The Amswydd Imperium was once the largest nation in the galaxy, reaching all the way from Lemuria to Bleaktide. Itâs diminishment took an extraordinary amount of time, and existed on maps for a little over twenty thousand years.
The founding of the Imperium itself cannot be accurately attributed to any single species or individual, an event which predates most credible sources of recorded history, truly detailed historical analyses only mention the Imperium by the time itâs populace, society, and government were flooded with different ethnicities. It also had undergone several changes of both its name and form of government, but none generally lasted long enough to mark the Imperium as being remembered by them. It is impossible to recognize which species actually founded the Imperium.
On the other hand, it is known that for the greater majority and highest points of the Imperiumâs lifetime, itâs ruling elite was primarily dominated by a species call the Amswydd, native to the Imperiumâs (most recent and longest running) capital world of Belisartha. The amswydd likely were responsible for designating the Imperium with their name upon assuming majority control, intentionally or not. Thanks to the Imperiumâs talent for record keeping and luckily enough, fossil finds, the likeness and biology of the amswydd themselves is not lost to time.
Gaunt, grey figures, the Amswyydd were sshorter than most of their contemporaries, averaging at approximately 1,75 metres tall. Their bodies were startlingly devoid of many conventional features and resultingly unsettling to behold, save for a pair of large, albeit nonfictional wings attached to the backs of the shoulders. Though they may have once resembled the wing structures of a pterosaur, the wings present in the amswyydd no longer had any membrane or other surface that may generate lift, effectively rendering them as little more than long, crooked arms without apparent function. Otherwise of note, the cheekbones and orbital crest swept out backwards from the skull forming crest-like growths on either side of the head. Mostly hollow, these structures seem to have contained organs sensitive to vibrations.
Amswydd themselves lived startlingly long lives, measurable in thousands of years, which may have contributed to their dominance in Imperium society. In addition, lifespan could be stretched even further by an extreme form of hibernation that put an individual into a death-like sleep for centuries at a time, reverting cellular damage dealt by senescence. Theoretically, this process could be repeated indefinitely.
Despite the distance in time of the Imperiumâs existence, a surprising amount is known about it; the result of the Amswyddâs far-reaching influence and advanced technology. Many records exist that analyze them in detail, written by sapients not native to their nation. The greatest source of knowledge on the Imperium is without a doubt the Ancestral Library on Belisartha, deep beneath the catacombs of the city of Soporatium.
Soporatium, easily the largest and oldest city on the planet (possibly the oldest intact and inhabited settlement in the galaxy) is well known for itâs colossal labyrinth of catacombs running for kilometers beneath the city. Today these catacombs are used by the downtrodden as a home, and occasionally by the remainder of the citizens as emergency shelters.
It was only fifty five years ago that the Ancestral Library of the Imperium was discovered deep within Soporatiumâs catacombs, during a threatened white phosphorous attack on the city by the dissenters who hide in the nearby mountains. The panic induced by this warning was so great it forced hundreds of thousands of civilians underground into the catacombs, inadvertently exploring depths that had not yet been properly catalogued. When a mob of fearful citizens accidentally collapsed a wall deep beneath the surface, many feared that the tunnels would collapse and crush them, instead it revealed a hidden antechamber, which gave way to a huge athenaeum filled with digital records on the Imperiumâs history, and what appeared to be an attempt at archiving all the knowledge acquired over the Imperiumâs twenty thousand year lifetime.
The archive was immediately sealed off for study and became one of the greatest archaeological finds of the century. While significant sections of the repository were damaged beyond repair by structural collapse, flooding, or sheer age, the wealth of information that the âAncestral Libraryâ brought forth was staggering.
Foremost, it brought forth details of the Amswydd Imperiumâs government, social structure, and the lives of those within that had long been lost to the warping effects of time. The Library teaches that while notoriously decadent, Amswydd took great pride in itâs history and culture. The Imperiumâs incredible and rich past was apparently painstakingly preserved, indicated not only by the incomparable magnitude of the Ancestral Library, but also by cultural traditions that find their origins in the Imperium, albeit mutated or bastardized by  thousands of years of misinterpretation.
In Amswydd, land was wielded exclusively by the aristocracy. Titles were granted by a provincial council of augurs, while power itself rested solely in the Archon as in most conventional monarchies. An Archonâs rank was hereditary, and families ruled the Imperium over the course of dynasties.
Both within and without the nobility, Amswydd society was highly stratified. A society with such a large class divide. Despite this, the upper class was not prone to infighting, and still ran as a fairly effective â if not dubious â ruling machine. The Amswydd Imperium was evidently governed by these powerful magisters for the practical entirety of its history.
However, similar records on the structure of Amswydd government from alternate sources â such as the â claim that itâs nobility was so well known to be over-indulgent that it was almost universally reviled by other nations, and often believed that the lower classes found the nobility to be utterly contemptible. In truth, most amswydd aspired to become part of it. Hereditary records indicate that a low-born peasant ascending to the higher echelons of power was entirely possible â and in a sense made the Imperium a kind of meritocracy. But the citizens of the Imperium seemed to mind significantly less than most, with many viewing the hedonism of the upper class as an excusable offense in exchange for their well-functioning government.
It was known prior to the Ancestral Libraryâs discovery that slavery was a staple of galactic society at the time, and the Amswydd were no exception. However, discovered documents on the structure of many magisterâs households shows that many chose to sell themselves into slavery to provide for their families. This resulted in many poorer Amswydd citizens being better off than those in other sovereignties. The Library possesses several histories dedicated to slave revolts, but it stands to reason that these were comparatively uncommon compared to what may have been occurring in neighbouring sovereignties. Amswyyd slaves were still considered citizens of the imperium rather than a resource, and were more like indentured servants in this respect, and therefore fared much better than another slave might.
The Ancient Amswydd calendar measured time as a chronicle of ages. Each age lasted a strict thousand Belisarthan years (each Belisarthan orbit = about six and a half Earth orbits). The first age was marked by the creation of the Imperium, which could be read as 1:1, where the first number denotes the age â in this case first age â and the second number the year of said age, up to 999. On the last day of each age, the current Archon would search for a portent in order to determine the name of the new age. The first was the Morning Age, signified by the founding of Amswydd, followed by the Ash Age, when a series of cataclysmic volcanic eruptions caused a mass-extinction on their colony world Cor-Ansum.
Before the Library was unearthed, select little was known about the different amswydd ages, if the name of an age was even known at all. With the Library however, not only are all but two of the ages known, but some details about each are known as well.
Morning Age, 1:1
The imperium proper is formed after major reforms and civil war force the restructuring of the majority of government. The previous republic replaced by an aristocracy
Ash Age, 2:1
Unknown Age, 3:1
Unknown Age, 4:1
Unknown Age, 5:1
Crucible Age, 8:1
After an era of civil war, the aristocracy is further refined and comes to resemble the form it will take in the Imperium for the remainder of itâs existence.
Unknown Age, 9:1
Unknown Age, 10:1
Odyssey Age, 11:1
Incursion Age 12:1
Sadly, details on the Incursion Age are not greatly known due to hundreds of years submerged in a flooded section of the library â unfortunate, considering it may have well been one of the most dramatic.
Records from other parts of the library corresponding with the Incursion Age - such as economic surplus, military development and deployment, and population records all indicate one thing: a war of prodigious magnitude. The Ageâs namesake suggests a foreign force of unknown origin began to hammer at the borders of the Imperium, and apparently with much success. The Imperiumâs resources and power would become so taxed that this conflict left them effectively crippled for thousands of years following itâs close. It has been suggested that the âIncursionsâ of this age could even have been the catalyst that began the Imperiumâs decline.
With the name of the ageâs discovery, scattered evidence of a massive conflict from Savannah to The Crossroads became apparent. Ruined starships and the buried remains of scorched outposts - all dating back to 45,000 years ago, deep into the Incursion Age with the scars of projectile weapons â finally had an explanation for their presence.
Notably, not all of the archaeological finds suspected of being involved in the war of the Incursion Age are Amswydd. Wrecks believed to have belonged to the Tarban, Provig, and at least one more as-of-yet unidentified culture have been found â with the same projectile scarring. Whatever force this force was, it had a lasting effect on the galaxy, and severely weakened the foundations of the largest empires ever known.
Reason Age 13:1
Barbarian Age 14:1
Records on the Barbarian age are among the most intact of the chronological entries in the library, granting an in-depth view of the political atmosphere and events during almost the full length of the Age.
Summarily, with Amswyyd still shaken from the events of the Incursion Age, millions of slaves across dozens of worlds began to rebel against a weakened Imperium. The libraryâs records imply that while there was no organization orchestrating rebellions across these worlds, the relative success of those that came first inspired rebel cells across the Imperium to do the same. Soon the Imperium had a crisis on itâs hands, and culled millions of slaves in an effort to contain the problem, which only provoked more violence, both from slaves and domestically, from citizens who did not approve. The end result was many millions of slaves escaping the Imperium in droves and Amswydd losing swaths of territory in the Silent Expanse and Vale of Pearls.
      Passing references to these escaped slaves in future records show that many eventually congregated into nomadic tribes that endured for at least several centuries after. A popular yet controversial theory details the remnants of these rebel slaves still existing today in the form of the roaming Arda colonies.
If anything can be said about the Imperium is that it had longevity. One of itâs most common basic languages even survives today. The speech in question, referred to as Old Cyffraith sees most use in select parts where translation implants are uncommon as a sort of âcommon tongueâ. The language has obviously changed significantly over time, but the root dialect is still noticeable.
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Acropolis refers to a system lying in the inner Norma arm that has baffled scientists since its discovery. With five yellow sequence stars, seven dwarf stars and fifty three discovered planets of which an astronomical nine of which being goldilocks worlds, it seems a system out of some strange dream. Theories abound claim what sort of happenstance gave birth to its beautiful wilds, from artificially constructed by progenitors to the hands of one god or another.
Acropolisâ huge network of worlds in close proximity has turned it into an immense hub of galactic commerce. It is considered the capital of the federation, and member species âownâ embassy worlds to manage their influence in the galaxyâs most important system.
Acropolisâ almost perfect status was apparently realized by other, ancient races as well, most notably the builders of the stargates. Many supergate highways converge on or pass through Acropolis, making it a stop for almost any traveller. The largest and longest trade lines run either directly through or start or end here.
A clue to the creation of the system may lie in the geography of the system itself. Cryptically called the âdark heartâ of Acropolis, close to the gravitational center of the system is a white dwarf with fourteen worlds in itâs orbit. In stark contrast to the rest of the system, the Dark Heart is dead. Â The fourteen planets possess no mineral wealth nor any sign of prior habitation, scarred and blasted by the star itself when it died millennia ago. The greatest mystery of all, studies have shown that the white dwarf, having exploded in death millions of years ago, should not have. Without enough mass, the Dark Heart should have grown into a red giant and dissipated, compared to the cataclysmically violent method in which it died. The entire Acropolis system lies in the heart of the dim, thin nebula that resulted from this unnatural supernova. Furthermore, itâs fourteen planets should have been knocked free of the starâs gravity well, and yet here they remain. Despite this mystery as to why the Dark heart died as it did, it is perhaps thanks to it that the rest of the enormous system flourishes, nurtured by the stellar material cast forth from the blast.
The 22nd century market is dominated by intense competition between corporations for profitable interstellar trade. It is because of this conflict that the largest of said businesses have invested gargantuan fortunes into the construction of massive space harbours to increase traffic. These gigantic commercial installations are so large that most are run like cities, even with permanent residents. Acropolis â being the centre of galactic commerce â houses the majority of them. Odus Applicationsâ contribution to this competition resulted in the Odus Applications Retail Centre, or OARC, the largest and most heavily trafficked harbour in the cluster.
OARC is the main trading centre of the entire cluster, and is indeed the biggest trade hub in the galaxy. The daily trade volume on OARC exceeds several hundred billion credits, making it possibly the most important market in the galaxy. At first Odus Applications profited immensely from the station, but as itâs importance grew the Federation was forced to step in to control the flow of trade. Not wanting to lose their investment and largest source of income, it at first seemed as if a corporate war would begin over control of the station as Odus Applications moved significant private security forces to the station, but agreements were reached and now, while Odus controls the station majorly in name only now, the group still reaps significant gains from the station.
Only forty two thousand kilometers away from itâs partner at itâs furthest, Ora is superheated by the tidal forces between it and itâs twin Eta. With a surface temperature barely downwards of fourteen hundred degrees celcius on the barycentre side, it is startling to realize that Ora â unlike Eta â is otherwise a scorched ice world.
The opposite side of the planet possesses ice sheets, generous in size considering the gravitational heat radiating from the planetâs core. Penetrating scans have revealed huge subglacial seas, dark but very warm, residing beneath these ice sheets. In addition, organic multicellular life, some examples of which measuring over a meter in length have been robotically extracted from these hidden oceans. Ora is uninhabitable by contemporary galactic life, and it is unknown how the native subglacial creatures manage to survive the extreme conditions they evolved in.
Eta, in contrast, is a barren and lifeless desert. Even hotter than Ora at fifteen hundred degrees celcius, vast expanses of molten lava can be seen on the side opposite of the barycentre. Itâs equatorial ring is ravaged by storms, and would light up the sky on Ora if itâs inhabitants were capable of seeing it.
A tidally-locked desert world that still managed to hit a âsweet spotâ for carbon-based life. Geographical surveys have revealed that Balboaâs solar side was more than likely coated in large seas some eight million years ago, but climactic changes evaporated the oceans and the planetâs liquid water supply became part of the atmosphere. The old continents are now plateaus and mountain ranges, with the vast ranges of seabed transformed into endless grasslands.
Native fauna on Balboa seems to be exploding at a surprising rate, similar to the Cambrian period on earth. Local plant life is quite palatable to humans, and many species resemble forms of blue lichen on Terra Nova and Earth. The animal species have all evolved sonar, echo-location using a variety of sounds as their primary senses, rather than perceiving light. These creatures take advantage of the significantly lighter-than-earth gravity and thicker atmosphere to grow to enormous sizes. Most predators are jawless liquivores, and every discovered species thus far is hermaphroditic.
Surveyed 30 years ago by the Union and turned into a colony proper 12 years ago, the planet is home to a thriving human population. With minimal tourist value and substantial economic prospects, Balboa maintains a colonial and rural culture that thrives as a refuge from the pace and restrictions of Union-governed society.
Sarcosa was thought to be a natural hothouse terra until a shridite expedition discovered palatial ruins near the equator. The first ruin discovered is suspected to be a colossal throne room, situated on a hill overlooking a huge valley, thought to have once been a large river.
Now barren and rocky, there is evidence that the indigenous species triggered a runaway greenhouse effect almost two and a half million years ago, wiping themselves out along with lost other multicellular life on the planet. This is evidenced by the significant quantities of artificial chemicals like ethylene glycol and sodium thiopental in the planetâs soil and remaining water.
Extended study by microbiologists have identified trace colonies of bacterium in Sarcosaâs largest sea that have recently developed the rudimentary ability to metabolize the dangerous artificial elements spoiling the planet; If undisturbed, in a hundred million years Sarcosa may yield multicellular life again.
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The Yautaung are a cephalopod-like species originating from the planet Yau in the Minoan Wasteland. They maintain an embassy in the Confederation, but are generally uninvolved in galactic matters.
Appearance
Yautaung look very similar to the cephalopods of earth such as squid or octopi, their âbodyâ is comprised of thick tentacles fused together to form a torso and limbs, with the large head on top and running the length of the back being the converging point for these tentacles, and the housing structure for most of the internal organs. Two or more eyes sit on either side of the head, and the spider-like mouth is constantly hidden by 6-8 tentacles protruding around it. Yautaung have limited chromatophores which allow them to change colour, but only in spectrums most other species cannot see. Otherwise they may appear gray blue or purple. Their DNA is extremely diverse, and one Yautaung may not look anything like another, with small spines, extra tentacles, spots or patterns, and other such differences.
Biology
The Yautaung evolved from other mammal-cephalopods like beings that lived and dwelled in the shallow seas close to land on Yau. To escape the very large predators living in the deep oceans of their home, the Yautaung eventually evolved in order to thrive on land, and adopted the convergent, bipedal form that most sapient spacefaring species possess as well.
Yautaung are invertebrates, their entire bodies comprised of flexible boneless tentacles that they use to walk and manipulate objects. The head, which contains all of the major organs, is very large and extends along the âbackâ of the yautaung to form the dorsal organ cavity. Most of the primary organs lie in the dorsal cavity, which can be actively protected due to their positioning, but are vulnerable from behind. The âbodyâ which consists purely of fused tentacles, is anatomically referred to as the false torso. The muscles in the tentacles that make up the false torso need to be able to support the individual without bones, out of water, and in an upright bipedal position, and thus are incredibly dense. Despite their flexibility, a yautaung tentacle would feel as solid as wood to the touch, which is mirrored by their innate physical strength; most adult yautaung can crush a human femur to powder simply by squeezing it.
Because most of their bodies are muscle, the Yautaung require very powerful circulatory and respiratory systems. To breathe, a yautaung has hundreds of small spiracles lining the edge of the dorsal cavity where it meets the false torso. These spiracles contract and expand to force air/water in and out over a series of and thus possess five hearts. Four brachial hearts compliment the systemic heart - itself large in comparison to those of most other sentients â and are positioned in pairs along the lower and upper portions of the body, acting as boosters and therefore relieving significant stress off the systemic heart.
Yautaung eyes are each trinocular, seeing three different images separately, and six when combined. They also detect fourteen colour wavelengths. While it is difficult for Yautaung eyes to decipher colours that a human can see, they are the only eyes that can see the colours that their chromatophores can output. While to other species would simply see a yautaung as being grey, another yautaung might see another as any one of a number of alien and unknowable colours. On at least one occasion an individual has had their eyes surgically or cybernetically altered to be able to see these yautaung colours; however, as the brain cannot yet be altered in a way that would allow it to process these new colours, the subject would suffer dementia and at worst permanent psychosis.
DNA of a Yautaung is the most diverse of any recorded species, and results in Yautaung looking severely different from one another. Rarely will one encounter one whose tentacles fuse in the same direction as another. Secondary eyes, spines, webbing and a plethora of other features numbering so many that splitting the yautaung into subspecies would be effectively impossible. The most extreme variances could be the presence of an additional pair of arms, or a lack of individual legs in favour of a single column, that can grind across the ground using muscle contractions. The yautaung genome seems to be highly mutative, and even parents with similar features may not have a child that bears significant resemblance to them.
Yautaung reproduce via females generating unfertilized eggs after puberty. Once an egg is developed, a female lays itâs egg which is coated in powerful pheromones, which (prehistorically) drew a male to the egg. Eggs do not have a hard shell, and need to be laid in water. If the male is unimpressive, the female may turn him away and wait for another. The female may also choose not to lay an egg at all, causing it to be broken down inside and used for nutrients. If the male is suitable, the male swallows the egg through a special canal near the mouth, which brings it into a chamberin the upper chest where it is inseminated, the male will then carry it until it hatches. They usually mate for life and are very social, usually living in groups of several families. A Yautaung separated from its own kind will take to frequenting social abodes, similar to primitive shoaling.
Homeworld
Yau is a world 90% coated in shallow seas and deep ocean, orbiting an energetic white star, resulting in a permanent, but thin blanket of clouds. The only land masses are found in tropical archipelagos along the equator. Fossilized land-based fauna found on the bottom of the seas and a massive crater on the southern hemisphere suggests that this was not always the case and that Yau was once a topographically diverse world with many biospheres like Earth.
Science suggests that while Earth-like once, it was considerably colder and itâs poles were significantly larger, until it was struck by a cosmic body with such force that it was released from stable orbit, knocking it closer to its very active star. The chaos of this event wiped out any advanced life on the planet and warmed Yau enough to melt itâs poles completely, flooding all but the tallest mountain ranges. This occurred approximately five hundred million years ago. Life started over on Yau, evolving into massive creatures not limited by space like land-based animals.
Almost uniquely, Yauâs oceans apparently contain trace amounts of vehementium particles. While slight vehementum concentrations in seas and landmasses is not uncommon on worlds with confirmed progenitor ruins, Yau possesses no such remains, though the deepest areas of itâs seas are as of yet unmapped. Yauâs vehementum contamination is slight compared to the sheer volume of itâs oceans, so the presence of the radically contrary element does not appear to have altered the growth of the local fauna, at least not in any way that can be better justified by other zoologic foundations such as abyssal gigantism.
The Minoan wasteland in which Yau resides is in fact named after itâs evident lack of significant progenitor sites. Whether the area does not contain such relics or if they have simply not been discovered yet is subject to interpretation, but the sector receives little attention from the archeological community, as there are many other unexplored reaches of space with much more promising hints to their contents.
Culture and Government
As the first species the Yautaung encountered were the Ashiik, and considering their social demeanor, many Ashiik cultural traits have rubbed off into that of the Yautaung, particularly in fields where there was little before, like the military.
The yautaung government is officially referred to as the Courts of Yau. They follow the recommendations of Elders, each representing a different island on Yau. The Elders decide all proceedings in any given situation on Yau, and due to their conservative nature, their government is very stable. Any actions taken have been analyzed, discussed, and then analyzed again. This innate caution is reflected by their nature of keeping backups and records, a repository of which is kept in a grand library in the capital. The true downside to their governing methods is that if enough research is done, their methods and outcomes will become somewhat predictable.
Outside the courts, Yautaung live in tightly-knit groups each in control of their own island. While they generally mind their own business, they are almost always welcoming to outsiders. Yautaung are not seen particularly often outside their space or off their colonies. Many have difficulty with the prospect of living in areas where there may be very few or no other Yautaung.
While their economy is relatively small, being only about the general size of that of the Humans, it is far better developed. They do not rush developments and frequently make lengthy, century long development plans. Also, they only ever trade in finished goods, having colonies rich in the resources they need to support themselves. This makes any attempt to embargo their space a fruitless endeavor.
The Yautaung as a collective are extremely talented geneticists, having accomplished much even before being introduced into the galactic community. The genetic diversity shared by them and the animal life native to Yau allowed for experimentation and developments not possible for many other species. This aptitude has inevitably carried over to medicine, and Yautaung founded corporations are responsible for many of the galaxyâs most cutting edge medical tech. This applies to both sides of the moral spectrum, an infamous example of which is GenEx Industries, who created the potential for clones to inherit the memories of their hosts. Splicing together specific Yautaung genes allowed for their genetic memory trait to carry over. How GenEx developed this technology would most likely have been through extensive (and illegal) experiments, and there are no public records on the development of this cloning technology. In addition to the taboo nature of cloning, the process of introducing yautaung genes into any clone is an unstable one due to the radical diversity of their species, and will inevitably cause medical complications later in a cloneâs life. (Note that the cloning of sentients is not currently possible)
Religion
The polytheistic mainstream Yautaung religion is Zindro, which teaches the Yautaung that they have souls separate from their bodies. When death occurs, the soul leaves the body through the eyes, and it departs for Zeymah, the great underwater city; the body is not prepared in any special way, unless the eyes have been damaged and the soul cannot escape, in which case it is burned instead. Zeymah â the city of the dead â supposedly lies in the deepest, fathomless depths of the global ocean, and is extremely hard to get to as it is guarded by evil monsters. The religion contains at least thirty two deities including Bahlok, the god of land, time, communication, mercy, and funeral rites, Vaal god of destruction, change, revolution and ambition, and Maatim goddess of the sky, rain, love and sadness. It is also host to countless other minor beings such as Meibelmok the soul eater; a beast whose sphere is storms, the unknown, forbidden knowledge, secrets and fear.
While a great many Yautaung are religious, since encountering other space faring species many older ways have begin to die out as younger generations turn to other ways to interpret their place in the universe.
War Doctrine
The Yautaung as a body rarely if not never engage in active combat, and instead prefer to keep to diplomacy. This does not mean however that they are incapable warriors, as they have suffered assaults from organized crime groups, hoping to gain access to their medical technologies or considerable supply of unrefined resources. Â The Yautaung keep their own small military force, mostly comprised of atmospheric combat vessels âof which they have a considerable preference - and planetary troops. Their space fleets are quite small, and mostly rely on the neighbouring Ashiik for support in that field. The Ashiik will aid the Yautaung in any war they may find themselves in, and the Yautaung will do the same for the Ashiik. They have only ever produced one warship - the Tuanuk - that while the only ship of itâs class, is remarkably well armed. Itâs broadside cannons and main gun are all MHD-U and MHD-O beams respectively, and it probably is the most powerful individual ship of its kind to date.
The Yautaung method of organizing their military strongly resembles that of the Ashiik, units are organized not unlike tribal bands organized by locals. The more populous the area, the more well equipped and sizeable the unit will be. Their military is still not an irregular militia however, and again like the Ashiik, those who serve are full time professionals. There is no uniform standardized for troops either, as Yautaung biodiversity would make distribution of one similar suit a difficult undertaking.
Yautaung ground and space forces are generally very limited, relying heavily on the ashiik for support; where they excel however is in the atmosphere. They prefer airpower when dealing with threats, and maintain several flotillas capable of combat in any atmosphere, deployable from carriers in space. Their atmospheric forces are alone capable of defending their homeworld from most threats that get close enough, as the lack of solid land gives them a significant advantage.
Because of their reliance on allies for combat, most technologies used by the Yautaung are utilitarian in nature, and ships are usually designed for support roles next to larger, more front-line capable vessels. The most often used technologies in vessels include fusion thrusters and reactors, radar sensor, weak linear shielding, carbide composite armour plating and almost exclusive reliance on MHD beams for offense.
CuÄuhtori are an insect-like race known for their militaristic and disciplined culture. They control the second largest empire in the galaxy.
Appearance
        CuÄuhtori are insect-like in appearance, but have no true analogue to any Earth-based species. They typically stand approximately six feet tall with four opposable digits attached to paddle like palms. Their third pair of limbs is vestigial, and can be seen tightly pressed against the torso, almost always to be kept hidden. The most prominent and immediately distinguishable feature is the ânoseâ, taking the form of a cavernous pit, protected by sinews that dominate the face and cover the mouth which is hidden just below the chin, and crushes food like a stingrays. Their eyes are small, not frequently used in the low visibility of their home and instead rely on their sense of smell. Males have a large crest on the backs of their heads, while the crest of females is very small. Their skin â between the chitin exoskeleton â is leathery and tough, varying in shades from brown to green to obsidian black.
Biology
      CuÄuhtori biology leaves them with some unusual strengths. They are one of the few species in the known galaxy to have both an endo- and exo-skeleton, making them exceptionally resistant to physical trauma and with a wiry strength. With approximately 60% less water in their bodies compared to a human, their muscles are more densely packed together and their dry skin often deceptively appears withered and frail.
Xotnantocâs environment played a heavy part in the evolution of the CuÄuhtori; most of their features have been adapted in order to survive in a highly volcanic environment, an atmosphere choked with ash. A CuÄuhtoriâs respiratory system commands most of their face; an advanced system of filtration muscles and tunnels that cleans air as it is inhaled, preventing smoke and harmful particles like volcanic ash from entering the lungs. The mouth, practically invisible below the nasal canals on the underside of the skull, is relatively small. It is composed of four, circular facing crushing plates, surrounding a long and serrated tongue. Combined with highly corrosive stomach acid, their digestive system is well capable of breaking down and maximizing the scarce nutrient value of ingested shell and bone.
In exchange, without UUII translation software, the CuÄuhtori ability to engage in alien languages is exceptionally limited. Their own native tongues utilize a variety of clicks, pops and guttural growls that can be easily understood and translated, but which most contemporary sapients are incapable of replicating.
      While technically hexapods, the third set of limbs present on CuÄuhtori are dilapidated and vestigial, no longer capable of serving any biological purpose. This pair of limbs, present immediately below the primary arms have begun to fuse with the chitinous breastplate, and are traditionally kept hidden from others by clothing, displaying them by contrast is deemed to be exceptionally vulgar, the equivalent of sexual organs. They possess extremely powerful hind leg muscles, allowing them to jump great distances. On their homeworld this was used to cross lava flows and stay off the hot ground. The CuÄuhtoriâs insectoid appearance has earned them the sometimes derogatory nickname âfleasâ.
 Homeworld
      The CuÄuhtori evolved on the volcanic and unstable moon Xotnantoc orbiting a red star near the Horse Head Nebula. Xotnantocâs surface is one of the very few life supporting worlds that also possesses an extreme amount of volcanism. What parts of the planet that are not ruined by eruptions and lava flows are dominated by plains of cooled magma and tough scrubland.  Xotnantocâs volcanism is likely a holdover from itâs erratic orbit around itâs parent gas giant â once having been much closer and subject to extreme tidal forces and radiation. While Xotnantoc has since settled into a more stable orbit around Pocutahli and itâs inhospitability tamed, Pocutahliâs magnetic and gravitational pressures are still very much visible on the surface. Life on Xotnantoc is plentiful enough, but not particularly diverse, most of the larger life forms belonging to the same clade of creatures with both endo- and exo-skeletons that evolved fairly early on the planet, with the rest primarily relegated to microscopic sizes or at best a few centimeters.
 Culture and Government
      The CuÄuhtori government is a hierarchical meritocracy officially referred to as the Triumvirate. While their system has incredible potential for misuse, this is for the most part tempered by a sense of civic duty and personal responsibility that the CuÄuhtori are drilled on throughout their childhood.
Duty is paramount in CuÄuhtori culture, and their society is seen as a living entity, whose wellbeing is the responsibility of all. Each person is like a drop of blood in its veins, and they must do not what is best for themselves, but what is best for the nation. CuÄuhtori are reputed for their extraordinary sense of public service and strong inclination towards self-sacrifice. It is rare to find one who puts his needs ahead of the group. For the majority of their young life every CuÄuhtori serves a function in the triumvirate in one way or another, and while they are individuals with personal desires and needs, their instinct is to equate themselves with the group.
      The CuÄuhtori society and order is dominated by the âRule of threeâ, a philosophy that also serves as the Triumvirateâs mainstream religion. Under the rule of three, the main governing body of the Triumvirate is split into thirds, each serving as a foil for another, maintaining balance. Less literally, these three groups represent the body, mind and soul of the Triumvirate, and the CuÄuhtori people as a whole. All working-class citizens are categorized into one of these socioeconomic classes dependant on pre-selected profession: military personnel, including police forces are a part of the CÄuhtcitus, those involved in industrial, agricultural and mercantile occupations fall under the control of the CÄuhtfabri. Finally, the CÄuhtogae commands all who fall under more civilian pursuits.
At head of each of these classes is a CÄuht - the pillars upon which their path is held â an individual who oversees the operations of their socioeconomic class and coordinates with the CÄuht of the two other to form a complete whole. This is the Triumvirate which governs and divides all of CuÄuhtori society, representing the nation in all matters respective to their administrated path. Potential CÄuht are trained almost from birth in a rigorous, fifty year educational program to become what some describe as âbenign oligarchsâ or âPhilosopher kingsâ. The CÄuht convene on matters of national import when an issue requires the input of one or both of the Triumvirateâs socioeconomic corners, but try to remain within their circle of influence, otherwise maintaining a "hands-off" policy. Â A CÄuht exercising their power outside of their path is a scandal beyond measure.
Directly beneath the three CÄuht are SecÄuht, individuals who fulfill the role of leader for a select path within a colonization cluster for a total of three SecÄuht in each. SecÄuht oversee and manage duties much the same as the CÄuht, albeit on a regional scale, themselves managed by the CÄuht who govern on a national scale. The hierarchal tree below these continues extensively, but always by multiples of three. In this sense the triumvirate affects all of CuÄuhtori society more closely, or is at least more visible than another, contemporary government philosophy might be. The influence of the rule of three can be seen in most aspects of CuÄuhtori culture, even outside of government.
       The territories of the Triumvirate are split up into colonization clusters, which appear to support themselves rather independently. Truthfully though they are all interconnected and highly organized, and should be regarded as a singly body, separated only for ease of management.
      In addition to having arguably the most well-regulated and policed borders in the galaxy, the CuÄuhtori cultureâs contrastive government and overall segregate nature creates a permeable cultural barrier between them and any neighbouring states. Relations with the CuÄuhtori as a nation are almost invariably strained by their cultural differences, regardless of intent. The CuÄuhtori themselves are however fully aware of this, and have cultivated the galaxyâs perception of themselves to better serve their interests.
Understanding the CuÄuhtori pseudo-socialist lifestyle is most easily done by learning how each individual is raised. Every CuÄuhtori child undergoes mandatory disciplinary training and evaluation at the beginning of the year of their fifth birthday. At the same time they are analyzed by the Teohutos, who will ultimately decide every individualâs vocation and drill the young on the personal accountability of the CuÄuhtori that other species find so interesting. After eight years in this training and educational program, the Teohutos assign the teenagers to one of the three socioeconomic classes, where subordinates review them further and finally select an ultimate profession for each and every person. Many factors contribute to the assessment of the chosen position, including gender and performance in tests, none of which are written. Individuals remain in a training phase for the next four years, supervised by those who are experienced in the job they have been given, before they are allowed to work on their own. CuÄuhtori believe that the sexes are inherently better suited to certain tasks. For example, no matter how much aptitude a male shows toward management or governance of craftsmen, he will not be as adept as a female, so it would be inefficient to place him in such a role. There are exceptions made, but only in extremely rare cases.
The selection process for a CuÄuhtori life service is often misinterpreted as being a cold and miserable system, this is hardly the case. Special care is given to analyzing the personality and mental preferences of the subject before they are assigned a role, to make sure they are happy fulfilling that role and actually want to continue completing it. An unhappy or unsatisfied worker is less effective, so great care is taken to make sure that each being is comfortable in their job, as well as capable of excelling at it.
However, there is little to no room for advancement in CuÄuhtori society. Once a person was made a baker, they would remain a baker for the rest of their lives. If a positionâs occupant dies or could no longer fulfil their duties, they would not be replaced by someone of lower rank promoted to fill the role, but a new individual entirely would take up the role, one who had been assigned that role since their evaluation. Like before, there are rare exceptions, particularly in emergencies, and a suitable individual will be chosen by the Teohutosâ to temporarily take up the duties of whoever cannot currently complete them, until another CuÄuhtori becomes available who properly can.
Within the Triumvirate, no CuÄuhtori has his or her own âfamily unitâ. Officially, they do not marry, choose partners, or even know to whom they are related - a CuÄuhtori family and parent is the triumvirate itself. Children are raised together in classes by a member of a vocation called a Teohutos. Teohutosâ are in charge of raising all young, and control the selective breeding program in which individuals may be drafted â or may apply â to produce a child. They are also in charge of evaluating an infantâs capabilities and selecting the proper place for them in society. In this regard it is argued by some that the Teohutos are the real power behind the CuÄuhtori, but only in theory.
Their approach to refugees, foreigners and immigration is somewhat contrarian to the traditionally totalitarian nature of CuÄuhtori government. While some might be eager to label the CuÄuhtori as aggressive oppressors, these practices set them far apart from something so easy to stereotype. Immigrants made to leave their homes but who wish not to join into the Triumvirate system are classified as âforeign auxiliaryâ. They may be granted citizenship and possess full rights within the Triumvirate, but as beings not accustomed to CuÄuhtori way of life and whom have not been raised by it. As peoples who are more likely to become dissatisfied and unhappy with the restrictions placed upon them â and therefore less efficient and not ideal â people grouped as Foreign Auxiliaries are offered jobs in sectors that could always use more workers or are currently suffering a shortage, such as the trades or construction where workers may need to be cycled. They work and receive pay for a term, and when that term is up may apply for another or return to the auxiliary reserve, where they receive welfare. An immigrantâs life is otherwise indistinguishable from any other Triumvirate citizen, allowed to maintain a happy lifestyle and providing the state with a flexible backup supply of workers. The Triumvirate receives more refugee and immigration applications than any other sovereignty annually.
Foreign businesses likewise enjoy unrestricted access to the sale of wears throughout Triumvirate space. They are however, subject to thorough and frequent investigation. CuÄuhtori customs takes pride in its chokehold on goods coming into the Triumvirate, and corporate smuggling operations are more often discovered by Triumvirate agents and border patrols than anywhere else in the galaxy.
      Nex-Verhuac are CuÄuhtori who have abandoned and rejected what the triumvirate and CuÄuhtori way of life teaches. It is not entirely clear what motivates them to rebel, but one of the most likely reasons is that one is placed in an unsatisfactory or otherwise unappealing station. Those with ambition would come to hate their place in society, and thus the triumvirate, while others may just tire of a life of constant duty and discipline. Those that do leave the hierarchy are labeled Verhuac by other CuÄuhtori, and those who come to hate their old society so much they relish their outcast status and rebel and harass those still committed, are named Nex-Verhuac. While most of the CuÄuhtori encountered outside the triumvirate are Verhuac of some kind, it should not be assumed that they are, for implying such a status is an incredible insult.
 War Doctrine
The CuÄuhtori military is the largest and most capable in the galaxy. Although they lack the refined technology of the Ashiik, and the adaptability of the humans, the CuÄuhtori military has formidable discipline, strategy and training making their fleet the single largest portion of the Confederation Fleet, as a point to their fleet's service as galactic peacekeepers and position as the primary military arm of the Confederation.
While not easily brought to violence, when combat is inevitable, a war with the CuÄuhtori can prove nightmarish. Their militaryâs actions give the impression that they only understand the concept of total war. Small scale battles and skirmishes against CuÄuhtori forces are an extreme rarity. Standing military practice demands their military prowess to so completely devastate a foe that they ensure they will never be capable of threatening the Triumvirate ever again, effectively forcing them to become a colony of the triumvirate and assimilated into their system.
CuÄuhtori units are trained so that even if their entire line collapses, they fall back in order, and stay calm under fire. Command and control is decentralized and flexible, attempting to disrupt their command structure or communications has proven to end in disaster. Despite the size of the forces they can field, the triumvirate still makes extensive use of drones for light duties, seemingly out of intent to reserve their real manpower for large-scale operations.
It is a common myth that the CuÄuhtori are inflexible in both their personal lives and military tactics. In fact they are one of the most accomplished practitioners of combined arms: infantry rarely operate without armour support, and even rarer is to see triumvirate armour without the protection of overhead gunships. Strategically, they are methodical and patient, and dislike risky operations.
CuÄuhtori naval construction is immediately identifiable thanks to its âif it isnât broken, donât fix itâ style. Barring ships that are by their very nature experimental â navy workhorses employ tried and true technologies such as graviton reactor units, magpulse thrusters, sustained shield emitters and gravimetric sensors. Said ships well reflect their origin in the dispassionate CuÄuhtori culture, more concerned with the ends rather than the means. Every aspect of their design is precise and committed: symmetrical to a tee, and without any paint to hide their dark or bronzed alloys.
CuÄuhtori military vessels are designed to be as combat capable as possible, with little focus for anything else. Construction is centralized around a drive shaft with hull plating attached horizontally along itâs length using as little material as possible to minimize the shipâs weight and signature radius. The decks of the hull and decks of the central drive shaft may be often separated by several meters of empty space and support scaffolds for this purpose. Critical systems and command decks are compressed onto the defended central shaft, with crew compartments and modular weapon emplacements present exclusively on the large sections of hull plate. The end result of these construction methods render CuÄuhtori ships well protected, armed and shockingly manoeuvrable, with light frames and small signature radii that inhibit the ability to target them. These ships exclusively rely on heavy shielding for protection and particularly favor the use of kinetic missiles for offense and to a lesser extent, railguns; Fleets generally favour keeping targets at range, using complicated formations and auxiliary support to maintain that advantage.
 Religion
      The CuÄuhtori lack any analogues to mainstream religions â any records of possible past religious schisms or alternate systems of belief are either closely guarded secrets or nonexistent. It can be said that the true CuÄuhtori religion the Triumvirate system, though the lack of a priesthood prevents their society being classified as a theocracy. The general CuÄuhtori consensus on deification is that concept of invisible omnipotents is laughable.
Ever since their introduction into the Confederation, the Triumvirate has experienced and extreme population spike. The downtrodden of the galaxy, faced with few other options, may find the almost guaranteed financial and living stability of triumvirate citizenship very alluring.
Indeed, the assistance rendered to the struggling Bandore, and the recent reclamation war of the humans has seen tremendous numbers of each join the triumvirate. Earth-born humans struggling to adapt to galactic life after being forced into it, and likewise the Bandore, tired of the constant unrest in their space due to their proximity to the Protectorate, have both become significant percentages of the triumvirateâs population.
When signs of this first began to emerge in newsfeeds, it was feared that the strict and perceived inflexible nature of the CuÄuhtori would make life difficult for these immigrants. Contrarily, the triumvirate has been most accepting to the greater majority of them, the CÄuht of Xotnantoc stating, âThe CuÄuhtori do not waste resources, lives least of all.â When questioned on the matter.
History
           Notoriously secretive, detailed records of CuÄuhtori extended history before the advent of their current governmental structure are the sort of items that would appear on black markets for more than a fortune, the kind that no fence would dare touch as the CÄuht would spare no expense in reclaiming them and locking them away.
           As this is the case, supposed facts about the CuÄuhtori pre-triumvirate are dubious, both in legality and reliability. Therefore, any such unsubstantiated hearsay will be omitted from this write up, no matter how widely believed.
           The official story, while not overly detailed, is that before the emergence of the Triumvirate, the CuÄuhtori were dominated by at least a dozen different kingdoms, comprised of puppet states owing loyalty larger nations usually ruled by a dynastic monarchy. It is not specified exactly when or where the Triumvirate appeared in this setting, but within a century it had either conquered or annexed the entirety of Xotnantoc. It is hypothesized that either three or more of the dynastic kingdoms or families formed an alliance that transformed into the Triumvirate through the use of political dogma, or alternatively that the doctrines of the government were written by an individual that gained significant enough following to overpower the existing ruling castes â regardless of the circumstances by approximately 1300 BCE Xotnantoc was united under the Triumvirate, with the only populations of CuÄuhtori not a part of the system living on their two lightly populated offworld colonies: Vaalbara and Otomo, which had been colonized some three centuries earlier. They had discovered spacegate network in their home system some hundred-or-so more years before that, secrecy making an exact timeframe difficult to guess at.
           These two colonies themselves achieved independence a short while before the appearance of the Triumvirate and were entirely self sufficient, and during its rise to power sought to isolate themselves from the emerging belligerence among homeworld powers. As the Triumvirate grew from an emergent nation to global superpower through both diplomatic and military exercises of power, this would no longer be possible.
The Vanir were an enigmatic and cantankerous species that became extinct approximately 45 000 years ago.
Species 5146_ADAM: UNCATALOGUED
Kingdom â Animalia
Phylum - Chordata
Superclass â Nisenecta
Class â Superuacanea
Order â Atlasidae
Family â Ymiriae
Genus â Ullerus
Species â Vaniria
Vanir bow to no adversary. With the clamour of anvils and the thunder of guns, we rip each day from life's teeth. Our strength will shake the foundations of the world.
 Appearance
Weighing in at roughly one ton with armour, a Vanir would typically grow to stand approximately eight to ten feet tall with a proportionally large build and have mottled, pale green-grey or blue-grey skin, with rusty red and brown skin seen abnormally. The Vanir had flat, thick, layered-looking faces. Tentacle like appendages sprouted from their skulls and much of their body. Similar in texture as the rest of their skin, the tendrils may be darker coloured than the rest of the body. It was not uncommon to see Vanir with ritual scarring, tattoos or woad paint.
Biology
Natural-selection played an important part in the evolution of the Vanir. Exaggerated predatory features were prominent - including forward facing small but alert eyes equipped with tapeta lucida, causing them to appear to shine in the dark and allowing low-light visibility. During the day however a protective layer of film would cover the eyes to protect from snow blindness, making their eyes appear grey and foggy in well-lit areas, limiting their ability to see during the day. As dedicated carnivores, the teeth were pronounced and sharp, with several additional sets of canines to better allow the consumption of meat. The Vanir endoskeletal bones were composed heavily of carbon and donât seem to be affected by calcification, making the bones 5-6 times denser and 10-12 times heavier than human bones, and rendering them much darker in colour. Likewise, Vanir blood is black in colour due to very high iron and bile concentrations. Thick leathery skin insulated them from the cold, and multiple instances of major organs contribute to their above-average physical hardiness. For example, a Vanir has two hearts, four lungs, and two livers. The combination of prismatic muscle fibers and an exaggerated percentage of muscle tissue per kg of body weight made the Vanir exceptionally strong, even for creatures of their size.
The Vanirâs respiratory system was specifically adapted to warm air before it enters the body, with cold air being absorbed through spiracles on the nose. Normally hidden behind layers of muscle on the face, the spiracles appear pink and raw and can be revealed if the nasal muscles are flared, making the face appear striped with dark, exposed flesh. The fleshy growths colloquially called âdreadlocksâ are an evolutionary holdover that may have once served to aid the respiratory and circulatory system with temperature regulation, but serve no modern biological purpose.
Vanir reproductive organs are almost identical between the two sexes. Twin aedeagus-like organs are present at the base of the spine inside the body, above the cloaca. During copulation the male and female Vanir remain back-to-back, the aedeagi emerging and wrapping around each other, and the maleâs transfer spermatophores containing genetic material and nutrients to the femaleâs. This process is not pleasurable for either party, a trait adapted alongside back-to-back mating to allow reproduction to be completed quickly and safely. Female Vanir typically birth 2-3 pups at a time, after a gestation period of approximately nine years. They nurse by suckling, and females had four breasts. The âmilkâ was at least twice as nutrient rich as a humanâs, and was so fatty it had the consistency of toothpaste. This was necessary as a source of fuel for Vanir pups, which are already highly developed upon being born and need to grow at an excessive pace. They are able to walk and run only hours after birth, and after barely five months can feed themselves and are developmental equivalent of a human four year old. They continue to age rapidly for another six to eight years until their growth dramatically slows, remaining a late teenager until they reach sexual maturity at approximately one hundred and fifty years of age.
Vanir, like all other Nisenectae, had unique cellular makeup to combat the inbound solar radiation, which had interesting biological effects; like the hydra of Earth, Vanir had no post-mitotic cells in their bodies, and could maintain telomere lengths indefinitely. The fact that all cells continually divide allowed for toxins and radiation to be diluted and purged. Combined, these factors caused Vanir to not undergo senescence. Instead, a Vanirâs lifespan could be directly attributed to how much radiation he/she was exposed to during their life, and any Vanir living in a radiation rich environment (such as space) could expect to live for several centuries to over a thousand years. In an environment with little radiation exposure, a Vanirâs natural life may not be measurable, essentially making them biologically immortal. Unfortunately, cellular diseases like cancer or sickle cell had a significantly increased risk of developing over other sapient life forms at the time. Also, brain cells divided much more slowly, and mental degradation would set in for Vanir as they became older. Brain cell degradation effectively put a soft-cap on the Vanir lifetime, becoming noticeable around two thousand years of age, then rapidly accelerating and rendering a Vanirâs mind animalistic within the next hundred. Most, however, do not reach this age due to the rigors of their lifestyle.
Homeworld
The Vanir came from a planet called VanahrĂťk within the Tengriâs Cradle star cluster, an inaccessible region locked behind the Aldeigju gate and identifiable from afar by the nearby brown and gold nebula of the same name. Orbiting the star Jggdrotdil along with seven other worlds, the planet is cold; blanketed by jagged mountains, alpine and arctic tundra, and misty forests of huge, spidery, lichen-like vegetation. VanahrĂťk has a metal-poor core and thus generates a weak magnetic field letting in more solar radiation. While far away enough from the star that the planet is on average quite frigid, this means that background radiation on the planet is much higher than on garden worlds more attractive to colonization, and long-term exposure has forced the native fauna to evolve methods of countering the heightened background radiation.
A significant portion of the native wildlife exhibits predatory behaviour to compensate for scarce resources, and many grow to be larger than most space faring species. This deadly combination of temperature, radiation and overabundance of vicious fauna makes VanahrĂťk exceptionally difficult to explore with a significant degree of detail. Still, the Vanir not only managed to survive this unforgiving home, but thrived in it.
The Vanir packs shared the planet with several other species with varying levels of sapience related closely to their own: such as the Jotr (Gigantes Rimthurse, G. Collisi), Tror (Troglodytes Antruma, T. Siluastis), and Gobr (Cobalus Vetennes). VanahrĂťk possesses several large complexes of progenitor ruins, most of them now preserved underground or buried under kilometers of ice. With cavernous open expanses, these compounds seem to have once served as shipyards or dry docks.
Culture and Government
Contact with true Vanir culture occurred very rarely if not never, the only contact usually made being from raiding parties. No vessels have ever returned from the spacegate leading to Tengriâs Cradle. They were very well known as the most dangerous threat to beings for some distance beyond it. Even after their complete defeat, exploration of Tengriâs Cradle was never possible.
Living in exceptionally large starships, the nomadic Vanir Packs would travel for years searching for raw materials and wealth, usually obtained through raids and plundering. A wandering pack was entirely independent, the construction and harvesting capabilities of their ships allowing them to live almost completely self sufficient lives in space. While the packs would usually remain independent from one another, it was not unheard of for one or more to form a larger force in order to attack targets too well defended for a single one to manage. While large and populous in their own right, the majority of Vanir resided within the systems locked inside the Cradle aboard space stations or the hundreds of thousands of ships amassed within their sanctum. With Tengriâs Cradle locked away in the already isolated Fringe, these nomadic warriors were rarely encountered in heavily civilized areas until other cultures began to expand in their direction and sparked the Vanir Wars.
A semi-nomadic and tribal race since before their recorded history, The Vanir lived in tightly-knit packs, these packs may have once been small groups consisting of a few families, but by the space age the smallest consisted of hundreds of thousands of individuals. These packs together formed a greater, fission-fusion pack, called the âGurhrĂťkâ which translates roughly to âUniversalâ or âOneâ Pack. The governing structures of these packs were tribal and stratocratic, with the state and military being effectively the same entity, with little to no importance placed on birthplace or citizenship. These packs were mainly independent from each other, but historically would â if called upon â recognize a global commander named and titled Ărduarr. The ownership of such an important position was determined unceremoniously, largely being determined by popular support and positive leadership experience. The Ărduarr and itâs position would be challenged often, but individuals capable of obtaining the rank were few and far in between. The colloquial, all-encompassing term for rank-and-file Vanir themselves was Ulfsark, with those who have earned distinction being defined as Orlok, and were tasked with small scale leadership within a pack. Above them were the Uar, the smartest and strongest among a pack leading via consensus. Beyond those few, societal rank was unofficially determined by merit and experience.
The Vanirâs frequent incursions into sovereign space and raids on colonies were often misinterpreted as a method of quenching an innate sense of bloodlust. Truthfully, sources of building materials and rich mineral wealth were few and far between in the spaces the Vanir inhabited, so they needed to look elsewhere to fuel their needs, meaning Packs were primarily out to plunder worlds for resources and materials, to build and repair ships and feed themselves. This is not to say that Vanir raids were not violent or damaging however â those that defended themselves were statistically met with overwhelming force - though the Vanir were averse to leaving orphans, adopting them into their system of living, becoming part of the extended family of the pack. Beings taken in this fashion were usually referred to as tharks, though were considered Vanir in their own right and received the same equal respect as any other member of a pack. The longer a thark was part of the pack, the more Vanir-like their demeanor would become. Before the First Vanir War most tharks were taken while still very young, allowing them adapt and accept their new way of life smoothly and without complications.
After the wars began however, the number of tharks exploded to outnumber the Vanir themselves by millions, as entire colonies were indoctrinated into the Vanirâs growing horde. While those previously in poor positions were more accepting of this change because of the equality that tharks experience alongside biological Vanir, there was always an unavoidable degree of animosity towards the invaders. Efficiently, albeit cruelly, new tharks that refused to accept or defied their new situation were made to fight in the frontlines. The chaos of war alongside the hysteria of being treated as an irredeemable foe by their former allies forced the traumatic bonding of the tharks to the Vanir, the shell-shocked victims eventually breaking down and becoming supportive of their captors.
In direct opposition to their infamy as a ruthless enemy, Vanir cherished family and by extension their pack adamantly. The definition of offspring or parent is more determined by relationship than birth. This became more and more important as the Vanir wars grew longer, as the number of Vanir swelled with other species well outnumbering their own. The probable earliest example of other species being assimilated into the pack was with the vargr, an animal species native to VanahrĂťk. Bulky, bear-like and cunningly intelligent, vargr were also pack animals, and have been a part of Vanir society since long before it was being recorded. Importantly, the relationship between the two species is not akin to domestication â instead being symbiotic in the extreme, with both being intrinsically tied to each other after thousands of years of cooperation. Vanir and vargr young were raised communally by both members of the species, and even the Vanirâs most common languages could be rudimentarily understood by vargr, and to an extent even spoken as most dialects evolved around the inclusion of the species.
The Vanir held little to no distinction between female or male members of their society. With traditionally little resources to utilize â including lives - alongside a familial pack-mentality meant that Vanir shared between themselves more. When both sexes have to contribute in equal amounts for the social order to survive there tends to be less patriarchal or matriarchal dominance. This is especially true to the Vanir, for which this is such an extreme that they view each other almost androgynously. Most dialects even forego the presence of a true pronoun, instead being applied by context.
Similarly, civilian and military personnel are not mutually exclusive in Vanir society, and neither term should be used to describe them. All members of a pack were taught how to fight early in life, both through tutoring and naturally by living aboard raiding ships. Even traditionally non-combat personnel like engineering crews, cooks, teachers and doctors were capable of contributing to combat situations.
The Vanir were extremely talented shipbuilders. Their military technology was overdeveloped to the point that their economic technology was severely lacking, contributing to their need to steal their requirements from others. Progressively minded, it would be much more common to find Vanir scientists focusing the majority of their time researching exploration and starship technologies or weapon construction than more frivolous pursuits which could just be ransacked on a raid.
A unique aspect of the Vanirâs culture was their music; in that lyric was never a true proponent to a song. Instead, singers would improvise according to the melody of a song with shouts, grunts or other sounds, using the voice as another instrument to compliment a tune rather than be used a storytelling component. Multiple singers would result in a strange and boisterous chorus, completely uncoordinated with each other but still carried by a songâs melody to create a turbulent but recognizable flow.
Vanir that chose to take up living outside the hordes or in the cradle were rare, but were not considered deserters by the rest of their kind as there was no obligation to stay. Most of these Vanir find work as engineers or mercenaries of one kind or another, though rarely welcomed as productive members of society due to the infamy of the Packs, if they could get near it at all. After the first Vanir War, Vanir outside a Pack or the cradle became much more common, although still an unusual sight as the total population of true, biological Vanir never peaked beyond 2 billion, most of the technical Vanir number consisted of tharks.
 War Doctrine
With survival and raiding being concepts so closely intertwined in Vanir culture, the Vanir Packs fought like they lived. While large and strong, the Vanir were not particularly gifted of either compared to the other fauna of VanahrĂťk. Thus, the Vanir are uncharacteristically crafty for beings of their demeanor; traditional Vanir tactics favoured ambushes, flanking and traps whenever possible. When it wasnât, shock-and-awe warfare that exploited their advantages and powerful formations were a default, designed to destroy foes with single blows of overwhelming strength. Vanir Ulfsarks were not spit-and-polish by any means, but being well equipped and prepared for unpredictable dangerous combat situations was a norm, with extra ammunition, weapons and tools carried, and more to replace them.
On the ground, an Ulfsark was a match for a dozen regular soldiers. They were brutal and callous, but methodical enough to not allow formations to break. Vanir equipment was rugged, and while there was no standardized combat uniform, peripheral weapons were often incorporated into suits. The largest fission-powered combat exoskeletons often possessed shoulder-mounted mortars or grenade launchers, and single-use shotguns firing oversized flechettes mounted on forearms were common for use in emergencies. Like on their starships, Mass Drivers took the form of most firearms for troops, often miniaturized for tharks, while the Vanir could utilize larger permutations. The vast majority of the Vanirâs forces consisted of tharks, either used as auxiliary units to reinforce or support armor and shock troops, or more commonly as a vanguard force alongside other Vanir. These forces were almost never alone and even more often blessed with vehicular assistance. The Packs possessed an array of different gunships, skiffs, tanks and FAVs for ground support, almost always utilizing gravlifts for greater speed, manoeuvrability and terrain control.
While Vanir ground forces were effective enough to combat their most common foes in the Amswyyd Imperium and Tarban Second Empire, their greatest strength and truest advantage was their navy. Vanir technology had a haphazard design philosophy and many ships appeared ramshackle and crude. Yet, these asymmetrical ships were primarily focused on versatility, and depending on its outfitting, a Vanir ship could outperform any other of the same class in manoeuvrability, durability, or firepower, though not all of them at once. This unpredictability meant engaging a Vanir ship was a virtual guessing game as to how to combat it, and when fighting multiple enemies - as a pack would often force a foe to do â an opponent would become completely overwhelmed. While the bulk of the Vanirâs naval power came from their own ships, their forces put more effort than most in the capture of opposing hardware, and the refitting of captured civilian vessels into combat-capable craft. Engineers adept at salvaging could refit or repair captured vessels for a fraction of the cost of constructing one of their own, granting large buffer fleets of heterogeneous craft to compliment and add manoeuvring power to fleets of bulkier ships-of-the-line.
A key strategic element that contributed to the Vanirâs success in war was extensive use of technologies that allowed them to control the movement of battles much more directly than their opponents. These technologies took the form of interdiction fields and â uniquely to them â grappling torpedoes. Interdictive technology was by no means new, especially for the Vanir, having used both deployable and ship-mounted gravity well generators to create interdiction bubbles to trap and ambush passing ships. The use of these generators in pitched engagements however was long believed to be of questionable benefit as they ran the risk of preventing oneâs own retreat, especially when a spacegate blockade could also fulfill the role of trapping an enemy force in a single location. The Vanir bypassed these concerns though by learning to utilize interdiction bubbles more indirectly. By using support craft to deploy bubbles around and engagement zone during combat along trajectories that would likely be traveled by reinforcing ships the Vanir could significantly delay the arrival of anything on itâs way to provide support, being forced to navigate through or around an interdictive field at sublight speed before reaching their target â often allowing marauding Vanir hours of extra time to capture or destroy important enemy assets. Far more unique to them though were grappling torpedoes â a technology of their own design, colloquially known as harpoons. An otherwise simplistic missile system designed to lodge itself in a targetâs hull, grappling torpedoes were further connected to their launchers via a gravitational tethering beam, contained within an electromagnetic field and derived from the same technology that produced gravity wells for the purpose of interdiction. With a torpedo buried in the hull of a ship, it could be effectively pulled, dragged or even thrown around by the launching ship using itâs own mass. With enough inertia, the tether could even cause structural damage and kill crew with the extreme g forces. these weapons were most commonly used however to control the combat ranges and flight paths of enemy ships, and six of every ten Vanir ships the size of a cruiser or larger were equipped with one or more harpoons.
Most importantly, unlike the other extant races at the time â who made almost exclusive use of directed energy weapons -The Vanir by contrast made heavy use of projectile weapons, a factor that caught their opponents off guard on the onset of their wars. The powers that were had been developing and focusing on energy-based weapons for an exceptionally long time, and had long ago surpassing the level of effectiveness their ballistics technology could achieve. Likewise, when designing defensive technologies, it was largely assumed that an opponent would be attacking with similar weapons, and thus became specialized to counter directed-energy emissions. The Vanirâs projectile weaponry was more advanced than their foesâ, and often equipped with EMP slugs to punch through strong shields, making the Vanirâs arsenal devastatingly effective against the overspecialized technology of their enemies until they began to adapt. Multifaceted Mass Drivers were a mainstay on the majority of their ships, capable of fielding a variety of different ammunitions, often complimented by various ballistic missiles and torpedoes. As their wars progressed, Vanir technologies became focused on countering opponents reliant on energy projection and minimizing their own weaknesses to such tactics; fission reactors, expulsive plasma engines, tungsten carbide composite armour plating and LADAR sensors chief among these, becoming practically standardized in their ships later in the war.
Religion
Vanir religious beliefs were largely varied in their pre-history due to the fragmentation and separation of different packs, fueling the birth of wildly different myths and legends.
By the time the Vanir were first utilizing telescopes, The most widespread creation story was that of the Ălgkrom (Sky-King) Jmir, who is said to have come down to the land (Arldeim) from the night sky after being wounded in a battle, it was found by a she-vargr and nursed back to health. The Ălgkrom subsequently impregnated the vargr, which gave birth to the first Vanir. Jmirâs wounds were too great to allow it to return to the sky however and it stayed there for the remainder of itâs life, battling with mythic beasts and eating the greatest boulders. It also impregnated a Hraudr, which gave birth to the Jotr. When the Jotr terrorized the Vanir, the Vanir lashed out and killed the Ălgkrom. The giant corpse of Jmir decayed, and from itâs rot came the great maggots that grew into the small and ghoulish the Gobir, who retreated into the foulest depths below the mountains. Meanwhile, the huge stones Jmir ate broke apart in itâs gut, becoming the very first Tror, ponderous and slow, who hid in the deepest woods where nobody could find them.
Despite the veritable plethora of myths and legends each pack contributed to their society, this tale seems to have had the most impact. Seemingly influencing the willingness of the Vanir to accept anthropomorphic gods, the Vanir have avoided deifying their environment, instead treating it with a cautious suspicion. While this myth and many others are still known of by the Vanir thousands of years later, an innate mistrust of the supernatural and elements otherwise not fully understood has rendered the Vanir as an exceptionally superstitious people. These reservations are more likely intrinsically related to a heightened survival instinct rather than a religious stigma, as much of their innate superstition is directed towards their homeworld, a place which few Vanir resided once stellar operations became commonplace. The Ălgkrom myth however has managed to live on in that âJmirâ will be occasionally used as a cuss or as an analogue to âoh my godâ.
Rather than a more clear-cut dogma or code, the Vanir religious philosophy promotes personal excellence over that of another, and brings with it an almost intimate tie to their familial Pack unit. Far more common than the use of âJmirâ is reverential reference to the pack, spoken like it was an entity that all itâs members were a part of.
While respect for the pack is paramount to the Vanir philosophy, their other beliefs are more akin to ancestor worship. Vanir who lead a strong, productive and noble life are said to strengthen the pack when they die, those who act ignoble would weaken the pack and are therefore disgraced and rejected by it entirely. These beliefs took off mostly during and after the beginning of the Vanir industrial revolution, and exploded with the discovery of space travel.
Vanir packs did have analogues to shamans. More akin to a witch doctor in practice, Vanir shamans served as a preserver of a Packâs traditions, rites and culture. Everything the Vanir were at their core was what the shaman was supposed represent, a proverbial safeguard to prevent them from ever losing their way. Shamans were among the most respected members of a pack, the difficulty of becoming one being no small part of that reverence. In addition to learning under another shaman, one must survive alone in the wilderness for a full year, a task begun with no tools, weapons or clothes. Those who returned did so with a newfound primal instinct and cunning, a defining characteristic of Vanir shamans. During the First Vanir War, they acted as advisors to Ărduarr.
One of the few permanent structures the Vanir constructed on their homeworld were barrows, large, underground complexes of tunnels and burial chambers. Before the advent of industrial technology, each pack built and managed their own barrow for the disposal of the dead, and every member of the pack - once killed - would be placed in the same barrow. Above ground, Vanir barrows appeared humble in scale, usually little more than an entrance or pit constructed with gathered stone. Beneath the surface was a different story, stretching for kilometers deep beneath, with hundreds of chambers for housing corpses or traps for discouraging invaders.
The responsibility of maintaining the barrow usually fell upon a shaman, who may even stay behind to manage the barrow when the pack moves off to another area. The nomadic packs would traditionally not venture more than a weekâs distance from their associated barrow for ease of disposing of the dead. If a pack member died while away from it, the body would be transported back along with a sizable escort.
As more advanced technologies became available to the Vanir, the tradition of maintaining a barrow became more and more obscure until most were abandoned entirely. Incidentally the Vanir also became progressively more superstitious, and the old barrows began to be regarded as haunted. Filled with traps whose knowledge of was lost, the dead were usually burned as barrows were considered too dangerous to enter.
History
Details of Vanir history are sketchy at best, and it is unsure of when recorded history comes into place. It is known that up to a medieval level of technology they lived as segregated, semi-nomadic packs, wandering the woods and mountains of their home to survive. Packs would raid each other for plunder and access to resources.
Deep in Vanahrukâs ancient history, the various cultures of Vanir packs were not the only civilization of their kind to inhabit the planet. The Aenir, whether a separate subspecies, ethnicity or culture in itâs entirety, it cannot be said. The Aenir were the cultural antithesis to the wandering steppe packs of the Vanir. Aenir as a whole regarded their Vanir cousins with contempt, looking down on them as a race of paranoid savages. In addition, as the Jotr grew more intelligent, confident and therefore aggressive, their expansion deeper into the warmer areas where the Vanir originated threatened their smaller relativeâs survival as a species. Late in this period a Vanir named Vodn emerged; exiled from his own pack and a progressive thinker, he became a reluctant warlord and united many Packs under a promise to crush the Jotr and send them back to the wastelands. Normally unaccustomed to working together, the Vanir had engaged in on-and-off internecine warfare for ages. Vodnâs army had started with the Nokkors, the steppe-based pack that took him in after his exile, and renowned vargr-riders. Already a fearsome pack of infamous warriors, the dozen or so packs that would gather together to fight the Jotr would include the shipbuilding crab people, the blackfaces who were at the forefront of developing and weaponizing gunpowder, and the Mat Matnar berserkers of the forest. Combined, this force not only managed to repel Jotr living on the planetâs temperate band, but almost exterminated the population that had moved out of the frozen wastes. Those Jotr that survived were forced back to the frigid margins and inhospitable mountains. Here the Jotr would remain for thousands of years until the Vanir left the planet, their growing intelligence becoming stunted, what ability they had to craft stone tools degraded into the simple use of branches and logs. For the Vanir of Vodnâs great pack the world was now theirs and lost itâs old name, being given the moniker VanahrĂťk, the realm of the Vanir Packs.
The great packâs alliance did not end with the threat of the Jotr however. Recognizing the strength they possessed when working together, Vodn and his packs agreed that the Vanir needed and deserved greatness, and that segregation and war amongst themselves could never be allowed to bring their kind so close to destruction again. In the following decades, the great GurhrĂťk fission-fusion pack would advance to bring as many Vanir packs into their fold as they could. Thousands of packs were incorporated, and many destroyed as they success inspired others to work together and challenge them, but Vodnâs skill as a commander carried the GurhrĂťk further than all the others, Himself abandoning his birthname to become known as Ărduarr, the one master. The GurhrĂťk grew from a warband into an army, then a nation and finally a planet-wide authority. But there was still the Aenir, who harassed and terrorized the nomads before bastioning inside their great walled cities. Their arrogance would bring about their doom, as the GurhrĂťk in full came crashing against them. When winter came with cold unseen for centuries, the sea froze over, and the GurhrĂťk crossed over the pack ice into the islands homes of the Aenir shipbuilder clans where they were slaughtered and assimilated. Combining the engineering skill of the absorbed shipbuilders and their own growing mastery of gunpowder, the might of the GurhrĂťk came crashing down on the Aenir in the form of mighty machines of war; ironclad ships to blockade their ports and rifled guns to topple their walls. City by sacked city, the Aenir were all but annihilated, the surivivors absorbed into the horde like their islander cousins.With the power of his people behind him, Ărduarr commanded the excavation and clearing of the great progenitor shipyard in the mountains, itâs vast halls below the cliffs rid of monsters. Built like a fortress, this new city of Jalverk was named the capital of all Vanir, the first and largest permanent Vanir settlement on VanahrĂťk of all time. While the nomadic way of life for the Packs would go relatively unchanged, they now lived in an era of unprecedented peace between the most powerful packs on the planet and had access to a multicultural center of prosperity. Only outliers remained to resist the power of the GurhrĂťk. Even upon the death of the Ărduarr, the name became a title and the GurhrĂťk pack remained united and strong under generations of Ărduarr after the first, chosen from the greatest strategic minds and arms among them.
The industrial revolution of the Vanir followed not soon after. Already experienced with the use of gunpowder, the invention of the internal combustion engine and the construction of the first motorized vehicles allowed nomads to live much more easily. Production of metal skyrocketed to create massive mobile fortresses and homes carried across the tundra on gigantic treaded wheels. Massive technological advancement finally gave the Vanir an edge over the huge, aggressive fauna they were surrounded by. The leading cause of death among them was no longer being killed by predators, instead death by gunshot.
Vanir cities and towns never developed to a grand scale like many other cultures, as they remained wanderers up until their achieving of spaceflight. As their homesâ treads became gravlifts and weapons went from rifles to mass drivers, a hunger for new spaces forced the Vanir off their homeworld for the first time. As if the entire species felt the need to expand, and as their space habitation technology became more advanced, more and more packs made the jump into space until few GurhrĂťk packs were left on VanahrĂťk, instead living in some of the largest space stations ever constructed, which in turn built ships to carry the Vanir further and further away from their beginnings.
The Vanirâs avaricious exploration drove them to completely explore and colonize their home system in little more than a decade, and upon developing FLT technology and discovering the functions of spacegates established a presence in two more systems within the next hundred. Upon reaching the Aldeigju gate at the edge of Tengriâs Cradle, the Vanir perhaps had overextended their reach and put strain on the few resourcing operations they commanded, or perhaps became fearful of possible alien encounters and wished to maintain a strong defensive position; Regardless of the truth, the Vanirâs rapid expansion and occupation of Tengriâs Cradle did not extend to the systems outside of it. Instead, rapacious packs began to probe the space outside their designated home, seemingly at random in search of riches and natural resources.
First contact with the Vanir took the form of a skirmish between a Pack and a Tarban patrol fleet out of a staging area, responding to an increase in distress calls. While this was the first time an encounter with the Vanir was recorded, it is unlikely that it was simultaneously the first time that the Vanir had encountered someone else. Immediately upon detecting the Vanir, the Tarban were set upon before they could even send a transmission. Few Tarban vessels managed to escape the attack, with those that did managing to limp back to their staging area. When the Tarban commanders realized what had happened, every available ship was gathered to launch a counterattack against the unknown alien force. It was several days before the fleet found the Vanir pack, having obviously been in several more fights, and were instantly attacked by the much larger Tarban fleet. While the Pack in question managed to flee back through the Aldeigju gate, the Tarban fleet broke off pursuit and returned home, where the Emperor of the Tarbani Second Empire promised and end to the Vanir, and commissioned a force of twelve fleets to invade the Fringe and wipe them out. Upon deployment this fleet never returned and was never heard from again. The shame of this defeat forced the Tarban to pull focus away from the Vanir, an act that in turn allowed the Vanir to re-emerge and pillage almost uncontested across the outskirts of empire space.
The Vanirâs raids slowly escalated over many years, causing strain on colonization efforts in the null regions for powers that refused to acknowledge they existed. Meanwhile, for the stranded colonists and independent settlements, Vanir attacks became a constant part of life and omnipresent threat to travellers. The further away from the borders of civilization, the more real the danger became. Vanir raids brought the hardship of colony life to new extremes for all within their range, but none more so than perhaps the Aen CĂ. These CĂ - who had been living relatively peacefully in the Null Regions before the arrival of the Vanir â lived simplistically in small communities of other Aen CĂ spread all across these sectors of space, with the long-term goal of preserving their ancient culture, which they feared would become diluted especially so long after their own empire had disappeared, and surrounded by aliens.
To the Vanir, the Aen CĂ were easy targets, simplistic living making them poorly defended and rewarding thanks to stockpiled ancient CĂ relics, which could be traded for valuable materials. Aen Ci colonies became regular targets for raids, the Aen CĂ practically trapped in their settlements, unable to flee the null regions for risk of being hit even harder by the Vanir in space. As Vanir marauders became more bold, the Aen CĂ were forced to live under the constant threat of attack, that on any day their homes may burn and them be taken to become tharks like thousands of other CĂ.
The political situation of the major powers at the time could not have been more perfect for the Vanir. The Amswyyd Imperium and Tarban Second Empire that had tolerated each other for millennia were losing patience with each other, and the Andarimâs uneasy ceasefire with the latter was tested by their recent losses. The Provig meanwhile were attempting to capitalize on the uneasy situation. All were much too distracted with legitimately more immediate matters to afford dealing with the Vanir raiders that were marauding their own colonies beyond their borders. Ultimately, this turmoil would be the beginning of a series of long and terrible wars that end in tragedy for every party involved.
But as years of Vanir depredation turned into decades, and then centuries with little to stop them, the Packs had become practically unchallenged warlords of the null regions and beyond. Perhaps the Vanir learned of the unrest plaguing the galaxy beyond them, or maybe the Ărduarr had been gifted with visions of conquest, we may never know. After decades of stockpiling ships, weapons and other assets, the Vanir Packs surged forth from the Fringe, hundreds of thousands of ships in an invasion force to dwarf their taking of Tengriâs Cradle. Before long the Packs attacked and occupied the inhabited systems nearest them, assimilating the populations of entire worlds into tharks. The hundreds of Aen CĂ cities disappeared practically overnight, the first to be hit by the Vanir incursion.
Almost before the rest of the galaxy had heard of this, massive Vanir Packs were pushing into the core regions, striking first into Second Empire in Ethereal Ring. The defenders there were barely a match for the sheer number of Vanir ships, let alone their individual combat capability. Most of the fleets capable of properly defending against such an incursion were at the time patrolling the borders of demilitarized zones between the Second Empire and the Imperium and Provig, much too far to be able to respond in time. The Second Empire was not the only nation struck, Vanir Packs pressing against the Imperium in Lemuria and sacking Cor Ansum before they were properly defended against. This first rush was called the First Vanir War, but it was mostly a one-sided bloodbath, with the Vanir advancing far into Amswydd and Tarban within the decade.
The end of the First Vanir War was not so much an end but a lull in pace, the great Vanir hordes had surged forth like a hurricane through the Null regions and were allowed to rampage and cause extreme infrastructural damage throughout the Turan and Etheria Ring, and managed to gain a foothold in the edges of the Silent Expanse before their forces began to be spread too thinly and were properly defended against by a coalition force of Amswydd and Tarban, economically and militarily supported by the Provig in the Great Cascade.  It was a dark time for the galaxy, with many nations being forced to unite against the common enemy. Counter offensives went poorly while defensive efforts met with relative success and slowed the Vanir advance to a complete standstill.
For centuries a war of attrition waged along the borders of now controlled Vanir space before the Second Vanir War began. The Vanir had established resourcing operations in Marathon and Savannah, and using wartime assets from plundered worlds and with millions of new tharks the Vanir had bolstered their numbers to staggering degrees. Seemingly without warning, the lines that had held for generations were swiftly broken and the madness began all over again. Before long the Imperuim was pushed out of itâs capital system, and Annwyn was sacked. The Tarban Second Empire had all but fallen, almost the entirety of their holdings destroyed or occupied, their remaining government and military fled their homelands to establish the Tarban Remnant Nation. The Andarim disappeared so quickly after that that it was barely noticed. Soon even the distant Provig would come under fire.
With no visible alternative, the Amswydd Imperium commissioned a project to end the war permanently. While it took some time, time during which the Imperiumâs existence became critically threatened, this project bore fruit, a generic virus that exclusively targeted the Vanir, sterilizing them as a species that would cause all births to result in stillborn children. Despite the threat the Vanir posed, the Imperium was not convinced it would be able to end the war and held off deployment of the virus. Â The Tarban however, jumped at the chance to eradicate their most hated enemy. The Tarban Remnant Nation stole the sterility plague from Imperium labs and worked posthaste to spread it among the Vanir. Already low birth rates meant that it took the Packs some time to realize what was happening, and by the time they did it was already far too late. The plague had spread among the packs and by then permanently altered their genetic code, effectively dooming the species to a slow extinction. The Amswyyd publicly condemned the release of the plague, meanwhile the Tarban were overjoyed at what they believed to be a success that would end the war.
The Vanir race had effectively been killed. Soon there would be no biological Vanir left to continue their invasion. The GurhrĂťk, for the first time in thousands of years, fell apart as the Vanir lost sight of their goal. Ărduarr was no longer an authority over the packs as they began to break apart. Many biological Vanir retreated beyond known space or back into the Fringe, where they likely died off.
However, despite the fact that the Vanir as a species was doomed and their massive campaign effectively lost without a center of command, the invasions were only slowed, not stopped. The indoctrinated tharks of a hundred conquered worlds, now effectively Vanir in their own right, were unaffected by the plague and already outnumbered biological Vanir by billions. What the Amswyyd had foreseen in their refusal to utilize the plague was now coming to pass. The crippled empires of the time came under attack from the great armies of tharks that had joined the Vanir, enraged at the loss of their masters and brothers. These tharks however would never manage to repair the damage done to the Vanir command structure, and were unorganized and erratic. While the war was effectively over, roving packs of vengeful tharks would plague the galaxy for centuries to come. These packs were not bereft of biological Vanir either, but as they became more rare, thark-led packs became more and more common, and Vanir were more often utilized as shock-troopers, built like tanks. As time passed and the Vanir disappeared completely, the tharkâs ties to their old culture vanished as well. They stopped travelling to Tengriâs Cradle, and eventually any trace of Vanir traditions were disintegrated and evolved into an entirely new society.
Currently, like the ancient Earth city of Troy, they are only vaguely known of through second-hand sources, their nomadic nature and adaptability directly responsible for this. Because they never established permanent settlements outside the cradle, and how they assimilated tharks as they raided, they left next to no enduring signs of their existence. Scattered references of the Vanir have been recovered at archeological digs across the galaxy, but they number few. The greatest hint of their existence is the accounts of the ages in the Ancestral Library on Belisartha, but with it incomplete and damaged, the Vanir are not even known by name, just as an opposing force behind a series of wars that violently affected galactic society at the time and the first among - and possible catalyst of - a series of cataclysmic events of the largest and long lived empires in history to dust.
Despite the disappearance of the Vanir, Tengriâs Cradle remains inaccessible. While many ships over millennia have tried to pass through the Aldeigju gate and enter the Cradle, none have ever returned. The Aldeigju gate today is surrounded by warning buoys and hazard beacons, advising travelers to stay well away.
Theories abound as to why this is the case, some predict that the recipient gate was sabotaged or tampered with, and some others believe that there is a black hole close to the recipient gate in Aldeigju. Yet more (mostly the impoverished inhabitants of New Makkah) believe that there is an unimaginable paradise on the other side, and those that pass through simply do not wish to return.
On occasion expeditions are organized to plot routes to the cradle using conventional ftl drives. These expeditions have never made it past the planning stages however, as the distance and danger is considerable. It could take several decades to get there, and the journey would pass through many unexplored systems. Until access to Tengriâs Cradle is made possible, the secrets of the Vanir and their presence in history will remain hidden.
Jggdrotdil
0.904 solar masses
KV-Class main sequence
Surface Temp: 5,100K
 MaspÝl
Orbital distance: 0.41 AU
Orbital Period 0.7 Earth Years
Keplerian Ratio: 0.84
Radius: 72,513 km
Day Length: 19.2 Earth Hours
Surface Temp: 1,300 C
MaspĂťl is close orbiting brown dwarf of approximately 36 Jupiter-masses. It is young enough that some nuclear fusion still occurs within its depths. It is luminous and radiates more heat than it receives from the star, Yggdrautdil, with an atmospheric temperature in excess of 1,800 degrees Kelvin (1,500 degrees Celsius).
 Alfgarmag
Orbital Distance: 0.774 AU
Orbital Period: 2.1 Earth Years
Keplerian Ratio: 1.056
Radius: 6,172 km
Day Length: 53.5 Earth Hours
Surface Temp: 510.1882 C
Surface Gravity: 1.0 g
Mass: 0.929
Alfgarmag has a pressure-cooker atmosphere composed of carbon dioxide and ethane. Its scorching hot surface is mainly composed of sulfur with deposits of gold. Surface gravity is however comfortable at 1.0 standard g's.
 VanahrÝk
Orbital Distance: 1.49 AU
Orbital Period: 3.84 Earth Years
Keplerian Ratio: 0.534
Radius: 8,893 km
Day Length: 31.4 Earth Hours
Surface Temp: -6.0291 C
Surface Gravity: 1.24 g
Mass: 2.228 Earth Masses
Hundreds of ancient satellites perpetually circle Vanahruk in low orbit, log ago bereft of power. Hundreds more stations, shipyards and structures of enormous proportion choke the planetâs gravity well. An abnormally large progenitor ruin is presen deep within a mountain range near the equator and appears to have been some form of ancient shipyard. The landscape itself resembles the Pleistocene of Earth with cold dry steppe, mountains, and forests of lichen-like vegetation.
 Ăs
Orbital Distance: 1.89 AU
Orbital Period: 6.331 Earth years
Keplerian Ratio: 0.7
Radius: 14,502 km
Day Length: 67.7 Earth Hours
Surface Temp: 65.4 C (Day) Â -72.581 C (Night)
Surface Gravity: 2.5465 g
Mass: 8.3146 Earth Masses
Ăs is a Post-Garden world that appears to have once enjoyed an uncannily earth-like oxygen-nitrogen atmosphere. Exactly what happened to Ăs is a mystery, but some form of global extinction wiped out all native life more advanced than zooplankton. During the day the oceans begin to boil, then snap freeze overnight. Violent storm cells blanket the planet, becoming apocalyptic wherever the sun is rising or setting due to the massive temperature differential. Thick rings of minerals orbit the planet, comparatively large, the remnants of a shattered moon.
 Jothraug
Orbital Distance: 3.881 AU
Orbital Period: 11.482 Earth Years
Keplerian Ratio: 0.4
Radius: 16,322 km
Day Length: 17.4 Earth Hours
Surface Temp: 67 C
Surface Gravity: 2.1 g
Mass:9.55 Earth Masses
Copper and aluminum deposits dominate the surface of the planet. Ancient mining sites and equipment belonging to the systemâs previous inhabitants dot the surface, albeit damaged and non-functional. Meteors impact Jothraug regularly, bringing even more riches to the planetâs surface.
SvarjaldĂťr
Orbital Distance: 5.329 AU
Orbital Period: 23.6 Earth years
Keplerian Ratio: 0.7
Radius: 5,304 km
Day Length: 8.7 Earth Hours
Surface Temp: -177 C
Surface Gravity: 0.89 g
Mass: 0.989 Earth Masses
SvarjaldĂťr has a thin atmosphere composed of neon and chlorine. Its frozen surface is mainly composed of silica with deposits of copper. During the long, cold night, the chlorine in the atmosphere falls to the ground in the form of frost. The terrain is extremely rough â a patchwork of craggy, overlapping craters dating back to the formation of the solar system.
Hol
Orbital Distance: 6.831 AU
Orbital Period: 76.6 Earth years
Keplerian Ratio: 0.5
Radius: 6,648 km
Day Length: 41.7 Earth Hours
Surface Temp: -227 C
Surface Gravity: 0.5 g
Mass: 0.612 Earth Masses
Beneath itâs surface of rock and thick nitrogen glaciers, Hol contains small, isolated seas of either liquid or frozen water. They are likely inhospitable for life however, as the surrounding subsurface rock is rich with deposits of Polonium, leaving the water hellishly irradiated and toxic.
 Nifnutag
Orbital Distance: 9.58 AU
Orbital Period: 175.3 Earth years
Keplerian Ratio: 0.9
Radius: 59,670 km
Day Length: 370 Earth Days
Surface Temp: -340 C
Mass: 96 Earth Masses
Nifnutagâs inviting icy white and blue colour disguises the lethality of its 2,800 kmph wind speeds, which batter anything that penetrates itâs atmosphere into oblivion. Itâs deposits of helium 3, hydrogen and other valuable gasses goes unexploited because of the extreme cost and danger in retrieving them.
The ashiik are often considered the most powerful and respected sentient species in the known galaxy. Partially due to that they are the second oldest extant species, as well as the founders of the Confederation.
Kingdom â Animalia
Phylum - Chordata
Superclass â Arconflatae
Class â Dentapellia
Order â Ostiunctia
Family â Branchialae
Genus â Iunctii
Species - Ashiik
Appearance
The quickest way to describe an ashiik is to bring to mind an upright standing raptor. They typically stand between five to seven feet tall, and are proportionally thin. Their skin is coated in a thin layer of placoid scales the colour of which varies greatly with various shades of yellow, red and green being the most common, though blues and violets are not unheard of. Their hands have only two digits and a thumb, and again only two on their feet. Each also has plumes of feather-like appendages on the tips of their long tails, forearms and crowning their heads. The tails are long and flexible, but not prehensile. Males have long snouts while females have wider and blunter snouts. Their teeth are pointed, adept at eating meat but they can digest the varieties of fruit in their environment with ease. The jaws themselves function similarly to those of fish from Earth, which can extend forward with explosive speed to catch prey. A red slit runs down their necks, which can be opened willfully or reflexively in response to surprise or fear into a hood. The skin underneath appears blood red, and is also exposed along the length of the belly, the inner thigh, and underarm. A crest juts out of the centre of the chest, and is significantly larger on females.
Biology
      The closest analogue to Earth based life would be for the ashiik would be lobe-finned fish with some mammalian properties. Ashiik are cold blooded, meaning that they will generally stay away from cooler environments, and ashiik homes are usually stifling for other species. Their skeletons possess well over a hundred more bones in their bodies â that are also on average smaller and lighter â than that of a human, with significantly more cartilaginous material interconnecting them as well. The reduced size and weight of the bones makes them outwardly appear to be more easily broken, but higher quantities of carbon in them mean that, pound for pound, they are approximately as durable as a humanâs bones. Interestingly the sternum and kneecaps are very pronounced, protruding outward from the body and forming bony crests.
      Ashiik are haplo-diploid egg layers; meaning unfertilized eggs will become males while fertilized ones become females. About every eight years, a female lays a clutch of about a dozen eggs. Eggs have a tough, leathery exterior instead of a shell, allowing for easier fertilization but not overexposing it to the elements. The cultural attitude of their society prevents all but a small number of eggs from being fertilized, resulting in about 80% of living ashiik to be female.
      Ashiik have two sets of eyes, the second set being very small and located just behind the larger pair, near the tear ducts. The larger sees in the spectrum most sapients see in, while the secondary can see in thermal, used for hunting at night when the desert and rainforest would get significantly colder. Both pairs have thin membranes in place of eyelids.
Ashiik mouths are formed in a series of loosely connected bones, creating a linkage mechanism to allow for effective protrusion feeding. Like that of a fish, an ashiik jaw can extend several centimetres out. This is an evolutionary holdover from their ancestral predecessors that would usually dwell in the trees low to the ground around the mangroves on Memkar, using their powerful, extending jaws to snatch up prey from the water.
      Ashiik are coated in placoid scales, while prominent scute clusters grow in areas exposed to frequent friction, such as the knees, elbows, feet and hands. Interestingly these scale and scute assemblages are not incredibly well developed, and while they function well as pretection from the elements, they fail to serve as efficient heat-exchangers. As a result modern ashiik have evolved large patches of slick, unscaled flesh exposed on various parts of the body like the neck, inner thigh, and chest. The red flesh looks ribbed to the eye, like it consists of layered strips lined on top of one another, and that assessment is not entirely inaccurate â these areas are used as a method of quick heat regulation, taking the place of sweat glands, allowing for heat to quickly exit the body if the ashiik becomes too warm.
      Despite being cold blooded, ashiik do not experience noticeable metabolic lethargy when at rest, and can maintain swiftness of motion even when in a cold environment; primarily thanks to their respiratory system. Ashiik have a single, almost rigid lung deeply entrenched in the ribcage, accompanied by eight air sacs that allow a unidirectional flow of air through the lung, which keeps the volume of air in the lung at a near constant level, and greatly increasing respiratory and by proxy pulmonary efficiency, permitting high metabolic rates not characteristic of the ashiik body type. In addition, ashiik are natural circular breathers, with separate nasal cavities designed to individually allow the simultaneous input and output of air.
      The feather like appendages that form brilliantly colourful plumage on the forearms, tails and dorsal region of ashiik are specialized dermal denticles in which the pulpy coreâs cartilaginous proteins have extended through the hard enamel and stiffened into a strand or quill, branching into soft, thin barbs and barbules. These structures - while greatly resembling protofeathers - are unsuitable for flight but come in an incredible variety of colours, and likely originally formed as display to increase reproductive success. .
  Homeworld
The ashiik homeworld Memkar is a planet located deep inside the Xerxes nebula with two moons of itâs own. Memkar is dominated by vast, wind blasted dunes and desert along the equatorial region, but has several small, shallow seas each surrounded by thick, lush rainforest peppering the polar and sub-polar regions. The dunes in some regions of the great banded desert house their own vegetation as well, being huge enough to provide protection from the intense sun. The relationship is harsh though, as the wind pummels the dune forward, it swallows up the shrubbery that grows in itâs shadow, forcing growth away from the dune, as such Memkar is peppered with fast growing, perpetually moving oasisâ of life. The oases only move at about the same rate as a continent does. It is in these jungles that most of the life survives, and it is where the ashiik also found their beginnings.
Culture and Government
      The ashiik governmental structure, known as the ashiik matriarchies, is relatively broad; the ashiik came late to the notion of world government. For centuries, their homeworld was dotted with loose confederacies of great cities. The closest Earth equivalent would be the ancient Mediterranean city-states. Since the ashiik culture values consensus and accommodation, there was little impetus to form larger principalities. Rather than hoard resources, the ashiik bartered freely. Rather than attack one another over differing philosophies, they sought to understand one another. Only in the information age did the city-states grow close.
The ashiik equivalents to nations and clans are âElohimâ. Elohim are effectively large groups of families tied together based on shared ideals and bloodlines. These Elohim can range in size from a nuclear family to hundreds of thousands of members, and can vary from loose family association to strong connections with leaders in the Sharakiid.
An Elohim-Ra is the ruling family of an Elohim, the term also applies to the head of that family, always a matriarchal female. An Elohim-Ra holds the power of an Elohim, and in ancient times made all the decisions regarding the clan as a whole and itâs relations with other Elohim. The Elohim-Ra also serves as a spokesperson for the clan and represents their Elohim in the Sharakiid, the council of Elohim-Ra of other clans that govern the matriarchies. When the Elohim-Ra dies, her eldest daughter takes the place. Historically ashiik only lived within the rainforests, but in the modern age they have many cities and towns coating the world, most of them near a body of water.
Elohim are not static, and changing ties or relations is not considered a matter of grave consequence. Male ashiik will rarely remain with or even associate themselves with their birth Elohim, instead usually living as vagabonds or making their own social ties.
The matriarchies themselves are traditionally represented by the Sharakiid, the central governing power of all the ashiik. The Sharakiid is a council of the leading Elohim-Ra of the different ashiik clans, and make choices for the entire race as a whole. The Sharakiid has changed very little over the vast amount of time that the ashiik have been active in the galactic community, but it has been destroyed and reformed three times in their recorded (and once in their unrecorded) history.
The ashiik owe their cultural dominance in the galaxy to the fact that they revolutionized the design of ftl drives several thousand years ago, allowing for much faster and efficient travel. When they made contact with the shridites two hundred years later, they agreed to form the Confederation. This also marked the beginning of the Confederation standard calendar (FS), the year 0 FS. They rapidly expanded borders outward from Acropolis, and incorporated several new races into the fold, including the cuauhtori, makuriun, xafarish, yautaung, bandore and most recently, humans.
      Ashiik put extremely high value into appearance and social caste. Violating oneâs place is severely frowned upon, and insulting the worth of a social better is a serious insult. Body language is also of heavy import; for example, tilting the head to the left is a sign of respect and admiration, while when an ashiik tilts her head to the right it is a sign that they are (or consider themselves to be) superior to the one they are focusing on. Therefore, this can be considered an insult.
      An Ashiik will traditionally have three names, the first is their given name, the second their family name, and the third their clan name. Males are not given clan names however, as much of the time adults do not reside with the rest of the clan. Instead, males would either roam the deserts alone, or guard the isolated hatcheries in which the ashiik ceremonially kept their eggs.
During the mating season, the females of a clan who were about to give birth would travel to their clanâs hatchery, usually a cave or den hidden amongst the chaparral or desert to lay their eggs. Male Ashiik would historically only reside at the hatchery in their own camps, and when the females came, there would be great festivities and contests to see who would be allowed to fertilize the few eggs that were decided to be male. When it is all over and the females return to their cities, the males remained to guard the clutches, and when they were born, they would deliver the young to the safety of the female cities then return to the wastes. It is scientifically believed that this gender segregation among the ashiik originally occurred because the males would always be the ones guarding the eggs â far away from the rest of the clan, and eventually stopped bothering to return to the clan afterward.
These hatchery camps still exist to some extent today, though their population has diversified. While most hatcheries are only kept as ceremonial, many males on Memkar still chose to reside there, and the camps have become home to many others, mostly the homeless and unemployed who cannot find a place in the cities.
War Doctrine
The ashiik military is not as organized as one would think considering their highly civilised culture, resembling more a collection of bands from different Elohim with no national structure. Each unit is organized as the clan sees fit, and will vary in size and power depending on the population and wealth of the Elohim that created it. While somewhat ragtag, it is anything but an irregular militia.
The primary difference between the ashiik military and the majority of others is not their equipment or doctrine, but their intelligence services and rules of engagement. They believe that a war should be won before it begins. The unquestionable superiority of their intelligence services allows them to use their relatively moderately sized military to its maximum effectiveness. Well before fighting even breaks out, the ashiik will possess complete knowledge on enemy positions, intentions, and timetable.
In every war they have ever fought, the ashiik have struck first and without warning. For the ashiik, to know an enemy plans to attack and let it happen is folly; to announce their own plans to attack is insanity. They find the human moral concepts of 'do not fire until fired upon' and 'declare a war before prosecuting it' incredibly naive. In defensive wars, they execute devastating pre-emptive strikes hours before the enemy's own attacks. On the offense, they have never issued an official declaration of war before attacking.
Soldiers will generally fight alone or in pairs. One-on-one, an ashiik commando is practically unbeatable, possessing a hunterâs eye and a dancerâs grace and alacrity. While fluid and mobile, ashiik can't stand up in a firestorm the way a cuauhtori, bandore, or human could. Since their units are small and typically lack heavy armor and support weapons, they are almost incapable of fighting a conventional war, particularly one of a defensive nature. So ashiik units typically undertake special operations missions. Like an army of ninja, they are adept at ambush, infiltration, and assassination, demoralizing and defeating their enemies through intense, focused guerrilla strikes.
While capable of defending themselves from many threats, they know that their military is not sizeable enough and is too overspecialized to effectively fight a conventional war. As a point, they have cultivated strong relationships with more militaristic powers, particularly the cuauhtori when they invited them to join their Confederation. Although their alliance was rocky at first due to the strict nature of cuauhtori culture, ashiik diplomacy is an effective thing, and they have developed their relationship to be strong enough that anyone who threatens them now risks cuauhtori intervention.
Ashiik are one of the very few extant species that primarily use directed energy weapons to arm both solders and starships. The main armament of most vessels includes tachyon laser batteries, focused to ultraviolet frequencies, and particle blasters, which fire bolts of magnetically contained subatomic particles. Their defenses were designed to reflect attacks similar to the ones they use, as such, the crystalline carbonide armoured hulls of ashiik ships are often very reflective. When located within or nearby a colourful nebula or gas cloud the vessel will likely mirror the colours rather well, and thus many consider ashiik ships to be some of the most beautiful craft in space. They also use magnetometric sensors, ion thrusters, pulse shield emitters, and antimatter reactor cores to power their immense fuel needs.
Religion
      The ashiik today are relatively open minded to religion, and thus many different forms were practiced even before their rise to space. After which, interest in religion waned somewhat, but did not disappear entirely. In itâs glory days, ashiik religion was as diverse as their political opinion, but the strongest survivor from those days is the monotheistic worship of the goddess Inut, who represents the universal consciousness that all living things encompass.
      Religion however was the source of the first and only major conflict in Memkarâs history before the attempted subjugation of the ashiik by the Huuk. The 400 year long conflict, known as the dogma wars, were primarily instigated by two of the three major spiritual clans, the Daiam and Hrabal Elohim, and engulfed the entire planet and almost brought ashiik civilization to ruin before it truly began.
      In light of this, it is easy to see why that for some time afterward, spiritual beliefs were accepted but regarded somewhat suspiciously. It took a thousand years for the fallout of the dogma wars to ebb away before faith was reborn to the ancient ashiik, with hundreds of new belief systems being born in a new cultural renaissance.
      It is during this period that the worship of Inut is believed to have begun. First appearing along the eastern coast of the southern sea, the pantheistic faith practices that every life is part of a greater whole, and death is oneâs spiritual energy returning to the universal consciousness, a feminine form revered as Inut, translated literally as âAllâ. Temples used for the worship of Inut exist in many ashiik settlements where devotees go to express their faith. One of the most iconic symbols of Inut is a rock salt orb, usually about the size of a manâs head called a Suurak Haa. Present in every temple and many believerâs homes, a Suurak Haa allows worshipers to express thanks to the consciousness by licking a finger and setting it on the orb. As more followers practice this, the orb shrinks â a symbolic representation of life energy returning to the universal mind. In a place of residence, a Suurak Haa is usually placed by a doorway, so that visitors may also show their respect if they wish, or thank their hosts.
In a similar manner, inanimate objects form a secondary conscience called Barsutth, Inutâs masculine counterpart. Barsutth is not expressly worshiped, but is instead granted a silent respect. Older than Inut, Barsutthâs conscious is spread through all the non-living objects in the universe, and because said objects will never die, their spiritual energy will not return to him. This has earned him the title of the lonely god, with all his energy spent across the universe in quiet dignity.
The third entity â Patku â embodies absence, the lack of any spiritual energy at all. Patku has no inferred gender, and is rarely even mentioned in sacred ashiik texts, hinting that Patku may be a more recent addition to the pantheon. Patku has no place in the universe, and it cannot be clearly defined as living or dead, so itâs existence is often outright ignored by the mainstream religious body. A cult worshipping Patku has grown recently on Hemekek, but is not officially recognized, as most consider the worship of nonexistence to be hypocritical in and of itself.
This belief system took hold as one of the strongest religions of the ashiik throughout most of their history, though neither it nor other faiths held enough followers to be considered mainstream. Over time however - especially with the advent of spacetravel â the pantheistic belief in Inut was allowed to blossom, and is now the most practiced of the old ashiik beliefs.
 History
Ashiik culture first began to appear on Memkar at around 12 000 BCE. For much of their history, ashiik clans were limited in size and range to one of Memkarâs two seas, located on the northern hemisphere â now called the Saj Uurakhar â or Sea of Beginning. There it remained and developed for 1500 years, until the ashiik â threatened with overpopulation - spread to the second sea on the southern hemisphere as part of a mass pilgrimage to locate the promised waters, the second sea since then was referred to as the Saj Sstrofihar, the Sea of Growth. Some of the migrating Elohim however did not choose to continue their journey across the massive desert â disheartened. And instead came to live in the migratory oases that shift among the dunes.
      With two large and stable epicenters for growth, the ashiik population could grow with greater ease. Over the next century, Elohim split into new clans and multiplied, bringing new viewpoints and conflict into the lives of the ashiik for the first time, though most disagreements between the various Elohim boiled down to being more minor affairs such as territorial considerations, the subjugation of smaller Elohim and religious heresy.
For four hundred more years the ashiik developed into what could finally be considered a dominant planetary society with medieval levels of technology. Unfortunately the largest military conflict in their planetside history â the dogma wars â began shortly after.
Among the Elohim of the northern sea was one of the largest, wealthiest, and most ancient of the clans: Elohim Daiam. Daiam was one of the most notable examples of spiritual power among the elohim, and their traditional beliefs were that the ashiik were made to suffer in the eyes of their makers. Any deviation from this fate or the rituals that were involved with it was considered borderline heretical arrogance. This belief system was the polar antithesis to the common faith among one of the largest migratory clans, Elohim Hrabal. Hrabal, while respectably powerful, had a reputation for being isolationists, whose own theology professed that only they were of divine origin, and all other Elohim had come crawling out of the seas, and were therefore inferior to themselves.
This divide continued to grow parallel to the size and strength of each of these clans, and in 9 800 BCE they broke into all out war. Historical record degradation means that it is unclear which side struck first, but a great many atrocities were committed by both Elohim during the next 400 years of internecine warfare. While detailed records of these war crimes are few, some are still known of. One of the most infamous is likely the Mathaam butchering, in which an army of Hrabal marched north and slaughtered the Elohim Mathaam celebrants at Sham Hithiik â also referred to as the banded seas â only 100 kilometers from the coast of the Saj Uurakhar.
The dogma wars caused a great deal of suffering for all ashiik on Memkar, regardless of their involvement in the conflict due to the sheer scale of it. This was only magnified because so little of the total surface space of Memkar was actually inhabited by them, so most Elohim lived in relatively close quarters when compared to analogous civilizations growing on other worlds. Many smaller Elohim were subdued or destroyed by the conflicts between the two warring clans, and others still faced different difficulties, such as Elohim Ferim â a longtime religious clan â that had itâs economy devastated as no more pilgrims came to walk the paths to their monasteries along the Mosahak Mountain range that they called home. Most of the clans that lived in the sparse oasis rainforests on the southern hemisphere were impoverished when the Shokran Road â the primary trade route between the northern and southern seas was erased by Daiam saboteurs, and the black rock valley was completely buried in sand during the almost constant fighting for control of the coal mines there.
Memkarâs fragile ecosystem was almost annihilated by 400 years of conflict, however in an interesting turn of fortunes Elohim Haarsuk â a heavily scientific clan â managed to almost singlehandedly bring about the ashiik equivalent of the industrial revolution using resources plundered from abandoned battlefields. Explosives, rapid-firing weapons and even simple steam-powered vehicles brought the Haarsuk to the peak of combative efficiency.
With the Haarsuk now able to subdue the primary instigators of the conflict â the wars were essentially over. In the end the dogma wars destroyed many Elohim and ruined Daiam and Hrabalâs place in the world. Elohim Hrabal collapsed and melted into other Elohim, while Daiam was reduced to only 30 vassal families by 9 310 BCE, an extremely small number for any clan.
The end of the dogma wars saw the end of religious domination on Memkar, and the beginning of more scientific progress, though first the infrastructure that was devastated by four centuries of warfare had to be rebuilt. The Sharakiid was reformed after the formal end of offences. For some time afterwards openly expressing religious beliefs was often met with superstition, as many ashiik blamed it for the tragedies that had befallen their kind.
Over the next two thousand years, infrastructure was rebuilt and improved upon using newer scientific technologies, and the stigma towards public religious expressions faded. The ashiik had developed and a progressive and free-thinking mindset, generally unaggressive and tolerant towards each other. Near the end of this period the ashiik had begun to master magnetic locomotion, rudimentary spacetravel and the exploration of Memkarâs closest moon. Their interest in exploration increased, and they even managed to locate and harvest minimal amounts of antimatter, allowing for the construction of their first antimatter reactor. This reactor would allow them to begin dabbling in directed energy equipment and weaponry.
On the epoch of a new golden age for the ashiik, disaster struck in the most unexpected form for them: first contact. In 6 951 BCE the Huuk Dominion invaded Memkar, intent on subjugating itâs population and harvesting itâs incredibly rare supply of antimatter. The Dominion â a highly controversial galactic power at the time â was suffering under the rule of a paranoid and unstable emperor, who had advocated endorsed the subjugation of primitive races not yet capable of spaceflight into the empire as tertiary citizens, effectively slaves. The ashiik were the second race to be targeted â almost a century after the first. Huuk forces arrived above Memkar shortly after the ashiik had just conducted their first hyperdrive test. Immediately assaulting any orbital stations they encountered. While the ashiik space-based defenses were not advanced enough to repel such an attack, Memkarâs GTO (Ground to Orbit) laser defense system reacted to the invasion almost immediately, managing to melt almost a dozen battleships before the cannons were annihilated from orbit. The ashiik were forced to surrender, but not before several prototype ships had managed to escape to the rim of the system, and flee through the stargate network that the invaders had arrived though.
Bent on revenge, the ashiik refugees were contacted shortly after their flight from Memkar by rebels, a faction violently protesting the overly aggressive actions of the dominion, that was also made up of many members of the first subjugated species. The refugees were given access to newer technologies to aid them against the Huuk â and by integrating these technologies into their own ships, the ashiik runners became an independent force fighting for their peopleâs independence.
The rebel ashiik engaged in constant guerilla warfare against the Huuk. They struck back at the fleets that had attacked Memkar and their allies, plundering additional ships and technology where they could, effectively constructing an army of their own as they continued, eventually destroying them completely. Before the dominion could strike back, they would disappear into the forbidden Sargasso graveyard, and then reemerge somewhere else to strike at vulnerable dominion assets.
On Memkar as well, the indentured ashiik did not make life easy for their captors. The fiercely independent people constantly fought back in any way they could, from rioting to sabotaging the antimatter refineries and burying quarries with âmisalignedâ mining lasers. The Memkaran ashiik however were constantly and brutally subjugated, and in 6 884 BCE, the Huuk massacred most of Elohim Haarsuk from orbit, turning the immediate desert to glass. This genocide only incited the rebel ashiik to more acts of vengeance.
      The more deranged the emperor became in his policies to rid the dominion of the ashiik insurgents, the more his own people turned against him. While the ashiik and huuk rebels savaged military assets, the paranoid emperor massacred his own people in his hunt for âtraitorsâ. All across the Huuk dominion there was outrage, and two and a half centuries after the initial invasion of Memkar, the dominion fleet seemed to be the only force loyal to the emperor anymore. For the people of the dominion, it had stopped being a matter of simply replacing the emperor. Now, many were convinced that there was something deeply wrong with the dominion itself.
      Meanwhile, the ashiik runners had achieved astounding success in their offensives against the Huuk, and gained a charismatic image to the citizenry of the Huuk dominion. Eventually, the entire rebellion force rallied around them, and the new ashiik fleet massed to invade and reclaim Memkar.
      Almost before the fleet had even arrived in orbit over Memkar, the ashiik planetside had globally risen up in rebellion against their captors, learning of their impending rescue. Factories burned across the planet â and before the dominion could slaughter the ashiik, the rebel fleet arrived and destroyed the occupational forces around Memkar.
      Free at last, the ashiik turned to rebuilding their society, though collectively they knew that the dominion would come for them. Now however, they were in control of the dominionâs primary antimatter refinement plants and mines, bolstering their ability to fight back immensely. The sharakiid was reformed for the third time and the ashiik that had been bound to live aboard starships for over 250 years finally set their feet down on the warm dunes of Memkar once again, reuniting with their families there.
      With the rebel huuk under their command, and much of the dominion fleet bruised or destroyed, the ashiik took aggressive action in pulling the oppressed colonies of the emperor under their control. While the Huuk dominion retreated and rearmed, the ashiik carved their own unnamed borders into the map.
      For the next four hundred, border skirmishes continued on both sides, and the mad emperorâs control began to crumble. Seeing an opportunity, the ashiik led their own force of newly constructed ships to the heart of the Huuk dominion â to end the threat of the Huuk once and for all.
      The emperor â in a baffling move â took direct control of the remaining dominion fleet over Normak. This was perhaps one of his worst decisions, as it was undoubtedly in part his lack of tactical aptitude that led to his disastrous defeat that was the first battle of Normak which resulted in his own death and the decimation of the last remaining Huuk Dominion ships.
      The ashiik returned to their homeworld triumphant. While some feared a power vacuum being born with the emperorâs death, too little remained of the old Huuk and the dominion ebbed away into a mesh of independent colonies â many of which were eventually abandoned.
      For the next four thousand years the ashiik rebuilt their people from the ground up. Most of the world they had occupied while defending from the Huuk dominion had to be abandoned, as their economy was not strong enough to support them, and most of the non-ashiik rebels had returned to their homes and families after the emperorâs death. Slowly but surely, the ashiik expanded and advanced themselves to build their own colonies, and even permanently took control of Normak, the world over which they ended the tyranny of the Huuk emperor â and turned it into a bustling center of commerce. They capitalized on struggling or abandoned Huuk worlds, pulling them under their control and putting them to use. The ashiik of the sharakiid â now known as the Ashiik matriarchies â effectively chiseled out their own sovereignty reputed as one of the wealthiest and stable in the cluster.
      As their territory expanded, the ashiik made contact with the Shridite Associated Kingdoms in 2167 BCE, and formed a mutually beneficial alliance with them by 2077 BCE. Through them, they made contact with other empires nearby such as the Xafarians, and themselves encountered the fledgling Yautaung, and aided them in establishing their own substantial nation.
In 160 BCE, with the discovery of the astounding Acropolis cluster, the collection of dozens of perfect garden worlds â The ashiik formed the Confederation of allied sovereignties with the Shridites and Yautaung, then after several years convinced the Xafarians to join as well. When the Cuauhtori were discovered in 559 CE, there was significant initial tension between the Matriarchies and the Triumvirate, who possessed radically different ideologies from each other, but after many years of beneficial trade â and the legendary battle of TetâUsyr, at which ashiik and cuauhtori forces repelled a Velereg attack, the Matriarchies and Triumvirateâs relationship blossomed into one of their strongest, and the Cuauhtori joined the Confederation in 1198 CE.
Over the next thousand years â the Makuriun Aggregate and Bandore Collected Tribes were  discovered by the Cuauhtori, but their acceptance into the Confederation was primarily handled by the Shidites. Through the Bandore they learned of the Protectorate of Pyloth, old enemies of the Bandore, and helped defend them from the militaristic annexation attempts of the Protectorate. To this day the Protectorate engages in hostility against the Confederation, though usually through propaganda and smear campaigns. The Ashiik meanwhile turned their attentions towards expanding their economy and military might â even though they already overshadowed most foreign powers. The Ashiik made contact with the Talitâyar Concordat in 1717 CE, but the isolationist Talitâyar politely declined association with the ashiik and their Confederation, preferring to keep to themselves.
      Since then, The Ithaku Dominion was discovered by the Cuauhtori, who are engaged in a cold war of sorts with each other to this day. The Xafarians discovered the Humans, who forged a powerful alliance with them, and the Xafarians even surrendered some of their territory to them â at a fair price â to aid in the growth of their new nation â now also part of the Confederation.
      Over it all, the ashiik maintained their position as the largest and most respected sentient species in the galaxy, regarded for their elegance, diplomacy, and strength. While they do not lord over their allies and avoid policing the actions of others (likely due to their history with the Huuk) they are aware of their reputation, and make efforts to maintain their respectability.
      Like most of the other empires however, the past century has seen a decline in the power of the ashiik. The economy of the matriarchies â for the first time â is showing signs of serious decline, alongside the power of the Confederation as a whole. The lawless are spilling into sovereign space from the null regions more easily than ever, but the ashiik are confident they will find a way to bounce back.
âProgenitorâ is an encompassing term used to identify the beings commonly believed to be responsible for the creation of vehementum, the only confirmed exotic matter in the galaxy and omnipresent tool in crucial aspects of maintaining interstellar society, such as ftl travel. The Progenitors seem to have had influence across the entirety of the galaxy, however the only survivors of their legacy are the scattered remains of what may have been the largest empire to ever exist in the form of buried ruins, and ancient deposits vehementum.
      The oldest Progenitor ruins have been dated back to as early as 112 000 000 BCE, around the mid to early cretaceous period on Earth. The remains of Progenitor structures, cities, outposts and stations have been found across the galaxy, and more seem to have been consistently built for several million years following - until they abruptly stopped approximately eighty five million years ago. The reason for their disappearance cannot be accurately suggested. Some believe that they may have left the galaxy for one reason or another, such as expanding their empire. The more dramatic may insist that they were rendered functionally extinct by internal conflicts, and vanished soon after.
In the entire known galaxy, only one clue to the physical appearance of the progenitors has ever been found, a statue known as the âGuardian of Khara korumâ. The Guardian a large, mathematically perfect 150 meter cube of impure vehementum that sits in low orbit over the planet of Khara korum, and itâs every side is embossed with progenitor murals. Among these is what is believed to be a life size depiction of a progenitor, who is depicted defending the planet from a colossal, worm-like creature.
The guardian depicts a large, bipedal creature with great, stone-like protrusions growing from itâs body in places like the collar, skull, shins and forearms; and a slightly snouted face. If this image is to be believed, then progenitors were massive beings, and would have stood at least four and a half meters tall.
The great, rocky protuberances accumulated along the Guardianâs figure are possibly one of the most significant observations to be made about it. Utilizing this, it can be gleaned that the progenitors may have been the galaxyâs first and only recorded example of a carbon/silicon based life form, and that these protrusions from the Guardianâs figure are in fact raw, unrefined vehementum deposits â growing from the creature itself. Whether the element was artificially introduced into their biology or is the result of some unique evolutionary quirk is unknown, but either conclusion would infer that the progenitors were adept at utilizing biotechnology.
If the progenitorsâ bodies could indeed accommodate the use of both organic and non-organic tissue â namely an element as powerfully reactive as vehementum â it stands to reason that the progenitors would have been able to consciously utilize the negative energy produced by the element inside their own bodies. The extent of what this would allow is debated, whether it would allow an individual to telekinetically manipulate their environment or merely give nearby life-forms a headache is not clearly stipulated.
The similarity between the depicted progenitor and most spacefaring species today has been the subject of much discussion by biologists. It is stated that if the being depicted by the Guardian of Karakorum is indeed a Progenitor, then it would lend significant weight to the theory of convergent evolution on a galactic scale. A wilder theory persists, that progenitor genetic material was either intentionally seeded or accidentally introduced into the ecosystems of many planets across the galaxy, inclining sapient life to grow into humanoid beings analogous to the progenitors themselves.
This possibility has been taken further into hypothesis, as to what it means about the history of sapient species across the galaxy. It has been suggested that the Progenitors were the first species to evolve what is now the conformed âgalactic standardâ humanoid body shape, and that this new, presumably more efficient form gave them a physical â and possibly intellectual â advantage over any other type 3 races they had to contend with. This theory would explain why no significant evidence has been discovered of other bipedal species sharing the galaxy with the Progenitors during their 27 million year reign, or even before them.
Despite their almost omnipresent influence on contemporary galactic life, it is a well known fact that the Progenitors were not the first sapient species in the galaxy, or even the first to successfully travel through space. There exist several sites across the galaxy that confirms the existence of sapients predating the Progenitors, the oldest of which dates back almost six hundred million years. Many of these ancient races discovered across the galaxy are even less understood than the Progenitors. While marginal ruins and artifacts can hint at their technological advancement and sometimes biology, these races mainly remain unidentified in origin and in name. No extinct species, regardless of their technological level, has the distinction of predating the Progenitors and possessing ruins on more than one orbital body in a solar system. This may lend weight to the observation that, without the presence of vehementum, these earlier races would have likely not managed to construct extrasolar sovereignties, though it can easily be said that these sites may have been mere colonies, and not points of origin.
      Likewise, the homeworld of the Progenitors themselves is equally enigmatic. Considering that their ruins have been found in almost every corner of the galaxy, it is extremely difficult to locate a point of origin. Some wild theories claim that they may have evolved on a cold and lightless rogue planet, accounting for their never-before-seen carbon/silicone biology. Unfortunately, and far more likely, the origin planet of the Progenitors has been rendered unrecognizable by time, and even if it was discovered, it could never be accurately claimed to be their home.
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This is an excerpt - edited and compiled â of one Theodore OâQuinn, head historian at the OARC First University. What follows herein is an account on the current knowledge of the timeline of space travel by the year 2201 CE, and a limited description on how it may have been achieved.
Beginnings
Ftl travel in the universe can be directly attributed to the existence of a single element â vehementum. The only known form of âexotic matterâ in the galaxy, vehementum operates on a different level than any other known substance. The elementâs mass is negative, and when exposed to an electrical current it releases unquantifiable amounts of negative energy â negative energy that can be harnessed and utilized to break Einsteinâs  special theory of relativity and make possible all sorts of phenomena such as traversable wormholes, artificial gravity, and faster-than-light travel.
Vehementum is used in countless critical ways to support a type 3 society, most notably with traveling through space within a reasonable timeframe.
Vehementum is speculated to have been originally created by the progenitors, the ancient forerunners of galactic society â the youngest traces of which date back as far as eighty five million years. The element is only found near or within the ruins of the once great empire of the progenitors, which must have once long ago spanned the greater majority of the galaxy, as ruins of varying size have been discovered in all corners of explored space. The sheer age of these ruins means that precious little is known about them, but what is known is that Vehementum did not exist before they did.Â
It is theorized that the progenitors were the galaxyâs first and only example of a carbon/silicon based life form, a unique evolutionary strain that has not been seen since. This unique chemical makeup means that their bodies would house and utilize both organic and non-organic tissue â more specifically the vehementum that serves as the engine for all advanced technologies in use today. It is unknown (and hotly debated) whether the element evolved in their bodies due to their silicon/carbon based structure, or was merely constructed and incorporated into their biology. Regardless of which of these theories proves to be the case, the progenitors would have been capable of using the element to terrible effect, capable of controlling and channeling the reactive energy it produced using their own bodies through methods not easily estimated by modern science, seeing as no other life form to-date shares their unique half-silicon physiology. It is hypothesized that somehow the element present in their bodies was stimulated by the electrical currents from the nervous system, and the energy produced was stored in one or more crystal lattice structures present somewhere in the body. All these theories point to the progenitors being proficient at the use of biotechnology.
The element was a huge component in everything the progenitors built. And when they spread to the rest of the galaxy, they ended up seeding countless worlds with large vehementum deposits. Their mysterious disappearance â thought to be the result of some internal conflicts, either resulting in their extinction or exodus from the known galaxy â resulted in this great wealth being left behind. The civilizations that followed the progenitors used the remains of their empire to create the first mechanical ftl drives, and later connect the entire galaxy through a vast network of portal devices â called spacegates â that allowed instantaneous travel between them through the use of wormholes.
The Successors
Over the vast period of time between the decline of the progenitors and present day, the exact methods of creating ftl drives has been lost, discovered, redesigned and replicated thousands of times by thousands of different species, but the inclusion of vehementum has always been a universal constant in their construction.
It is unknown exactly how the ftl drives of the civilizations immediately following the disappearance of the progenitors would have functioned, but they would have had to overcome the immense engineering differences between the biomechanically based progenitor designs and their own.
The immediate successors of the once mighty progenitors probably did not innovate far from the original designs, probably finding a way to incorporate organic material into their mechanical drives to facilitate the use of leftover progenitor technology. However, while some did indeed manage to utilize the designs of the Progenitors, their grasp of it was obviously limited. The buried remains of civilizations from this time in history have not yet been proven to have been able to achieve interstellar travel. At most, discoveries - such as the fossilized structure foundations on the asteroids in the Pakunis systemâs outer belt â show that for a long time, interplanetary travel was the most that was reasonably achievable. It would be eons before proper FTL technology would again be mastered.
Ten thousand millenia after the departure of the Progenitors, an as-of-yet unknown race filled their vacancy and proved themselves to be even greater than their forebears at the use of their devices. Around this time â approximately seven million years ago - several sovereignties seeded the entire galaxy with a network of structures that allowed instantaneous travel between the stars. These âspacegatesâ are still in use today, and serve as the primary means of travel for spacefaring denizens. The gates usually reside in high orbit around planets and moons, and utilize wormholes to allow the fastest interstellar travel ever accomplished.
While today the exact mechanism of a spacegate cannot be replicated, the question as to how a spacegate works can be answered with some degree of accuracy, due to the fact that most spacegates are still fully functional and easily accessible for research.Â
To create a wormhole between two gates, the gate with the outgoing matter transmits a carrier signal using built in instant point-to-point communication systems to the incoming gate containing information such as the mass of the matter attempting to be transferred. After their alignment is confirmed, both gates activate possessive magnetic fields to maintain gravitational stability as separate entities in space-time. Using twin vehementum cores â the two gates work together to create depleted vacuum by repeatedly âcompressingâ vacuum between two polar points on each gate, effectively creating a tunnel of ânegative spaceâ drained of all quarks and neutrons. Negative space is far more malleable than âflatâ space, and once the tunnel is created, the outgoing gate fires a focused beam of negatively charged gravitons, creating a displacement field which travels through the tunnel towards the positively charged incoming gate, radically bending space-time fabric inside the negative space tunnel behind it, pulling space-time along the length of the beam. Once this warp field arrives at and interacts with the space at the recipient gate, the space-time fabric that was being pulled along the field merges with the fabric at the receiving end. This results in a relatively stable wormhole that can be traveled through instantaneously without interacting with the normal space in between.
The wormholes created by the gates are stable enough to travel through but possess inherent restrictions that may limit their usage. Normally, a gate will create a wormhole individually for each vessel that travels through it; however, the gates of heavily trafficked systems often remain open to allow for more streamlined travel â this has several implications: Wormholes do not remain open permanently; they will immediately collapse once too much time has passed, or once too much mass has passed through them. The more mass, the more the wormhole (and warp fields deployed by the spacegates to help maintain stability) are contorted. Eventually the wormhole will collapse and have to be reinitiated. A collapsed wormhole can be extremely dangerous, and for this reason it is enforced traffic law that ships travel through spacegates one at a time. When a wormhole is about to collapse, traffic is brought to a halt until it safely implodes and control has the spacegate create another.
A spacegate can only connect to one other spacegate in another system, you cannot enter a spacegate and arrive at any other of your choosing anywhere in the galaxy, only the next gate in the chain that the particular one you entered is connected to. Some systems may have half a dozen gates, all connecting to individual, adjacent systems, and those systems may have three or four of their own. The spacegate network acts like a massive web, and should be thought of as a highway that streamlines travel, not teleportation.
The aesthetics of spacegates varies fundamentally depending on where in the galaxy they are, leading to the belief that the technologies and methods of constructing them were a shared resource between several different empires. At least six variants of them have been discovered, covering respective patches of the galaxy. In addition to these visuals, a gate will vary in size and design depending on the distance between it the gate it connects to. For example, system gates connect adjacent solar systems in a cluster, and within that cluster will be larger constellation gates, which connect to another cluster of system gates. This âtierâ system for the size of a spacegate continues upwards through to cluster gates, then to region gates.
While the gates have their own failsafe mechanisms in the result of an error when constructing and stabilizing a wormhole between two of them, these failsafes are only capable of activating before a wormhole has been formed, as any errors can only be detected and properly responded to beforehand. Once a wormhole has been formed, stable or not, it stays open for the maximum allotted time by the gate. Spacegate disasters âwhile extremely rare â can be counted among the most horrific and terrifying of cataclysms, not only because of the magnitude of possible destruction, but because of the unknowable prospect of what happens to those lost in a wormhole that collapses behind them.Â
One of the most recognizable examples of such a possible disaster is the colloquially known âDorn incidentâ, in which one of the spacegates in the system suffered what is presumed to be a premature wormhole collapse. In the first second, gravitational fluctuations began to spread outward from the gate as the event horizon imploded and warped space-time around it, and every communications channel for three systems out was overtaken by hissing scream. In the next second, the event horizon fully collapsed and the wormhole imploded, and an apocalyptic blast of gravitational energy spiraled out of the singularity, ripping apart everything in itâs path. Today the system lies mostly abandoned, the gas giant fathering the culprit gate destabilized and disintegrated during the explosion, itâs moons dissolved. A dead singularity remains at the site, created by the collapse. The closest planets were struck by gravitational waves that destabilized their tectonics, and the radiation of the event boiled their atmospheres. Any who travel there will still hear a hauntingly loud hiss beneath every communication channel as gravitational ripples still buffet comm. buoys in the area.
The Dorn Incident cost thousands of lives, and the cause is still unknown. It represents the absolute worst a gate malfunction can be, when a gate fails to contain a wormhole collapse. The lower side of the scale most commonly includes wormhole destabilizations, which are almost always contained by the parent gate and prematurely shut down, but still have the potential to cause deaths. It is unknown what happens to vessels trapped inside a wormhole when such an event occurs, though they are presumably destroyed. Most recently, a limited experiment led by scientists at the OARC First University attempted to deduce the exact effect that a destabilized and prematurely ceased wormhole has on itâs contents by modifying the base coding of a remote spacegate that did not see any use. By intentionally contorting the fields controlling the wormhole, and placing an extended probe and transmitter inside the event horizon, they were able to collect data on what happens to a wormholeâs contents when the tunnel is closed by the gate. Their exact findings are difficult to record in any formal degree, as the team was promptly arrested and disowned for their actions in endangering an entire system, no matter how remote it may be. Before their imprisonment, they revealed to the scientific community their findings as evidence of a so called âflat space extensionâ occurring inside the tunnel seconds prior to a wormholeâs collapse. While some speculate as to what this may mean, to delve further into itâs meaning is extraneous, as not only is the teamâs physical evidence considered to be either lost or destroyed, but no matter what happens to ships lost in collapsing wormholes, they are still lost regardless.
The Dark Ages
What occurred after the creation of the spacegates, and their creatorsâ probable demise, is agreed to be nothing short of a tragedy on a galactic scale. Dated at five million BCE, the entire galaxy went completely dark â little to no interstellar travel occurred, as if the progress of the civilized universe had been forced to hard restart. Theories abound as to why this great âdark ageâ occurred, but no theory lends itself to greater consideration over another as of yet.
What is known about what happened was that at around the same time in history, the empires that constructed the spacegates, who had existed for thousands of years all began to vaporize around the same general time, and over a relatively small period. Some speculate that the economies of the sovereigntiesâ began to implode, and that they relied on one another far too much, causing a chain reaction that led to their downfall. The more dramatic believe that the extant empires at the time were all thrown into war against one another. Others still believe that perhaps they became unable to interact with their own spacegates for some unknown reason, and were thus isolated from each other and disintegrated.
Whatever the truth may be, it is buried under a mountain of speculation that shows no signs of eroding, and in the end galactic society as a whole decayed into type 2 civilizations within several thousand years of the primary empires being removed from the map. Galactic society was essentially forced to âhard resetâ, and countless colonies were lost. Over tens of thousands of years, the scattered survivors forgot the old empires, and their connections to each other, light years apart.
Millennia of dark years passed until civilization began to emerge once more, some the reborn fragments of ancient powers, their histories lost to them, or entirely new species that grew while the stars were quiet. In different corners of the galaxy new empires had evolved from the ashes of their predecessors, new faces rising to be with the stars.
Unfortunately, this was not the only instance of a galactic scale dark age, almost 5 million years later, another dark age seemingly began as evidenced by an abrupt cessation in records and fossil evidence. Likely under similar circumstances as the first, the second dark age saw the end of interstellar travel for some thirty to forty thousand years as civilization was forced to crawl itâs way back from the ground up. Additionally, the second dark age was evidently more severe than itâs predecessor as little evidence of the time in between it and the first dark age remains in the galaxy.Â
Present Day
Tens of thousands after the end of the dark age, galactic civilization has fully recovered for the most part. 2201 is considered by most to be âthe declining end of a golden ageâ, with the cyclical pattern of sovereignties rising and falling is in full effect. Two thousand years ago, societies were experiencing an unprecedented surge of economical power, the beginning of a new golden age. A coalition had formed between a large portion of the spacefaring species, called the federation. Surging with wealth, alliances grew and empires expanded extremely rapidly, the citizenry bolstered with new power, and poverty at the lowest it would be for a very long time.
But all things in the galaxy are cyclical, while for hundreds of years people lived in a utopian world of wealth and prosperity, over time it became apparent that things had grown far too quickly and were burning themselves out. Colonies began to grow dark, and regions of space had to be abandoned to lawlessness, economies were beginning to crash under their own weight.
While it has not yet drawn to a close, the decline of the most recent golden age is in full throttle. The empires are growing weaker, and the federation that had stood strong for a thousand years is beginning to buckle as sovereignties become more selfish and paranoid.
Piracy however, as well as other generally unscrupulous trades, have never been more common, the end of the empireâs power has given rise to âthe golden age of piracyâ with lawlessness and pandemonium running rampant, it is truly reminiscent of the wild west. A paradise for those savvy enough to exploit the failings that are becoming more and more common.
Today, ftl is achieved through standardized drives present in all starships, the size and power of the ftl drive varies depending on the size of the ship, but generally does not vary in function. Ftl travel in 2201 is relatively inefficient and slow, especially compared to speeds accomplished in the past. Traveling from one side of the galaxy to the other (120,000 light-years) at the fastest possible warp speed takes approximately 70 years to complete. Most stellar travel instead occurs through the still functioning spacegate network, which is much faster â but tactically predictable from a military standpoint.
The very earliest â and least efficient ftl drives were based off of the designs discovered by researching spacegates. And old ftl drive would use a set quantity of vehementum to pulse negative energy outwards from the ship, effectively constructing a field of depleted vacuum around the vessel. A laser-locked field was then deployed to hold the depleted vacuum bubble around the ship, allowing it to travel at ftl speeds. The amount of vehementum required to completely drain an area of space of all neutrons and quarks large enough to completely envelop a ship was sizeable in comparison to newer drives, and since all mechanical devices have imperfections, the laser-locked field would cause miniscule amounts of neutrons and quarks to leak back into the vacuum bubble, lowering ftl speeds as more entropy was lost. A vehementum core cannot be pulsed while in ftl â the result of particles being âpushed outâ of an area of space at those speeds would yield incredible destructive energy and destroy the ship, so instead to maintain maximum effective travel time stops were required in order to reform the depleted vacuum bubble.
Visually, when accelerating to superluminal speeds with one of these old drives, a ship would appear to rapidly flash in bursts of brilliant light, increasing in frequency as the shipâs speed grew. After about a second and a half of this the flashes would cease and the vessel would enter ftl speed.
This changed around five thousand years ago when the design was revolutionized. A method was discovered that required the use of much less vehementum, could propel a ship faster, and did not require maintenance stops. The Ashiik claim responsibility for this invention â and it would explain their almost total domination of Confederacy infrastructure and their possession of the largest extant state, but records as to who exactly constructed the newer, modernized ftl drive do not exist or are kept secret.
Today , a shipâs ftl drive creates an oscillating displacement field (or warp bubble) between two polar discs situated on the ship. The warping effect then creates a wave that causes the fabric of space in front of the ship to contract, and the space behind it to expand. The ship would then ride this wave from within itâs region of flat space contained inside itâs warp bubble. The result is that the object traveling inside this small region of warped space would arrive at itâs destination faster than light would in normal, flat space.Â
Ordinarily, certain problems arise with the use of either method; most notable were the apparent navigation issues. Once an object entered negative space, it was impossible for a vessel to interact with the world outside itâs bubble. It could not steer, signal, or even stop. The unstable nature of quantum mechanics made solutions to this issue difficult to even theorize. However a solution was discovered by researching the spacegates.
All spacegates are equipped with gravity well generators for use in the event of an emergency, such as a wormhole destabilization. These generators were connected sensory equipment reaching inside the event horizon of an active wormhole to monitor the status of incoming and outgoing objects by detecting their gravitational signals. It was discovered that they were also capable of detecting gravity signals from flat space while enveloped. By incorporating that technology onto a ship, the craft could detect gravity signals from ânormalâ space while traveling at ftl speed. This signal could be locked on to and traveled to, once a certain distance is reached, the drive dissipates the bubble. Early on only gravity wells of a certain size or above could be locked on to, namely being that of maybe a large asteroid, but technological advancements and further spacegate research has allowed for much more pinpoint detection of smaller gravity wells, and the construction of artificial well signals on space stations.
When a ship decelerates from superluminal speed, an unstable vortex is formed directly in front of the ship due to the particles gathered by the warp bubble inside subspace, which would annihilate anything directly in front of the ship. Visually this appears as a brilliant flash of light that appears immediately whenever a ship exits subspace. The drive engages a secondary bubble upon deceleration around the region of space directly in front of the ship, which contains the vortex and allows the particles to dissipate in a contained and safe environment. Still, they are very dangerous, and it is illegal (and possibly deadly) to come within twenty kilometres of designated safe zones for exiting subspace, and traffic is constantly monitored by software inside a shipâs navicomputer to avoid breaking subspace too close to another ship.