorching heat of the light side. Thus, all settlements are
deep underground, consisting of labyrinthine warrens of tunnels and
rooms. While there are plenty of amenities for rest and recreation,
regular humans would still not last long here, physically or mentally.
Hence, the population consists of Dwarves: humans who have genemodded
their physiology and psychology to be more amenable to tunnel life.
They are short, very robust, have great night vision, and cannot
suffer any kind of claustrophobia. The local AIs are much the same in
terms of form.
The local culture is a lot more "blue-collar" and hard-working than
the at-times-sybaritic culture of Earth. Some may call it unrefined
and crude, yet the locals are proud of its straightforwardness and
honesty.
Miscellaneous Lore Various background organizations or locations
that I couldn't fit elsewhereSheratan Triangle
This contested region is called (in English) the Sheratan Triangle
(after the brightest star seen from Earth that is in the area).
It originated from the land grab in the early-mid 22nd century. While
there are no habitable planets in the region, and no easy terraforming
candidates, it (as well as the surrounding, non-contested regions) has
an unusually high concentration of unusually-highly-charged magnetic
monopoles in its asteroid belts.
Yet, due to translation mishaps that were common early on, before all
the Oval's languages were shared around and had near-perfect
translation models made (thus creating what is de-facto an universal
translator), the borders could not be clearly drawn, and all 3 states
staked their claims in the region, conflicting with each other.
The hq'ow-tsuzz-ba!ae and the chohjozra were not
part of the Alliance then, while the aadalu
were. The former two refused to back down, both being stubborn... and
both being suddenly backed by the kjee and the Hegemony in this
incident. This bit of brinkmanship did not lead to war, because the
aadalu budged, and the three came to an agreement: if we cannot have
it, nobody can.
And indeed it stays that way after all 3 are in the Alliance, for
individual interests are still paramount in many places.
Yet with the proliferation and commercialization of space travel,
this arrangement could not last. For decades, clandestine mining in
the region has been ongoing-- with no settlements it is very hard to
police, and is a mafia haven.
All-Oval Mind Olympics
The desire for competition is natural for all species that are
individuals. Some sort of ruleset is necessary to make competition
safe. And what do you call a physical competition with rules? A sport.
Thus, something resembling sports is ubiquitous across the Oval's
civilizations. So it would be natural, with the advent of the
interstellar community, to have some sort of grand sports tournament a
la the Olympics but spanning the whole Oval.
However, the massive differences in physiology between species make
most sports simply unfair if played interspecies. Few species are
going to beat humans in distance running, but a
human versus a chohjozra in a weightlifting
competition would be a sad sight indeed. Combat (or contact, really)
sports could turn out outright lethal for some matchups. And this is
not even taking into account differences in optimal atmospheric
composition and temperature and gravity and so on and so forth.
So "real" sports are a no-go. What then?
Board games. No, really. I don't mean "modern"
board games, of course. Rather the ancient abstract games:
chess, go, shogi, backgammon. And the alien equivalents of these.
One might call into question the plausibility of this. Most people
don't think of board games as something that could be a cultural
universal across actual alien cultures. I understand that
skepticism. However, maps are definitely an universal, including
primitive maps-- lines scratched in the sand or wood on which
differently-shaped rocks are placed. And with the abstract thinking
required for technological civilization, it makes sense to extend
competition to imaginary versions of these maps. A map of a field with
boxes representing plots becomes a game akin to mancala.
A map of a hunting ground becomes something resembling a "hunt game"
like adugo. A map
of a battlefield becomes something resembling the manyregionalvariantsofchess.
And so on. The possibilities are endless.
Thus, the All-Oval Mind Olympics (AOMO) are a thing. First started in
2152, by 223X the organization has solidified and encompasses members
from most of the Oval even across competing
astropolitical blocs. The format is as follows:
The event is held every quarter-life (half of a half-life) of
cobalt-60. Which means, around 2.635 Earth years or 962 days. Since
decay rates are universal, this means the schedule is equally
relatable to every civilization.
To avoid the headache of selecting a host nation when nearly
everyone has some sort of grievance against someone else, the host
is a decommissioned ascon ark-ship that the
Committee bought out and the etde'tdk
refurbished. It is called the Gameship. The space in and around the
Gameship is governed directly by the Committee, and the ship itself
frequently jumps around safe areas in the Central Oval. Its sections
have been turned into an environment fitting each species
represented in the AOMO, each with a self-sustaining life support
system and aesthetically resembling their respective homeworlds.
Games must have the following criteria to be selected:
must be antique (created before the civilization's first
contact) and preferably also ancient (created at least 30
generations before first contact)
must have a physical component of some sort, but this physical
component must not rely on dexterity or strength, and if it
requires a specific sense it must be able to be adapted
no electronics are allowed except those external to the rules
of the game-- e.g clocks or a move-registering board.
must be competitive, or if cooperative should have a way to
determine a winner (splitting players into teams playing
separate instances of the game is allowed if necessary)
must either be turn-based or slow enough that even the slowest
species can compete fairly
must have had a cultural impact on its civilization before
being selected
subsequent nominations should preferably be from varying
cultures of the civilization
And more specific criteria meant to patch attempts at loopholes that
violate the spirit of these rules.
Each civilization can nominate up to 16 games of its own, but only
4 can be used in an event (rotating with every event). 4 entrants
are sent for each game-- these are usually not the equivalents of
grandmasters, but rather generalists who happen to be good at a
given game.
The competition itself is a round-robin tournament. The match
format is different for each game, but the matches themselves are
always paired. For example, if a human chess player is selected to
play against a relmai kelasu player, they first
play chess against each other, then play kelasu against each other.
due to time and resource constraints, not everyone plays against
everyone. There are over 40 civilizations and thus over 160 games.
intelligence genemodding is allowed (as you can only genemod for
intelligence so much, and it doesn't help much with games), but BCIs have to be turned off (verified via
monitoring beacons)
at the end of the event, everyone plays a single match of
"wildcard games" that are procedurally generated every event and
never reused
The event is broadcast on all participants' information channels.
While local sports usually see a wider audience, the AOMO does have
quite the following. Commentators are present in order to explain the
games (and the players, and their species!) as best as they can. The
commentators are always organics or true sapient AI-- pseudosapient
AI commentators have been overwhelmingly rejected. Because if
one is to have robo-commentators, why not have robo-players playing
for the entertainment of a robo-audience?
The Elliptic League
The blocs are not the only
intercivilizational organizations in the Oval.
There is one organization that encompasses nearly all extant stellar
polities. This organization is the Elliptic League. Every two
half-lives of cobalt-60 (i.e 2.635 Earth years or 962 days, but
staggered to not fall on the same years as the AOMO),
a representative from every civilization willing to participate meets
to discuss affairs that impact the whole of interstellar society.
Due to how even sworn enemies have to sit at the same table like
this, these policy decisions are never directly related to the
struggles of astropolitics. The League is even more useless to attain
world peace than the UN is in our real world. The things they have
managed to come to enough of a consensus to implement are:
A system of provisions to restrict the use of WMDs against
civilian targets on pain of sanctions and coalition invasion--
however it is an open secret that if there is an Oval-wide war,
these provisions will be ignored.
An universal system of measurements
based on things like decay rates and the speed of light, to be used
in cross-civilization projects. Planck units are usually too small
to be of use here.
Standardizing the symbol of medicine Oval-wide. A syringe and
scalpel in an X shape.
Universal System of Physical Measurements
While every civilization has its own standardized measurement system
for time, mass, speed, and so on, these measurements rely on celestial
bodies within a given system, or other things that are not relatable
to aliens. Ergo, one of the tasks that could massively benefit
absolutely everyone and was sufficiently detached for politics for
everyone to agree on, and thus could actually be implemented by the Elliptic League, was a system of
measurements based on things that are the same everywhere in the Oval.
Decay rates of commonly-used radioactive isotopes; the speed of light;
the cosmic microwave background radiation; and so on. Hence the UPM.
To keep the measurements counting-system-agnostic, instead of the
equivalents of prefixes like kilo-, multiplication by powers of 2 is
used. The exponents required would be far too clunky if the Planck
units were to be used. So, despite these seeming far more
elegant than the at times clunky and arbitrary prototypes used here,
they are rarely used for measurements in practice.
In English, the notation for these is the
first letter of the quantity (or Tp for Temperature), suffixed with
the power of 2. For instance, T5 means 1.25s * 2^5 i.e 40 seconds. A
T5 is sort of like a minute.
the amount of displacement needed to make a L16-diameter bubble that
goes at lightspeed
none
The rules of Treachery Pretty much kaziil chess. Rules by JCT,
piece icons by MaxWhy is exophilia commonplace in Stardust? A counter to a common sentiment in hard
sci-fi circles
Content warning: this snippet contains discussions of sex
acts. Nothing explicit, and no images, but if you're a minor or such
things make you uncomfortable, go read another folder. Or don't, and
keep reading. I'm a sci-fi author, not a cop
Frequently seen on lists of tropes that a hard sci-fi story should
not have, is aliens having romantic or sexual relations (exophilia)
with humans (or other alien species for that matter), and for such
relations to be treated as a niche and depraved fetish. On the
surface, this makes sense. After all, the only sexual relations
outside of one's species in our present day society are called
bestiality. Thus analogies are frequently drawn between exophilia and
zoophilia, which is indeed a niche fetish-- and depraved if one is to
act upon it in real life.
But the reason why
bestiality is morally wrong, is that animals cannot consent, thus it
is inherently rape. But Stardust's aliens are, in their overwhelming
majority, possible
to communicate with. Sapience is an universal equalizer. Aliens
are people... people with vastly different psychology, of course, but
you would not say that a neurotypical human having sex with a strongly
neurodivergent human is equivalent to bestiality, would you? And if
mind is not the determinant of intercourse being morally acceptable...
why? What law of the universe dictates that it is wrong for a given
configuration of folded proteins to fuck a different configuration of
folded proteins?
Another objection, more practical, is how alien species are not
likely to have recreational sex as a concept. Which is fair. I have a
few species like that-- bquaa for example. But I
doubt that this is the norm. Many of the more
intelligent species of Earth animals do have sex for
pleasure: chimps, bonobos,
dolphins, elephants... unless we are to assume that the Earth
biosphere is somehow uniquely horny (which we have no evidence for,
given we have a sample size of 1), it seems fair to extrapolate that
to alien biospheres.
Yet another objection is that of physical incompatibility between sex
organs. I have a strong feeling that anyone who brings that up is
exceedingly vanilla in bed. Without getting into details-- if you are
a sapient being, you have at least one manipulator limb. Sexual organs
also tend to be sensitive to the touch. You know what next. And that's
just one way. C'mon...
And from an ideological perspective I kind of consider the
presumption that sex is to have only the purpose of reproduction, to
be highly problematic and somewhat queerphobic.
Elliptic War Space WW1/2/3
A single look at the landscape of the Oval, with
the tense gridlock of several blocs vying
for dominance, the breakneck pace of technological progress, deepening
ideological rifts, an expanding web of alliances and guarantees of
independence, and layers upon layers of new grievances building up
with every decade, and every civilization worth its salt bristling
with IPMs... would make it obvious that the whole
thing is heading towards massive war. One doesn't need an advanced
historiographic model to tell one that.
And yet many civilizations did make these models, independently of
each other.
They all show a >70% chance of a war breaking out between the
Alliance and the Hegemony before 2300.
This war will most likely result in IPMs destroying the core
infrastructure of the involved civilizations. Billions of souls will
perish. Technology will be set back decades. There will be blood, and
ash, and tears. And millions of terrified innocents fleeing for the
neutral civilizations.
Nothing will be the same again.
Perhaps it will happen. Perhaps it won't. Much of society prefers not
to think about it.
The Heap Space Wikipedia/Internet
Archive/TvTropes/<etc>
As stated in the snippet about computers,
all spacefaring civilizations have Turing-complete computers. It is
only natural for these computers to be used for the creation of an
information network. It might not be recognizable as the
Internet, but such a network regardless is an internet-- an
alien take on one. And it also makes sense to use an internet to host
a digital encyclopedia or digital library.
And with the existence of courier-drones,
these internets can be extended to cross interstellar distances.
Including between civilizations, bridged by convoluted protocols.
Thus, anyone can access sites from any civilization that is open to
these protocols-- the set of internets connected via bridge protocol
is called the extranet. However, connectivity is limited by censorship
and simple delays-- it can take weeks to request a website and get the
data as packets shuttle back and forth in the databays of couriers.
In the latter half of the 22nd century, the interstellar community
matured enough, and FTL drives matured enough, to create a massive
project for compiling the sum of the Oval's publicly accessible
knowledge. Encyclopedic articles, famous or obscure media, or
descriptions thereof, and much more. In our present-day human society,
these purposes are served by sites like Wikipedia, Internet Archive,
TvTropes, PubMed, and so on and so forth.
In 223X, these purposes are served by The Heap. This rather
unflattering name is different in every civilization's language, but
it always translates to, roughly, "big pile of useful stuff". Unlike
organizations such as the Elliptic League
and the AOMO, it is a grassroots effort by
computer scientists and archivists and simply nerds all across the
Oval, with only secondary support from governments. Nobody knows what
civilization it started in exactly.
Just like its name, the presentation of the Heap is adapted to its
audience. In Terra, it takes a form recognizable
as a wiki, with hyperlinks leading to different pages that contain
text, images, audio, and so on. In alien civilizations, it is
something else. The underlying dataset is the same-- or similar. In
order to procure permission from certain governments for distribution
within their borders, the Heap is distributed in a cut-down version to
civilizations that are prone to censorship. Still, it is is ubiquitous
in some form everywhere from Terra to the wkwqykawu
to the Iron Empire to the Sy!yvl
Kingdom.
Notability criteria are much lower than Wikipedia, by necessity.
Different cultural spheres have different concepts of notability.
Thus, for more encyclopedic or focused needs, platforms such as
Wikipedia still exist-- they use a curated and edited version of the
Heap. The "raw" Heap is massive on a scale incomprehensible to us,
21st-century humans. To this end, specialized BCIs are often used to
find one's way to articles one desires to find, essentially using
one's brain to navigate the Heap like one's imagination. Volunteer
sapient AIs also serve as guides 24/7.
Administration of the Heap is done in a loose system where the
equivalents of admins and moderators and editors keep each other in
check. There is no central owner or head-admin. Yet, it works. It is
messy yet it works, and it grows exponentially with every passing
year. One can be a baseline human who never left Terra and yet learn
all about the culinary traditions of a minor yollkul
ethnicity, or the philosophy of an obscure satla
thinker. It is the force that brings the people of the Oval together
despite everything. It is a brain where every editor is a neuron. The
nascent gestalt mind in the substrate of the Oval. Indeed it has
been subtly tugging at public opinion and policy of some civilizations
thanks to providing voices to distant aliens, even in the censored
versions. It has done more for peace than the Elliptic
League ever did.
The New Mariana Black Hole Only known black hole in the Oval
Due to the small size of the Oval compared to
the galaxy, no neutron stars are present within it, with the closest
one to Earth being hundreds of light-years from the edge. Black holes
are the same story, but unlike neutron stars, black holes can only
really be detected at range if they have a companion. "Loose" black
holes are basically invisible. Theoretically, a FTL
ship could bump into the gravity well of one, but in the history of
starfaring that had not happened until...
During a top-secret military mission in 2231 (see
Stardust: Marathon), the Terran
scout-ship Pheidippides stumbled upon a black hole in the
border space between the Yollkul Triarchy and the
Roiling Collectives. The warp drive suddenly cut off in a seemingly
empty system, and by deduction it was determined that at the center of
the gravity well that interrupted the warp was a stellar-mass black
hole. The ship was in no danger, because the gradient required to
interrupt a warp is much lower than the gradient required for capture
or spaghettification. Nevertheless there was no time to study the
black hole and the ship continued on its journey. Since the mission
was a secret one, the real discoverers remain unknown to the wider
public; the discovery was instead chalked up to the "independent
Terran explorer" Foma Zhilin, who is in actuality a spy who
conveniently operated in yollkul and akyzh-cci
territory at the time.
The news spread quickly. As expected, the yollkul and an akyzh-cci
collective staked a claim to the system, which "Foma" (in actuality
the name was suggested by Elektra Jacinth, who after the mission
temporarily retired and kept it all hush-hush) named New Mariana,
after the Mariana Trench (Elektra thought that a black hole is the
space equivalent of a deep-sea trench). This boiled over into a
diplomatic crisis, as other neighboring nations piled in claims.
The resolution was to give it to nobody in particular. The Central
Oval Mapping Agency (COMA), which is responsible for astrographic
research in the area, and is officially unaffiliated with any bloc or
nation (functionally acting as an extraterritorial government of its
own with jurisdiction over strange and unusual objects in space), took
ownership of the object, and gives out licenses for its use, so long
as the use is not directly militaristic and does not prevent the study
or exploitation of the black hole to other civilizations.
This is the only star system that is owned in its entirety by COMA,
though functionally the licenses act as leases for regions of space
within the system. A multicivilizational research station, mostly
staffed with humans, yollkul, and non-hostile akyzh-cci, is in close
orbit to the black hole and experiences notable time dilation. A
different installation is available to wealthy denizens of certain
civilizations, which orbits even closer and has such extreme time
dilation that it is essentially a time machine to the future, serving
a similar role to cryonics except safer and more controllable. Yig
owns a "Temple of the Void" in orbit too. Beyond all this is a highly
militarized Starguard outpost of COMA which
rivals many military bases in materiel and personnel count and
quality, meant to enforce order in the system. Pirates and insane
warlords infest this region of space, after all, and this would've
been a lucrative place for loot or hostages.
Art Drawings of stuff in the setting that I or
friends/fans made. No AI was used!
Author art (by Max)
Pixel art portrait of an
typical relmai civilian A chohjozraThe TFCV Aleutia,
a Terran freighter starship A sy!yvl commoner. The green around
the eyes isn't markings but rather the color of their sclerae. A kseldani of the worker caste. Likely
of the Collective, considering the mindless stare and lack of
adornment. A Gaian
habitat tree, seen slightly from the side. This is a mature
two-layer wheel-type specimen. An inhabitant of a Gaian tree. Only
slightly genetically modified compared to baseline humans. A station in low orbit of a gas giant, meant to scoop
valuable gases from the upper atmosphere A hhw!xey prince in regal attire.A typical denizen of Yig. Yes, this
used to be a human. Maybe two humans.An average embodied sapient Terran
true AI. Specifically taking an anthro-like form.A kaziil playing a friendly game of Treachery against the point of view. Commission
for JCT.Two individuals of the relmai
species. Mu'qwyng is typical in attire and... other habits, Mweidhie
is a dseyrel and wants nothing to do with that. They're roommates!The head and neck of a typical etde'tdk
shell. The eyes are electronic screens in this space-age model;
pre-industrial shells had simple slits. The actual etde inside is an
octopus-like invertebrate that controls the horse-sized shell via a
complicated array of levers and servos.
Fan art
Theoddfirefox
A relatively humanoid denizen of Yig.
This too used to be a human.A female Canid gladiator.A Chimera civilian.
An aadalu civilian (without the
clothes that would normally cover the entirety of the form)
Books This used to be the main attraction before I
made this site...
All the books mentioned in the "History of the setting" section are
free and published on Royal Road. There are also a few books that are
currently in editing or otherwise languishing or canceled. This is an
exhaustive list of non-microfic Stardust prose fiction in release (or
lack thereof) order. For the unlinked (i.e canceled or unreleased ones)
feel free to contact me on Fedi or Discord and ask me for the drafts. By
the way! The series is an anthology a la Discworld. While characters and
places can and do reappear, they usually do so in different contexts and
you really don't lose much from starting mid-series or skipping a book.
That is why I usually recommend starting with Marathon, it's a good
intro to the setting-- arguably a better intro than Origins.
Origins: Where
it all began. A fairly normal human and a bunch of aliens, alongside
a cyborg, go on a trip to see Earth. Along the way they get
relentlessly hounded by a conspiracy they stumble into. Please for
the love of Christ, Allah, Buddha, the Kami, or whatever deity or
lack thereof... don't read this one unless you are willing to
tolerate fanfic-tier
prose. Every day I contemplate delisting this pile
of crap. Please start with any of the following books.
Content warnings: some gore. I have taken this bitch out
behind the barn and shot it. And by that I mean I deleted it from
Royal Road. I still have the files and I'll eventually rewrite it into
something that doesn't hurt to think about. The lore and ideas in it
are contradicted by later work anyways.
Marathon: This
is the first actually decent one even by my self-flagellatory
standards. If you have played the game FTL:
Faster Than Light, this is sort of similar. It's about a
crew of an ultra-fast courier ship that has to deliver a crucial
message to a distant region of space. It is a very harrowing trip. The
early comedy elements rapidly get sidelined to make way for actual
character growth and drama. Also the longest work so far. Content
warnings: gore, lots of swearing, implied sex scene
Labyrinth: A
team of archeologists discovers a precursor installation on a glass
planet, what follows is essentially a dungeon-crawl in space. This is
definitely the most action-packed thing I ever wrote. It's very much
written like a horror movie a la Event
Horizon. I use the lulls in action for character study. I
believe I actually developed the characters here better than I did
some of the characters in Marathon. Content warnings: lots of gore,
some mind manipulation
Unenforceable:
A legal drama. Short story. Wrote it then decided one of the
characters was too unlikable and couldn't figure out how to make them
likeable so it's languishing. I'll finish it, someday.
Collective:
I tried to be experimental and artsy and provide a broad, sweeping
history of the kseldani species in narrative form.
However, one big issue is that a nearly-emotionless, collectivist
species is fucking boring to write about when all of the characters
are of that species! I like kseldani but they are best as part of a
multispecies cast. I dropped this after getting one chapter in, and
didn't even release that chapter to my fans.
Blueweb: A very
hyped-up piece, this one was. Lots of popular demand. But then I
stopped vibing with it. I felt obligated to write because I didn't
want to disappoint people. I phoned it in. I kept phoning it in even
after a physics-induced plot hole derailed my plans. I finally
slaughtered this turkey 8 chapters in and had a mental breakdown. I
nearly quit writing over this shite. It has some lore on species that
were added since Labyrinth, I guess... if you want to see them on-page
read this. Otherwise it's a waste of time.
Awakening:
A guy from 2023 gets cryonics'd into 2236. I had this idea tossing
around for a while (yes yes this sounds like Futurama but it really
isn't), and I'm glad I put it off so long because I feel that I only
now had the maturity to pull this off properly. You see, like most
people who are into cryonics right now, the protagonist here is a
techbro. And not just any techbro, a neo-reactionary LessWrong
ideologue who is very upset that he got unfrozen at essentially a mental
hospital for people recovering from being "fish out of
water", and that the future is... woke. This one's getting edited by a
dear friend of mine, I am very proud of it, be patient!
Microfics Vignettes of life in the 23rd centuryThe Discovery of the Xenodigestion
Enzymes The humble beginnings of the miracle enzyme
that reshaped Elliptic society
Apr 13 2232
The cold off-white-off-blue sky loomed over the black-sand alien
desert as the bright yet small sun rose from behind a mountain range
on the horizon, its forest of lichen stalks appearing like hair from
this distance. A stream, free of fish and free of flora, roared down
from its crags, uniting with many other brooks and creeks to form a
river that calmed as it cut across the semi-barren landscape. It did
not evaporate, for this desert was very temperate, but nor did any
visible life spring near it, for this planet was young, and only
simple multicellular lifeforms existed yet.
Contrasting with the desolate surroundings, a glimmering city
rested in a shallow valley, the river cutting right through it. Its
architecture was a peculiar mixture of human and alien
sensibilities: on one hand, the buildings were lattices of steel and
reinforced concrete filled with glass, arranged in neat straight
streets; and on the other, the windows were not blue or clear but
were instead all in different colors, seemingly changing their hue
depending on how one looked at them, and even the concrete seemed to
scintillate with dozens of shifting shades. This was all punctuated
by strobing colorful floodlights that swiveled from side to side,
sweeping the sky with their beams that were not yet drowned out by
the dawn.
Both humans and relmai
walked side by side in its streets, both species sometimes wearing
apparel in the other's style... and often possessing phenotypic
features of the other. Some humans had relmai tails and ears, and
some relmai had human ears and no tails. People treated these 'pseudohybrids'
as, overall, unremarkable. The experiment that was Koumanlan
was a resounding success for its fifty years of existence.
A small restaurant was at the base of one of the octagonal-prism
towers, its sign spelling out its relmai name above its English
name: The Shuffle
This otherwise run-of-the-mill dining place had one gimmick to it:
human food was served to relmai, and relmai food was served to
humans. But there was a twist. Since the two species were
biochemically incompatible, foods had to be carefully engineered to
look like their counterparts from the other biosphere, while
retaining the flavor and texture. This was a hard task, and the
diner was on the verge of closing.
But Fernan Chen didn't care much. All he cared for was that his
night shift was almost over, and he could sleep soon. The
near-human's tail hung low as he paced around between the tables,
collecting litter and mopping up spilled drinks. Considering the
mentality of the inhabitants of Koumanlan, both happened with a
certain regularity. One minute, Fernan had to pick up a hamburger
wrapper some relmai tossed onto the floor beside the trash can.
Another, he had to bend down with a rag and scrub the still-fuming
residue of some neon-green beverage.
"Someone really went for the spicy stuff, huh..." he thought.
Suddenly, he noticed that the trash bin somehow managed to fill up
despite the frequent littering. Fernan put on his rubber gloves and
flipped open the lid, preparing to remove the bag from it to throw
it into the dumpster outside.
He was greeted with a particularly large slice of pizza sticking
out of the pile of garbage, and thought who in the world would throw
away perfectly good food like this. Then he noticed a fluorescing
blue spill on it.
"Ah, cross-contamination," he mumbled. "Probably shouldn't drink
like a pig over someone else's meal."
He was about to tie up the bag when he had to do a double take.
There were stalks of some kind of mold growing on the spot where
the spill met a slice of pepperoni.
Mold! On a pizza that was still warm!
...
...and between two biospheres!
Fernan shook his head. He had to have been imagining things. He
looked closely at the slice. Indeed, there was a colony of
ever-so-slowly expanding mold that seemed to be consuming both the
relmai-adapted pizza and the human-adapted qatwujau. This was too
notable to unceremoniously toss.
He took a few photos, struggling with the autofocus, then ran to
the counter to take a large ziplock bag.
Of course, the human didn't care that the whole restaurant was
looking at him stealing a highly contaminated pizza right from the
trashbin. The Shuffle's manager, standing in the far corner, began
yelling something, but it was too late.
Fernan ran through the street towards the university he spent much
of his early adulthood in. He hastily explained everything to the
relmai guard who was sitting on a table in the vestibule, who
squinted at him but let him through.
The near-human, still wearing his colorful uniform and wide-brimmed
cap, knocked on the door of the xenobiology lab.
The mold relied on a kind of enzyme to digest relmai-biology
proteins, despite being of the Terran biosphere. This type of enzyme
was the Holy Grail of 23rd-century biological research, and many
civilizations threw billions of umecs at solving the issue. And now,
random chance simply happened upon the solution, all thanks to
someone spilling their drink at a crowded table.
While the researchers wanted to try and patent the enzymes, they
knew exactly how these complex molecules could revolutionize the
whole Oval's society. The research was hastily open-sourced.
These enzymes were still extremely inefficient, however, resulting
in a lot of waste heat that simply denatured them if they penetrated
too far into a chunk of alien biological matter. But that was
nothing that the finest minds of Koumanlan couldn't fix.
Or, perhaps, it was. The Protectorate informed its two benefactors
of the situation, and teams of the two great powers' best
researchers received samples of the mold.
Within a few months, enough basic optimizations were made that the
enzymes were ready for the mass market; testing on animals and then
volunteer humans and relmai showed no side effects. The method of
operation of said enzymes meant that they could be modified to
accommodate almost any carbon-based species' biosphere.
Within a year, the first compatibility package was developed. An
initial supply of the enzyme, probiotics to produce more, and some
mRNA to genetically modify the consumer to produce the enzyme by
themself.
And with the combined resources of the Alliance's
scientific-economic complex, the invention spread exponentially. The
Oval was now more interconnected than it ever was before. Logistics
was made far easier. Enclaves' borders became fuzzier and fuzzier.
Friends of different species could share meals. And more, and more,
and more…
Fernan became famous in three whole stellar nations, and despite
never even leaving his hometown he was continually beleaguered by a
cascade of interviewers. But he was not angry; he was showered with
awards and grants for helping solve what some deemed impossible.
Meanwhile, the Shuffle's gimmick became irrelevant in the face of
increasing compatibility, and the restaurant was driven out of
business.
On the Shoulders of Giants Two friends discuss the precursors
Aug 28 2235
The cragged and split mountains shot into the cloudless sky. Short
alien grass, more like upright lichen in texture, populated the
precarious terraces that punctuated the sheer black cliffs. Above
all that were snow-coated peaks. It was summer in this part of New
Tibet, and the snowline wasn't very low.
A thin gravel road snaked and zigzagged up one of the less steep
mountains. Parked on the grass of one of the terraces, beside the
dilapidated remains of some brick shed, was a red jeep. On the wide
flat roof of the vehicle lay a young man in a hoodie and a slightly
older man in a jumpsuit. The latter man was an anthropomorphic
fox with shiny silvery fur. The former was a baseline human
with brown skin and long, wavy hair. They gazed upwards to the sky.
The town was not within line of sight; it was behind one of the
mountains. No sources of light could drown out the diamond dust of
the stars above; the sky was so clear and so lacking in haze that
there was not a void between stars, rather a Cantor dust of ever
fainter stars between bright ones. The Milky Way cut across it all
like the pupil and iris of an immense reptile.
Pranav pulled the hoodie over his face to shield from the wind as
it picked up. He sighed. "So many stars... I wonder where Sol is. I
heard that it's somewhere between Sirius and Rigel. But where..."
He squinted. One of these moderately bright dots must be it.
"Just use an app," Abhi mumbled.
"Yeah I could but... that's kind of taking the mystique out of it,
you know?"
"Out of what?"
"Out of stargazing," Pranav said and turned his head to the side.
"You know... like our great-great-great-great-great-grandfathers
did. Under the sky of Old India... They didn't have apps."
"They didn't have ships either. If tech
brought us all the way to here, might as well use it to look all the
way back," Abhi said.
"Yeah but... I heard that back then people had more wonder. They
looked at the sky and imagined what could be out there."
Abhi chuckled. "You mean they imagined plain old humans with things
stuck to their foreheads?"
Pranav sighed. "Sometimes. But even then there was..." he spun the
various combinations of words around before continuing. "...a sense
of wonder. Like, with your apps you can just pull up a map of the
whole Oval and look and see-- oh this star has
the homeworld of the relmai. This other star is
TRAPPIST and it has a billion robots on it. This
all is under the Iron Empire. And so on," he
waved his hand to various spots on the sky. "And you can also just
pull up a list and know that's just all there is. That these species
are the only species there are. And that these hundred thousand
stars are the only stars there are. You know everything."
"Do we know everything, though?" Abhi raised an eyebrow.
"Yes... I mean, even if there's stuff beyond the Oval then we'll
never get there. Nobody cares to go beyond."
"No, do we know everything in the Oval?"
Pranav thought for a bit. "Yup. One of my pen pals is a thurise
from all the way across. I can just ask her anything about her
culture and she will tell. Nothing is hidden."
"I guess. That's only them, though. One species out of fifty."
"One species out of presumably another fifty. Only one. There were more. That is where your 'sense
of wonder' went. From the spatial dimension..." a pointed pause.
"...into the temporal one," Pranav finished his friend's sentence.
"I get what you mean now."
Silence. A single shooting star streaked through the thin
atmosphere.
The human sighed again. "But it's not the same, you know? It's all
just dust and ash and rubble now."
"Yes but we don't know how they all became dust. In fact,
all of them seemed to become dust around the same time. Dating isn't
fully consistent across all planets so we can't know for sure but
seems to be within... a few hundred years. Probably much less."
"What, did they all ascend to energy or something?"
Abhi rolled his eyes and gently elbowed Pranav. "Been watching too
much Beyond Progress, were you? No, they probably blew each other to
smithereens. Like your thurise want to."
"But... wouldn't we see a lot less intact precursor stuff then? Or
signs of war?" Pranav said.
"Ever wondered why all of it seems to be underground?"
"Because of the wind? Rain? Asteroids? And if what you mean is that
these were bunkers... what did them in? Surely they had hydroponics
and such. They couldn't have just starved. They could have rebuilt.
And even if they couldn't, why don't we see any skeletons around? Or
desperate final messages?"
Abhi was deep in his datapad's screen, which illuminated his
snouted face like a flashlight. Then he put the device down.
"There's your Sol," he pointed a clawed finger upwards.
Pranav shook his head.
Roko Shrugged The MfHA's master plan...?
Sep 10 2210
The steady orangish light of Bnykaal Prime reflected through the glass
prisms and pyramids that comprised the metropolis of City One. Not a
single cloud in the sky could disrupt this light and interrupt the
pilgrimage of the photons towards the solar arrays that blanketed the
deserts outside the Green Wall. These photons spent millennia bouncing
in the orange dwarf's core before finding their way through the
photosphere and chromosphere, and hitting the
fraction-of-a-degree-wide bullseye that was Bnykaal-hyl-kaah. And what
luck, they graced the solar farms of the Movement
rather than the shrubbery in the no-man's land or the smog-choked
slums of the Organization, away on the antipode of
the planet from City One.
"--million people here." Alpha-4 finished his sentence. "And to think
we and the devolved troglodytes will be the only ones left. Two dozen
billion will be lost forever by their own folly."
He looked down from the balcony of the Executors' Cylinder onto the
churning mass of workers and drones below. The light glinted off his
bald, enlarged cranium, reflecting a fraction of the photons back to
space. What was being built below was not transparent and teeming with
perfect folk like all the other buildings. It was the most perfect,
pure white color one could imagine. After all, there was no need to
make the walls of the Work translucent. There would be nobody to keep
watch over, there. It will be the Throne that Destroys. The Angel that
Consumes.
It all led up to this, two and a half decades of toil under the
desert sun, under the yoke of the dal-ghar theists. So many sacrifices
made along the way. So much loss sustained. It was all worth it now,
though; the calculated risk paid off, and the output value of the
probability function at the limit of the heat death will be maximal.
Alpha-4 struggled to hold back tears. He faked a cough, lest
Jonathan-329 and Y-2 notice the taint of emotion within him.
But even if he had failed, and was expelled from the ranks of the
Executors, and had to undergo a full mental reset in order to preserve
the Protocol... it would have still been worth it. After the Angel
went up, what would there be left other than to walk into the light
with all his followers, turn to eternally blissful vapor and laugh,
laugh, laugh at those who denied the Movement, who heckled the
Rational as they were massacred by werewolves and
burned alive by the scaled filth. And those who
chased the Rational during the Long March. As for those
who sullied and violated the bodies and minds of the Rational, a special fate would be reserved for these
less-than-subhuman monstrosities...
...and over the next months, the Work was completed. The Patterns
were uploaded. The Signal was sent through all channels-- including
the vaunted Heap.
Jul 11 2211
"Mommy! Is it true that the big angry robot is torturing us all right
now?"
"What?" the middle-aged woman put down her
datapad and looked around. It was a nice day outside in equatorial
Hope. The only big robot was the mule that was about to refill the
bird feeder in the gazebo. And it certainly wasn't angry. It didn't
really feel any emotions (being a simple neural network that couldn't
even string sentences together). "What are you talking about, dearie?"
"People on the webs are talking about it... on the Heap too! There's
an article, here..." the girl reached to show her own 'pad.
Mother stopped her with a gesture. "Hmm... what's that centuries-old
wisdom? Not everything people say on the internet is true."
"But they say very smart people made the robot and that it has copies
of you and me and daddy--"
The mother's expression soured immediately upon hearing the last
word. She didn't enjoy the reminder. But that was beside the point.
"That makes no sense."
"That's what I'm thinking too!" the girl sat down beside. "I'm here,
I'm not feeling bad. Why the fuck does it matter?" The third word of
the third sentence was unto a gunshot. Or would have been, if society
still cared.
"It doesn't," a pat on the head, between the fluffy ears. "Just enjoy
your life."
Kut 22 of the 80th year of the Gaa
era.
Emperor Gaa-mul-hel coiled on the seat. Not the Lilac Throne, not the
parade palanquin, not even the equally opulent coilseat in his private
residence. He was in the study, deep within the palace, beyond layers
of low passages that were capillaries to the main halls' arteries. A
tallow candle was the only illumination in the windowless room, and
the wavering light glinted off the dal-ghar
emperor's scaly hide. Four beady eyes focused on a parchment scroll,
and a quill danced across it in his three-clawed hand. "Decree
thirty-six forty-three... the public infrastructure.... raise taxes
by... until... allocate three million forced laborers to..." he
mumbled to himself.
The circle-door creaked as it slid into the wall. "Your Majesty... I
bear a message!"
"What is it?" Gaa spun around like a cat and turned to look at
Secretary Pomk. She was a saacxit; what a Homo sapiens was
to the dal-ghar Neanderthal. A larger head and a slimmer build. Weak,
only fit to serve what is strong...
"The... uhm..." the smaller snake-person squinted at the printed
sheet of paper in her hands. "Our esteemed proteges... of the Movement
for Human Advancement... they claim to have created a machine that is
going to create virtual clones of everyone who did not assist in the,
and I quote, increase of the Function?"
Gaa thought for a moment. Thoughts of possible risks flashed through
his brain, and were rapidly held back by common sense. "Concerning.
How is it exactly going to do that?"
"I don't know. But... with all due respect, what is concerning about
it, Your Majesty? We are on the list of those who..." she squinted
harder "...have redeemed their existence."
"It's concerning that our 'esteemed proteges' are apparently
blithering morons," the Emperor hissed. "It's also concerning that my
back hurts on this fine morning. Could you get one of the relmai serfs
to give me a massage?"
Zhiciji 387 of Bahkzay 23 Kutukh Snip,
snip. The massive blades of the pruning shears reflected the equally
massive orange smear that was the sun over Akeruh. Kodhaychhaa
dual-wielded these hefty implements in his muscled scaly arms, a pair
of shears for each pair of hands. His personality-channels fluctuated.
The warm begged him to take a snack on one of the large
grubs rooting around in the mucky soil under the flowers. Primal
instincts were tugged at. The cold pushed him to focus on
the assignment. Social obligation asserted itself. Two spheres of
divinities were thus channeling through his mind; all his thoughts
were them, not about them but of them. The thoughts of the flowers were
the goddesses Ghozhkhaya and Kubhhzmunkh. The perception of the
glimmer of the sun through the evening fog was the genderless
deity Okhbu.
And when the newsfeed of his HUDglasses
pinged with an announcement, of an Abominable Intelligence being
created by the equally abominable PESTS,
the disgust boiling within his mind was the goddess Rhjumung. The one
who would scour the Oval of the PESTS,
on the eve of the Final Reckoning. She would poison their bodies and
salt their soil to trap them in this sinful world. Kodhaychhaa thought
of himself as a massive beast rampaging through the glass lattice of
City One, kicking over towers, picking up pyramids and tossing them,
plowing his beak into crowds of "people". It was beautiful.
And it snuffed out the cold for now. The grubs were tasty,
he found. The pruning could be done tomorrow.
"I know comrade, I expected better of a group that prides itself on
its... rationality," meekly mumbled Intern Mefes. "We're lucky that
they... really like us. The report said we're one of the ones who will
be in the Pattern, whatever that means. They don't know that the
asteroid impact back then was our doing, I can assume."
"The only pattern here is that to a human, apparently, rationality is
what they say is rational. The Movement is rational because it is
rational, is it not?"
"That is what these khavai seem to think, yes."
"They are stupid and wrong. And so is their math. Basic logic tells
me that a bunch of self-righteous, sell-out cowards hanging out in the
desert cannot create clones of hundreds of billions of... 'irrational'
individuals in a way that renders them capable of suffering and
renders their identity identical to the... 'victims'. Unfortunately
basic logic is rarer than Grade 0 monopoles,
it looks like. Get the brainpeople on the case, we gotta debunk this
khavai nonsense, and do it before someone actually falls for it."
345 Qwimmkwiqiqi 23
Somewhere near the middle of the Oval, a civil war raged on. Some wkwqykawu wished to reapproach the Alliance despite
the misdeeds of the chohjozra against their kind. Others wanted to
isolate, and stay in their Walled Garden, forever.
Yet others, those who had boarded the ark-ship headed eastwards,
towards Bnykaal, heeded the Signal. They saw a chance for their
doomed, condemned species. They were going to submit, and walk into
the light with the Exalted, and atone for their sins of irrational
fear. They were sorry. They didn't want to suffer. They trembled in
fear in the bunks, haunted by visions of metaphysical hellfire. They
didn't want it. The risk was too much. Nobody could stop them. They
were going to kneel. For that is the natural state of the flawed
Alien. To kneel, kneel in front of indomitable and rational Mankind.
It was all clear now.
Meta
Frequently Asked Questions I wish people actually asked me questions...
Q: What does [x species or concept] represent?
A: Very few things in Stardust are an 1:1 allegory to real-life history
or politics. Instead I like the concept of applicability.
There are parallels to real events or issues, of varying degrees of
obviousness, but it is up to the reader to make sense of them. Maybe you
can view the dal-ghar as satire on romanticized
views of feudalism; or maybe you instead make parallels between them and
USA, Russia, or China. Maybe Yig is an allegory for
anarchists being seen as monsters by the wider public; or maybe it's an
exercise in the limits of moral relativism. I ain't your English lit
teacher.
A: I tried. There were a bunch of false starts that turned me off
writing. I did catch lightning in a bottle with Awakening but it's in
editorial purgatory right now. At least it has an editor unlike the
previous books hahaha. I do intend to write more short stories and
microfics though?
Q: Why isn't [insert technology widely seen as implausible or
impossible] included? You have your nonsense FTL drive,
why not--
A: Because I decided to have the FTL drive be the only bit of nonsense.
Q: Why only it?
A: Because that is the rule I set for myself back in like 2021 and no
way in Hell I am reneging on it now. And also Stardust would be a generic
sci-fi setting if it had everything and the kitchen sink.
Limitations breed creativity.
Q: Why are you so harsh on liberals?
A: Because my country has been plundered by parasites such as Yeltsin
and his gang of thieves. The main mistake Gorbachev made was being too
much of a doormat to cut that bastard at the root. Anyways, when I say
"liberal", I don't mean it in the American sense-- over there, anyone
vaguely progressive is called a liberal by mainstream media. But by
liberals, I specifically mean laissez-faire capitalists, i.e what are
more formally called classical liberals and neoliberals (as well as
adjacent ideologies like the more moderate forms of social democracy,
and neoconservatism). And as a communist I oppose them on principle.
Capitalism killed more people than communism did.
Q: Isn't it colonialism to colonize space?
A: There are no natives on the vast majority of celestial bodies.
Colonialism is evil because it kills or assimilates natives. I have no
interest in playing word games here.
Q: What happened to [insert modern-day public figure]?
A: Dead and mostly forgotten by 223X.
Q: And what happened to [insert country here]?
A: Integrated into a superstate on Earth; probably still exists as an
administrative and cultural and economic unit. I don't see the point of
dwelling on earth geopolitics much. Astropolitics are more interesting.
Q: Why do they all speak English in the books? (It's not Translation
Convention because English is mentioned by name)
A: I firmly believe that even if America was to collapse tomorrow, English would still be the world language in
perpetuity. Why, considering that previously it was French and before
that Latin? Because of the internet and pop culture. There is a strong network effect
now, stronger than ever, and barring total collapse of industrial
civilization (which did not happen in Stardust) I find it very unlikely
for any other language to take root. It is what it is; I do not think
this is the optimal arrangement exactly but it is what I feel is likely
to happen.
A: No. What puzzles me to no end is people wanting a story set in the
Stardustverse-- the setting whose draw is the weird aliens and
transhumanist themes and space exploration-- but without any of that
stuff and with just normal humans. Why? There are thousands of quite
good books set in the near future. Read those.
Q: What about moving the timeline beyond the 23rd century, into
the 25th, 30th, etc?
A: First off, there's so much to write about in just 223X and maybe
224X and so on, that I doubt I'll run out of story material even here.
Second off, I feel like the niche of really far-future hard sci-fi is
well-explored, and so is near-future hard sci-fi. Not so much mid-future
hard sci-fi-- where the world is basically fully known but the
technology isn't there yet to fully bend it to sapient will. Third off,
my collaborator JCT already has a setting called Voidskipper that's
far-future hard sci-fi but without aliens and with "realistic" FTL via
Alcubierre and wormholes. Far-future Stardust would just be Voidskipper
with aliens. Pass.
Q: I have an idea for a species!
(or another thing)
A: Surprisingly enough, I'm open to that stuff. Contact me on Discord
(@maxythefoxy) or Fediverse aka Mastodon (@maxthefox@spacey.space) and
we can discuss this. Note that by doing so you sign away the rights to
it to me and I can then do whatever with your contribution. But it's not
like I really earn money off this, and I will try to respect your wishes
for the idea as long as it does not contradict my vision.
Q: Do you do writing commissions?
A: Nope! I have found out, via the method of stepping on the same rake
several times, that my muse takes her leave whenever I am writing what I
am told to, rather than what I want to. I do however do art
commissions... I have yet to update my sheet but basically if you want
some pixel art you can contact me via the above channels and we can
discuss that too.
Q: Why do you use these double dashes -- instead of em-dashes —
A: Because I don't want to sound like ChatGPT.
Q: Do you intend to physically publish your work?
A: No.
Q: Why?
A: It's tedious and I see no real benefit. This is a hobby anyways, not
a career or a job.
Q: Do you have any tips for beginner writers?
A: The biggest tip I have is to not sweat too much about what each scene
or character should "mean". Just write them as events and people, and
perhaps after that you can tweak them to fit a message. Also, don't sweat
grammar. The vast majority of readers don't give a damn if your sentences
are run-on, or whether you use adverbs, or the Oxford comma. They give a
damn about your characters, plot, and world. Focus on that. Sit down and
just write, write, write what comes to mind. I believe in you. :-)
Q: This future is too optimistic.
A: In this day and age anything that doesn't portray mankind as a whole
species of worthless cockroaches is deemed too optimistic. Stardust can be
dark as hell if need be, I just don't really enjoy writing misery porn so
i don't really focus on times like the Civil
War or places like the Iron Empire.
Q: When are we going to learn what the Oval is and who created
it?
A: Not sure. Might be never. You're free to make your own theories. I'll
divulge a secret: I don't have a concrete answer for it. The description
of the Aether in the Terran Religion section
used to be canon for a while before I decided to make it an in-universe
religious belief.
Q: Why isn't this site a wiki?
A: There used to be a wiki hosted on Miraheze but since I was the only one
working on it, it was extremely unwieldy and tedious. In addition to being
less customizable. And it's also friendlier to my ADHD to have everything
in one big pile. Also, this site is basically a wiki-- consider the
internal links.
Q: Why not use AI to finish the scrapped stories or flesh out
the stubs?
A: Oh dear Q, my figment of imagination, you're one of those.
Anyways, I don't want to for 2 reasons-- not even getting into the ethics
of AI which is a different debate--: first is that LLMs fundamentally
don't understand the kind of hard sci-fi I'm going for. I once tried using
ChatGPT for idea brainstorming, years ago before making this site. None of
its ideas went in in a recognizable form, because it either tried to
insert crap like psionics, or laser-focused on military stuff. Second is a
simpler reason... it wouldn't be my writing. It wouldn't even be my ideas.
Just for the record I kinda regret trying to do that. I had an AI-bro
phase. A lot of us did, frankly, more than we'd like to admit.
Q: Why are alien species names not capitalized? (e.g Star Trek
has Vulcans, Klingons etc; you have kaziil, yollkul etc)
A: Actually a fascinating question. It comes down to two things. First is
logical consistency. We don't capitalize "human" or "chicken", why would
we capitalize "relmai"? Second, it comes out to subconscious tropes in
English-language sci-fi; in a lot of it, aliens are stand-ins for nations
or ethnicities; and those are capitalized (American, German)... and though
I try my best to make them seem like species and not just countries, I'd
have fallen into the same pitfall if English was my first language. But in
Russian, we do not capitalize names of ethnicities either! The previous
examples of these would be американец and немец. A lot of Russian sci-fi
has the same. Of Western sci-fi I think mostly Mass
Effect has the same style of names.
Q: Why do you use the Ugolnikov drive instead of the more
"realistic" Alcubierre
drive or wormholes?
A: Because of three things. First, is that these need lots of energy and
thus lots of industrial capacity. This would push the setting into the far
future, which as answered above I do not really want. Second, these rely
on complicated math that is just outside my expertise or willingness to
study; if we know how it works (or should work) IRL then I can screw it
up-- but if we don't know how it works I can only screw up if I contradict
myself. Third, this would render the world functionally unlimited in size.
I don't want that.
Q: Why would you want the world to be small and restricted? 230
light years is so small and claustrophobic. There is no sense of
discovery.
A: It seems small because soft sci-fi has
unintentionally conditioned us into treating galaxy-spanning distances
like it's nothing. To quote Douglas Adams (RIP), "Space is big. You just
won't believe how vastly, hugely, mind-bogglingly big it is. I mean, you
may think it's a long way down the road to the chemist's, but that's just
peanuts to space". But as I calculated in the section
about the Oval, this still means there are 113,000 stars to explore. Now,
most of them are worthless red dwarfs with no useful or unusual planets,
which cuts down the number of notable star systems to a few thousand or
so. Which is indeed kind of small, until you think about how much there is
to know about the Earth, and you multiply that by a few thousand. Now,
only around 50 or so of these are species homeworlds with the same depth
of history as Earth, but that's still a lot. But you, my imaginary
interlocutor, are right in a way. There are no physics-defying anomalies,
no uncontacted civilizations, no invaders from beyond known space. But...
is that not in and of itself notable? Part of the point of Stardust is the
feeling of strange things becoming normalized and mundane as the old world
fades away, and with it the sense of wonder that comes with the unknown.
There is a microfic I wrote on this very
topic.
Q: You say this is hard sci-fi but it lacks the vibes of hard
sci-fi. (e.g not much focus on the workings of technology, so many
weird aliens and monsters, not grounded)
A: Well, what else do I call a setting that lacks the scientifically
impossible stuff common to sci-fi? I'm not interested in writing a retread
of Expanse. Books like that are valid but not what I'm going for. The
focus here is more on culture and people and such which I find more
interesting than military SF's usual focuses for example. A lot of the
plots could have worked in a soft sci-fi setting too. But not vice versa,
most soft sci-fi plots could not work in Stardust. That is how I define
hard sci-fi... by what it lacks rather than what it has.
Q: Why 'mankind' instead of a more inclusive term?
A: Nothing against inclusivity of course but it just rolls off the tongue
better. I am female anyways. Also I pronounce the "man" in "mankind"
differently from the word "man".What to expect eventually Eventually™
While new books are unlikely to be released any time soon, as I have
decided to focus on the setting as a paracosm for now, I have a roadmap
for the future of Stardust as a project/franchise/brand. These will be
commercial, but this page and the books will always remain free. In no
particular order, assuming everything goes well, I'd love to have these.
Not all of these will ever come to fruition...
Video games
a Disco Elysium-like narrative point-and-click RPG. This format
of game is definitely good for rich worldbuilding but I kind of
struggle with how it would not be just "Disco Elysium in space".
Hm.
a grand strategy game, like Paradox Interactive games. Unlike
most space 4X games (including Paradox's own Stellaris) it'd have
a preset map much like Paradox's Europa Universalis or Victoria 2.
It'd be closer to Victoria 2
a tabletop RPG. A custom system focused on playing characters that
feel like normal people in the Stardustverse. I have a very WIP one
but I still have to balance it. Still, this will be likely the first
one of these to come.
Merch
flags of various civilizations. One of my hobbies is vexillology
so I made flags for many civilizations. I feel there's a market
for a huge flag of the Relmai Commonwealth or
Yig...
plushies of ALL the species (except human
and Silent)
Gunpla-esque or 3D-printable models of spaceships
if I ever finish the map, it'll be
available as a poster
an animated series or TV show. Unlikely to ever happen, but who
knows... I'd prefer if it was, like the books, an anthology with each
episode in a different place and following different characters.