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fandom.100th-millennium | # Rift Weapons
Rift weapons, also known as rift projectors, are weapons powered by Aeternal Energy that open a short-lived rift directly into the Lux Aeterna. Anything that gets caught in the rift is drawn in, sometimes even being torn apart if the rift ends up opening inside them.
In order to open the rift, the weapon uses an aeternically-sensitive crystal mounted in the spot where the muzzle would be on a normal weapon. The crystal is then supercharged with Aeternal Energy, which is contained within a reinforced shell near the back of the weapon. The energy is then projected at a target, tearing open a hole in reality that lasts for as long as the energy is projected.
The effect these weapons can have is devastating, ranging from annihilating an entire squadron in an instant to collapsing a skyscraper. They are also highly effective on targeting weak points on large targets, making them great for dealing with superheavy ground units. However, as containing so much Aeternal Energy within such a small space is quite difficult, the weapon is rather rare.
Types of Rift Weapons.
Rift Lance.
Rift lances are shoulder-mounted weapons similar in appearance to a rocket launcher, the most notable difference being the crystal sticking out of the business end. While powerful, these weapons tend to exhaust their supply of Aeternal Energy rather quickly.
Rift Cannon.
Rift cannons are powerful weapons usually found mounted on ground vehicles. Vehicles using these weapons often end up as high-priority targets, forcing them to eschew armor in favor of speed.
Rift Devourer.
Rift devourers are massive, starship-mounted rift weapons that take an enormous amount of Aeternal Energy to fire. As such, these weapons are extremely rare, only being seen on vessels belonging to nations with high thaumic prowess. However, the firepower these weapons can provide is more than worth it, able to tear apart even battleships with ease.
Notable Users of Rift Weapons.
TBA
| Rift Weapons |
fandom.100th-millennium | # Ror Units
Over ten million years before the present day, there lied a civilization near to the heart of Martial Space. This civilization, whose name, culture, and civilization was lost to time, left behind exactly one thing signifying their existence, their technology. In a scenario far worse than the widely feared "Grey Goo" scenario, their world was overrun by self-replicating information complexes. In other words, they released a new kind of life onto their world, a kind of life that was not too kind to those already living on their world.
Following the utter destruction of ecosystem, a new order took hold, that of machines. Machines that were left behind by the civilization had become the new fauna and their power generation the new flora. In the wake of this civilization's mistake came the origin of a form of life unique in Cosmoria, that of the Ror Units.
Ror Units (sometimes called The Ror or Rorrans) ("Ror Unio") are an iron-oxide-based species native to the planet D'Naevium. They are most common in the Greater Martial Consilium. Rather than being made up of trillions of cells, they are made up of trillions of miniature robots, or nano-machines, working as one "organism." This causes scientists to debate over whether Ror Units are machines or a genuine natural species.
History.
Ror Units first emerged around the time D'Naevium's original inhabitants annihilated themselves. Emerging in frigid northern areas, the Ror Units has an oral history describing the formation of their planet's northern pole, a harsh wasteland of gallium crystals that behave much like snow on more temperate worlds.
Leaving the incredibly lightning-prone northern hemisphere, archeological evidence as well as the oral tradition confirms that the Ror Units first settled what were likely the remains of a large city. From here, the Ror Units began the typical progression as seen in many civilizations, culminating not in an advancement of technology, but in the advancement of philosophy. Embracing the life style of the Paladin, the vast majority of Ror Units lived an ascetic life style in various communes across the planet. This network of communes would create the basis for the modern practice of Alkanism.
Interstellar History.
By around 100,000 BCE, the Ror Units had mastered their craft to the point of interplanetary travel being possible simply using the arts they had cultivated over millions of years. While only a small number of the oldest Ror Units could achieve this, they had managed to establish a galactic presence with a reputation for their warrior-monk lifestyle.
In 16,781 BCE, the species would be united under a single grand master, forming the Great Intendancy. This organization centralized their monastic practice, acted as a center of philosophy and logic, and served as the primary means by which the Triumvirate Civilization asserted control over the species. The Triumvirate would regularly contract the Intendancy to handle unruly elements the Ror Units would agree needed correction. Largely independent, they survived the Triumvirate's collapse only to be largely conquered by the Un'oit Collective starting in 9,899 CE. At this point, however, the Ror had spread throughout all of Martial Space, with sects practicing Alkanism largely in peace.
After the destruction of the Un'oit Collective, the Ror created a new order, the Alkan Intendancy in which every being in the universe could apply, so long as they showed devotion to Alkanist teachings. To this day, the majority of Ror Units devote themselves to the ways of paladins.
Etymology.
Ror Unit is an approximation of the word the Ror use to describe themselves. The proper name, "Ror" is a fairly close pronunciation while the "Unit" is a translation of their preferred word for themselves. Within their collectivist societies, individuals are valued less than the whole, leading to the fairly depersonalized title of unit. Members of the Alkan Intendancy are considered to be "Ror," and have the title of "Unit," and Ror Units that abandoned the tradition are usually called "Rorrans," an exonym from Human languages. This is only internal, however. Externally they are referred to as the same species with the same name.
Biology.
The Ror Units are composed of trillions of tiny robots, each with a different task much like organic life forms. For ease of movement, the inside of a Ror Unit is filled with a highly viscous opaque solution of water. Biologists call the nanomachines "nanites" to avoid confusion with artificial nano-technology that is also present in the body.
Anatomy.
Ror Units have two to four legs and two to six arms (depending on the situation). This offers a wide-range of mobility and an increased ability to climb or to crawl if another limb is damaged. In a normal state, they will have two arms and two legs. Mounted on their torsos is a head with one large eye and audio sensors. The eye is 15 centimeters across, while the audio sensor are reverse to it. This head can swivel 360 degrees and can angle up and down about 66 degrees.
Ror Units are hermaphrodites, but not in the traditional sense of the word. When mating, they simply exchange their genetic code through pulses of data exchanged through connections similar to data ports. Both of them will average out their own and their partner's genetic code and then create a spore after several weeks. This roughly spherical spore is several centimeters across when ejected from the body. The parents will usually both care for these spores by giving them food, water, and keeping them warm.
Over the next year and a half, they will grow in diameter to a maximum of approximately 21 centimeters. After this they will begin metamorphosing into a mature Ror Unit. This process takes seven months, over which they will be nurtured and fed by their parents. Two years after birth, they are able to walk, talk, and have learning abilities.
Physical.
They have a skin made up of hexagonal "tiles" interlocked with each other. They are very small, between 1 to 2 millimeters in width, as to allow for easy movement. These tiles are tough, composed of oxidized iron with a hardness and appearance similar to volcanic glass. Their skin is filled with hydrophobic compounds to keep the incredibly toxic water out of their body. Even so, these tiles periodically shed as they get damaged or inevitably rust.
The concept of organs is almost entirely absent from Ror Units. Rather than organs, there are trillions of machines suspended in a highly viscous oil solution. While most of the time the machines form into macro-scale complexes, much of the time they do not. Digesting food, repairing others, ejecting waste and foreign materials, cleaning the solution, repairing wires, creating more of themselves, repairing motors, and signaling each other for coordination is just one aspect of this task. When Ror Units sleep, this is when the cells recharge. The longest a Ror Unit can go without sleep is a little over 40 hours before they sustain serious internal damage.
Muscles in a Ror Unit are essentially just small electric motors. These motors evolved to be highly efficient and to generate little heat as they are covered in lubricants. Each one has a wire leading to it so they can move as the "brain" tells them to and so they have the electricity to work. The motors are mounted near joints. They range in size from several tenths of a millimeter across to over ten centimeters in the case of the arms and legs.
Nervous System.
Every motor and sensor is connected to the "brain" with a wire. These wires, usually only 25 micrometers across, making them only slightly wider than human nerve cells. These wires are most often made up of pure copper or silver (depending on availability). They are usually mounted to the skeleton mounted on "poles." Along the length of the wire, hundreds of machines hold it in place to prevent it from breaking while dozens travel the length of the wire to maintain the casing around it as well as the wire itself.
In the center of the torso is the central processor, what is essentially their brain. Unlike artificial computers, they transmit analog signals based on the intensity of the stream of current. This computer is surrounded by a dense network of wires. When a Ror Unit is first developing, billions of nanites will form into a roughly circular disc. This disc will be engraved with the billions of conduits, terminals, analog logic gates, and mathematical computation gates. An interesting property of this nervous system allows for incredibly simple procedures to connect the "brain" to external computers. Even so, mind-uploading does not behave any differently for a Ror Units than other species.
Vocalization.
Ror Units possess a small disk-shaped device within their chest cavity encased in the torso. At the top of this case is a void filled with air that has a needle-like instrument pass over the disk. When speaking, the disk spins rapidly, causing the needle to vibrate over grooves in the disk. The needle is attached to a porous membrane that amplifies the sound, resulting in a "voice." Since the most sounds are nearby to one another, the needle only needs to move a handful of millimeters to access new sounds.
| Ror Units |
fandom.100th-millennium | # Rules
Rules.
The 100th Millennium Wiki holds a rather simple and easy-to-follow set of guidelines, which are expected to be followed on the wiki, as well as the Discord. Repeated violations of these rules, or violations of major rules, may warrant a block from the wiki and/or punishment on the Discord. Users which immediately and intentionally ignore rules will be removed without hesitation. Users are also expected to consistently overlook guidelines for articles, lore, and similar.
1: Respect: Users are advised to show respect towards other staff, users, and their works. Harsh commentary, insults to other users, vandalism. and similar activity permits the use of punishment. Users who simply join to insult or demean others or vandalize will be blocked with no hesitation.
2: Fictionality: The 100th Millennium Wiki setting is entirely fictional, with fully fictional galaxies and worlds. Users may draw inspiration or subtle parallels to the real world. You may also draw from real world cultures and languages. Any content which directly relates to the real world (objects, people, nations, etc) will be detected and action will be taken immediately.
3: Article Quality: Articles are expected to be placed in the bounds of the rules, as well as the Lore guidelines. Violation of these, intentional or not, permits action by the staff team. If content is believed to be low quality, or breaks the lore, users may alert the staff
4: Off-Topic Content: Under no circumstance should off topic content, especially 'joke articles' or similar, be written anywhere on the wiki. The same applies to user comments, and usage of the message wall/discussion board feature.
5: Controversy: Completely refrain from using ongoing real world controversies on the 100th Millennium Wiki. Users are expected to not implement such in any of their works, including comments, messages on message walls, and the discussion board.
6: Article Permissions: Articles are treated as if it is the property of the user. Under minimal circumstances should articles be edited without permission. It is expected that users ask active authors of articles for permission to edit. However, instances such as grammar mistakes or breakage of lore allow users to edit articles under staff guidance. Staff may also pass larger edits on articles, such as missing templates, categories, or general community agreement. These are rare, and staff will typically ask authors to add such content instead.
7: Plagiarism: In the event of a user copying content from other articles, deleted articles, or other communities, they will be subject to a single warning before action is taken. Using copyrighted content, especially that which is derived from pop culture or major sources of media, will result in immediate action. Inspiration from any source should also be more mellow.
8: Lore: While reading up on the lore is not a strict requirement, it is most definitely recommended in order to make sure that user pages remain accurate with the flow. Pages which fall out of lore use are tagged and placed in a for staff and users to evaluate.
9: Stubs: In their completed state, articles are expected to have more than a paragraph or two of information. Exceedingly short articles, called stubs, are not allowed if there are no plans to expand them in a timely manner. One can should coalesce stub articles into larger articles rather than delete them.
Rule Violations.
Offenses excluding blatant trolling, spamming, or vandalism do not result in an immediate ban. If a user violates a rule, in the wiki or Discord, the staff team will alert you and clarify the ruleset. If breakage of rules is repeated or otherwise deliberate, it will most likely result in a temporary or permanent ban. It is advised that users should occasionally re-read on the rules, lore, and general guidelines for the wiki and the Discord.
| Rules |
fandom.100th-millennium | # Ryleiths
"Yes, they're terrifying. Yes, they're quite possibly the most aggressive species to ever live. No, I won't be approving the orbital bombardment of Rylehkastra. To wipe out such a mighty race when we could be using them to further increase our control over this galaxy would be a complete waste of time and effort. I've seen the reports, how they tear through tanks like they're made of paper and take an entire clip from a plasma rifle to bring down. Now imagine an entire battalion of them, clad in the best equipment we can provide and conquering this galaxy in Silverstar's name. It may take millennia, but mark my words, we will show these brutes the way of Silverstar, or die trying."— Moonmoon on the Ryleiths
The Ryleiths are a highly aggressive, centaur-like sapient species native to the moon of Rylehkastra, located in Azurullya. Despite their relatively primitive technology, their sheer strength has allowed them to drive off far more technologically-capable races, particularly the Ski'pec, who have been trying to establish contact with them for millennia. The Theocracy of Silverstar has also been attempting to make peaceful relations with the Ryleiths, but with little to no success.
Characteristics.
Appearance.
Ryleiths are massive by the standards of most sapient beings, towering above almost everyone they encounter. They typically stand around twice the height of a human, with the latter only reaching a Ryleith’s midsection. They have a humanoid upper body, with muscled torsos and arms that end in four-fingered hands. On their stomachs is an interlocking set of teeth, opening up to reveal a gaping maw. The purpose of this secondary mouth is currently unknown.
Instead of being bipedal, Ryleiths possess lower halves more akin to predatory beasts than any civilized race. They have four legs, ending in sharpened claws much like a reptile. These claws give them incredible stability on many kinds of terrain, which is useful given the high speeds that Ryleiths can run at. They also have long tails, which make up more than half of their total body length.
Ryleiths have three large eyes, giving them an excellent field of vision. They can see in the dark far better than most other species, with the only known race to be better in terms of night vision being the Elmaren. They have a mass of tentacles in place where a mouth would be, with a large beak being hidden underneath. They also possess large horns, with the horns of male Ryleiths being bigger than those of the females. These horns eventually turn into a ridge of spikes that run all the way down from the back of their heads to the base of their tails.
Biology.
Ryleiths are undoubtedly the strongest race in Azurullya, maybe even in all of Cosmoria. They can tear through solid metal with their bare hands, lift massive boulders with ease, and take on dozens of heavily-armored soldiers without breaking a sweat. They are also extremely durable, capable of taking blows that would instantly cripple or outright kill other species. Small arms fire barely damages their skin, with even plasma weapons struggling to hurt them. There are even reports of single Ryleiths taking at least a dozen shots from a laser cannon before dying.
Ryleiths have unparalleled stamina, able to run for at least an hour before showing signs of exhaustion. This helps them keep up with their livestock, as many of the animals they raise often stop for only a short time to graze. Their speed is also rather impressive, able to catch up to a multitude of ground vehicles when running at top speed. However, they do have a tendency to skid out of control when attempting to turn at these speeds, which often leaves them disoriented for a short while.
Ryleiths are omnivores, farming their herds for meat as well as foraging for wild fruits, nuts, and grains. A popular dish amongst their kind consists of a large loaf of bread stuffed to the brim with whatever food they can get their hands on.
Behavior.
If there is one word to describe the Ryleiths, it would be aggression. They seem to be in a perpetually angered state, particularly to those not of their own kind. This doesn’t mean that they won’t fight against their own kind, though, as wars between clans are all too common on their world. It is unknown why the Ryleiths harbor such a strong sense of xenophobia, but it is known that any attempt by an outsider to communicate with them will invariably result in said intruder promptly being hacked to bits by an angry Ryleith.
Ryleiths are also highly nomadic, never staying in one place for long. This is due to their highly pastoral way of life, as they must always be on the move to provide their herds with new lands to graze on. It is said that if a Ryleith stays in one spot for too long, they will go berserk and viciously attack anything that comes near them, including other Ryleiths. While this theory has not been proven, it is so widespread amongst their kind that any Ryleith caught displaying signs of madness will often be quickly killed by their clanmates.
Society and Culture.
Ryleiths live in nomadic clans that travel all over their moon, being led by the dominant male and female. These clans often tend to large herds of domesticated beasts, farming them for meat, milk, hide, and whatever else they might deem useful. As such, there are very few permanent settlements on their planet, and these are few and far between. The Ryleiths that live in these areas typically only stay for around a few weeks at a time, moving on and leaving them empty until the next clan eventually moves in.
Ryleith clans often war amongst each other, usually fighting for resources, land rights, or pastures for their herds. They fight with simple weapons such as swords, axes, flails, hammers, spears, and bows. These weapons are made from an unknown metal that seems to be the only thing capable of reliably killing a Ryleith, though the species’ innate strength is also an important factor. While they have scavenged some weapons from the Theocracy of Silverstar, these are often quickly discarded as they are usually too small to be of any use to the Ryleiths, though they sometimes collect these weapons as war trophies.
History.
A Peaceful Past.
Long ago, before the arrival of Silverstar’s flock into Azurullya, before the Ski’pec and Xhehari had mastered the art of space travel, there existed a peaceful race on the far-flung moon of Rylehkastra. These beings, calling themselves the Ryleiths, roamed the rolling hills of their world in nomadic clans, gently tending to their herds. They lived and traded freely amongst themselves, rarely getting involved with any real conflicts. They led simple lives, never feeling the need to spread out into the stars. After all, why should they? Their world had provided them with all that they needed, food, land, and fellowship.
For millennia they lived this way, and it seemed that their way of life would stay the same for as long as they lived. However, their people would soon be changed forever. Not by any technological boom or invaders from beyond, but by the very cosmos themselves. One night, the Ryleiths spotted what was seemingly a new star appearing in the sky. At first, they thought nothing of it, but as the years went by, they noticed that it seemed to grow brighter and brighter.
The Might of the Deagami.
When the new star came close enough, the Ryleiths saw that it seemed to split apart, branching off in many directions. While they did not know it, this was no star at all, but one of the Deagami Nebulis. Specifically, the amber-green embodiment of willpower, the Viritacloud. Rylehkastra was soon completely enveloped by the nebula, turning its skies a vibrant viridian as arcs of extraplanar power danced through the air. Many of their kind thought that the end times had arrived, that their world would be torn apart and them with it. However, they seemed to be suffering no ill effects from the nebula. In fact, they were experiencing quite the opposite.
All across the moon, Ryleiths everywhere began undergoing immense physical changes. They began to grow larger, stronger, gaining power like none of them had ever seen before. At first, they reveled in their newfound strength, using it to accomplish great deeds amongst their people. But as the green skies faded back to their usual blue, the Ryleiths found that their bodies weren’t the only things that had changed.
Ryleiths began to grow more and more aggressive, quarreling with each other over the smallest things. These fights eventually turned into small-scale skirmishes, spiraling out of control until entire clans went to war. The plains of Rylehkastra became stained with the blood of thousands, with entire settlements razed to the ground in the fighting. Eventually the constant warfare became just a way of life for the Ryleiths. In fact, as time went on, they seemed to have forgotten about their once-peaceful ways entirely, regarding them as little more than a myth.
First Contact.
Eventually, Rylehkastra would be visited by one of Azurullya’s other sapient species, the Ski’pec. They observed the Ryleiths from orbit, carefully studying their behavior before eventually touching down. They descended from the sky in shuttles, bringing with them numerous examples of their technology and culture. When they eventually encountered the natives, the Ski’pec greeted them as visitors from beyond the stars, wishing to bring them into the greater galactic community. Unfortunately for them, the Ryleiths did not see them as such.
They thought that the Ski’pec were devils seeking to trick them and make them into slaves. As such, the Ryleiths dealt with the problem the only way they knew how: by brutally slaughtering it. Most of the Ski’pec that landed on Rylehkastra were killed, with only a few managing to escape back into space. The survivors quickly told their comrades about how brutally strong the Ryleiths were, how they were even able to knock down some of the escaping shuttles out of the sky by hurling boulders at them.
After this event, the Ski’pec quickly left the moon, returning to Smohera with their findings. They concluded that they must have done something to anger the Ryleiths, so they had prepared accordingly for another visit. They made sure that the Ryleiths would understand their peaceful intentions, but they also made sure to bring with them a contingent of soldiers just in case things went south. They flew to Rylehkastra once more, being much more prepared for their next encounter with the Ryleiths.
When they touched down on the surface, they chose to keep themselves hidden for a time before revealing themselves once again. Landing in the hills outside of a Ryleith settlement, they watched closely how the natives lived, seeing just how warlike they were. While many of the Ski’pec wanted to leave and never return, most of them still believed that they still had a chance to bring peace to the moon.
When they did eventually reveal themselves, the Ski’pec broadcasted a message in the Ryleith language to the whole settlement. They expressed their sorrow for angering them in their first encounter, and wished to make amends by offering to uplift the Ryleiths into a spacefaring species. Once again, the Ryleiths drove off these presumed devils, the Ski’pec weapons barely harming the brutes at all.
Constant Attempts, Constant Failures.
Even after two horrendously failed attempts at peaceful relations, the Ski’pec did not give up. They tried several more times, each one failing as they were driven back into space with each attempt. When the Ski’pec eventually met the followers of Silverstar, they told their new allies about the moon of Rylehkastra, how the natives there were so powerful that they could “turn a tank into a crumpled orb in less than a minute.” The followers initially did not believe these claims and flew to Rylehkastra to inspect it for themselves. The landing parties they sent were wiped out within hours.
As the Theocracy of Silverstar became the sole dominant power in Azurullya, Moonmoon took great interest in the Ryleiths. Despite pleas from his generals that the Ryleiths should be left alone or, in the worst case scenario, annihilated from orbit, he ignored them. He explained to them the benefits of having the Ryleiths as a part of their nation, and would periodically send ships to try and uplift them. To this day, there have been seventeen attempts at peaceful contact with the Ryleiths, all of them ending in failure.
Notable Individuals.
TBA
| Ryleiths |
fandom.100th-millennium | # Sagittarium
A faint whisper carries itself across space and time, the sound of a lamentation, worship, hatred, and grief. A black hole containing the heart of Nocturne is the source, a vast complex harvests its energy as it screams its heart into the cosmos. Gravitational waves carry the energy of entire stars away from this black hole, causing turbines the size of planets to rotate, many of which themselves generate enough power to outshine the dimmest stars. This is the center of the economy and society of Sagittarium, a vast sovereign nation-state residing near the core of Cosmoria and Martial Space.
The 4 stars it its possession, each of which are satellites of Nocturne, under its control are divided between 73 prefectures, a federal district, 13 provinces, and 5 wards. Compared to its fellow Martial states, the nation has a strictly ordered society in which every individual doubles as a soldier in the juggernaut that is Sagittarium's army. Capable of flipping between a wartime and peacetime economy within weeks, the nation has a long history of hard-fought conflicts and galaxy-spanning wars.
The region comprising Sagittarium was largely untouched for most of its history, trade mostly passing through it with little interaction with its stars. In 13,444 BCE, the region was first colonized by the Triumvirate Civilization, the civilization responsible for many of the megastructures within it today. A military base left behind by the Triumvirate would form a large junta state before transitioning into the Vaplein Republic in 11,711 CE.
Sagittarium was formed out of the Vaplein Republic after a coup lead by the first chancellor, Klein Vay in 21,677 CE. While in power, Vay established Sagittarian hegemony over the entirety of the area around Nocturne and turned Sagittarium into one of the most prosperous members of the Core Worlds Alliance. After Vay's death, Veselko Abedayo, a prominent general, took power. After several more chancellors, instability increased and demand for a change of the system grew. Chancellor Eris Sailem and many other high-ranking officials eventually drafted and passed a constitution, turning Sagittarium into a semi-democratic presidential republic. After leaving the C.W.A. during the Commonwealth's Eclipse, it would enter the orbit of Martial Space, slowly shifting both culturally and politically to reflect this state of affairs.
Following this, it would gradually begin to resemble its feudal neighbors. As massive corporations consolidated power, they essentially became an organ of the state. With time, they replaced the state as the chancellor was replaced by the head of the largest of the companies. While this lead to a short-lived absolute monarchy, this was soon replaced by a semi-democratic system in which many affairs are handled on a local level. While not quite the thriving republic it was in the past, Sagittarium remains a powerful force in the core of Cosmoria.
Primeval Era.
Early History.
The first intelligent life around Nocturne was the Dökkálfar, an ancient race which would return 4 million years later as the Humans, the star's eventual controllers. Before Humans would arrive, many other species attempted to hold onto the large star-system. For much of history, Nocturne was seen as the frontier, a wasteland that, while plentiful in resources, was so large that securing all of it would take thousands of years. For this reason, the Dökkálfar, retained only a minor presence around Nocturne, taking advantage of its resources but never to the fullest extent possible.
As soon as Ma'eau was able to get its hands onto Nocturne's fertile worlds, it "terraformed" most of them to be hospitable, a shocking turn of events for the Dökkálfar. To them, it seemed as though some deific force was preparing for them a large number of paradise worlds. Many moved onto these worlds and, as their civilization collapsed, gradually diverged to form their own sub-species, grouped in with the Svartálfar despite being unable to create fertile offspring with the rest of that species. This group would eventually become the Myrkálfar as they asserted their unique identity. Ohko's Civilization, the ruler of Martial Space and the civilization of the Svartálfar, partially controlled Nocturne and conducted large amounts of trade with its inhabitants. The collapse of Ohko's Civilization did little to effect the people of Nocturne; they simply began trading with the Providence Union as it emerged.
Sedrua had sovereignty over Nocturne starting in 126,428 BCE, as the nation claimed to be the rightful rulers of all descendants of the Dökkálfar. At this point, the natives diverged into the Vlanoans and Ekrosians. Sedrua established several military bases around Nocturne, beginning the long process of colonization. The Dotsk created a handful of outposts as well in about 100,000 BCE, collaborating with Sedrua to colonize its endless wilderness.
Initial Colonization.
It was not until annexation by the Triumvirate Civilization in 59,763 BCE that any significant habitation began around Nocturne. The planet Thalia would be the first settled. When the nation collapsed in 1 CE, the military personnel and colonists it left on Thalia were stranded. Thalia soon became a self-sufficient military junta state. As the trauma of the collapse of the Triumvirate increased, many would begin fleeing to Nocturne to escape political persecution, law enforcement, or simply to search for more opportunity. This would begin the gradual replacement of the Vlanoans and Ekrosians by Human colonists.
The Vaplein Republic formed as a civil war destroyed the junta state of Thalia. Upon forming, it would become a semi-democratic republic. With time, it would come to conquer or make vassals out of every polity around it, its original inhabitants becoming citizens while the conquered were non-citizen subjects. Much like Erstes Konsortium, the republic had little in the way of sovereignty over its territory. Hundreds of smaller organizations administered parcels of territory while the Republic made sure to keep these small para-states in line. Much the mirror image of the rest of Martial Space, it was its unique position and history that would eventually cause the region to diverge both culturally and economically.
As Erstes Konsortium expanded, it would soon gain "de jure" control over the Republic. With the support of its neighbors, Erstes Konsortium was the only legitimate government in all of the Triumvirate's former territory. This did not stop the Republic from administering its territory mostly unbothered. Apart from paying a small tax, the Republic did little to interact with its rulers in Martial Space.
Prelude.
This somewhat stable order was threatened by the Great Empyreal Crusade. In 18,991 CE, the nation of Empyros invaded all of Martial Space. While the Republic was not directly involved, many of its client states or sub-organizations were. By the dozen they fell as Empyros swept across space. The Republic mobilized its forces in 19,025 CE, forcing every polity under its control to contribute production towards the conflict. With the alternative being literal extinction, the polities around the Republic had little choice in obeying. The Republic soon began producing the lion's share of the arms in the conflict against Empyros.
The last battle, the Battle of Thalia, saw heavy fighting around their capital. This battle, determining the fate of the conflict, was a hard-won battle involving not just the forces of the Vaplein Republic, but dozens of other nations in the galaxy including Erstes Konsortium. In 20,904 CE, Empyros was driven back and not only the battle but the war was won.
While the Vaplein Republic was able to survive, its sister states were not. Wrung dry by the Republic's demands for arms, most of them collapsed under internal pressure or were obliterated by the forces of Empyros. Its clients destroyed and any other political influence in the region crushed, the Vaplein Republic would soon become elevated to the status of Great Power, a nation with influence across all of Aylathiya. The Republic soon fully integrated the territory around itself.
Founding.
After the end of the war, Grand General Klein Vay, the most well-known general of the war, would run for Chancellor. Popular amongst the proper citizenry for his brilliant strategies and popular amongst the non-citizens for his populist rhetoric, Klein Vay was predicted to win the election in a land slide. The then-current Chancellor of the Vaplein Republic, Uriel Ibrahim, likely engaged in great election fraud to manage to win. Despite the outrage across the nation, Ibrahim suppressed protest and even went so far as to exile Vay.
Vay went to the supreme leader of the Neo-Terran Party, Jayvyn Drusus. Drusus, who believed that Vay would make a good ally, gave him the supplies, funds, and materiel to lead a coup against the unpopular Chancellor. Popular with the Vaplein military who he was supreme leader of during the Crusade, there was little resistance to this takeover. Broadcasted live, Vay himself would execute the unpopular chancellor, declaring himself the rightful ruler of the nation in 21,677 CE.
Reform and Expansion.
Once in power, Vay immediately began a series of reforms meant to further his own power while also making himself appear more favorable to the people. A change in the name from "Vaplein Republic" to "Sagittarium" symbolized the transition away from broken democracy to much more war-like nation, "Sagitta" meaning arrow. Vay made it clear to the populace that Sagittarium would be the "arrow" which cut through corruption across the universe. While Vay initially attempted to "cleanse" Sagittarium of corrupt officials left over from the Vaplein Republic, the vast armies of bureaucrats highly entrenched in the government proved impossible to root out. Facing increasing resistance from them, Vay soon stopped, instead opting to erode their power instead.
At the time, Sagittarium was a heavily state-based economy, with most industry nationalized and using the products thereof to supply the citizenry with a post-scarcity existence. With razor-thin margins that caused every little drop in growth to threaten state security, this system was entirely antithetical to Vay's goals. It gave the "managerial class," the bureaucrats, vast amounts of power and prevented much of anything from getting accomplished.
This is when the opportunity presented itself, the promise of infinite energy not through fusion power or Dyson swarms, but from Thaumaturgy. A deeply non-magical society, Sagittarium had little experience with that field of study. With only a handful of magi in the entire military, Vay drafted everyone with an once of potential and collaborated with the Core Worlds Alliance, a nearby transnational treaty organization, to train them. This would have been a waste of money were it not for Laborosoarchod, a nearly legendary member of the Ekrosian Guardians. The capture of Laborosoarchod within a small artificial black hole was the path towards limitless energy, its attempts to escape released large amounts of energy in the form of gravitational waves. These waves, caused by the black hole nearly tearing apart as the singularity was ripped into multiple pieces, deformed, and collapsed into its proper shape, could be harnessed to power the whole civilization. As Laborosoarchod's prison was launched into Nocturne, the amount of energy at Sagittarium's disposal increased dramatically; the gamble paid off.
Vay spent the rest of his chancellorship diminishing the power of the managerial class, in particular by pushing for growth at a faster rate than they could hurt it with their corruption. With the new energy Nocturne was producing, Vay showered the managerial class with money, so much money that they hardly had any motivation to be corrupt. High-level officials became some of the wealthiest in Cosmoria. This was a very unpopular strategy at first, but as corruption decreased and a culture of anti-corruption formed, Sagittarium became more safe for business. While Vay could have simply left it at that, he believed that giving every citizen a comfortable government job would lead to "a degeneration of the populace into useless wards of the state." Taking a page out of the kingdom of Tenshi's playbook, Vay began a mass privatization, gutting the massive bureaucracy.
Sagittarium became a low-corruption state with cheap labor, perfect for receiving investment from foreigners. Nations in the Core Worlds Alliance invested vast sums of money, building infrastructure that normally the government would have had to. Doing so brought the Alliance and Sagittarium closer together while also greatly expanding Sagittarium's fledgling economy.
In 22,771 CE, Klein Vay, as thanks for the original support from the Neo-Terrans, joined it in its invasion of the Triumvirate remnant. The war emerging from this invasion, called the Ma'eau War, would soon come to involve nearly all of Martial Space fighting against the Neo-Terrans and Sagittarium. Using its impressive military might, Sagittarium crushed much of Martial Space while the Neo-Terrans fought the remnant. In 23,333 CE, Calithyia was sacked by both the Neo-Terrans and Sagittarium, ending the conflict as their enemies surrendered. With this victory, Sagittarium's status as a military power was fully cemented and with the reparations its enemies had to pay, its economic power increased we well. Following the victory, Sagittarium joined the Core Worlds Alliance.
While Sagittarium would come to dominate the politics of Martial Space, especially in nations of Humans, it struggled to gain influence far beyond. Under Vay, the few campaigns against other regions resulted in only meager colonies, always failing to gain substantive footholds. These colonies in Zalanthium and Florathel were little more than propaganda tools for the state. Even the edges of Aylathiya were areas it had trouble influencing. In an attempt to secure influence over Martial Space, Vay personally lead fleets to begin a campaign of conquest. This, however, would result in a number of space-based organisms, called The Pestilence, to descend upon Vay's fleet, nearly destroying it. Vay died in 23,431 CE as his ship was overtaken, forcing the rest of the generals to flee to the homeland.
Succession Crisis.
Vay, having lived for so long already, was seen in a similar way as one would see a law of the universe, permanent and unchanging. His death sent waves throughout not just Sagittarium, but also the galaxy as a whole. While the people of Sagittarium demanded that the military exterminate the Pestilence, the remaining generals and other high-level officials knew that it would be futile. Those with significant power, or those with significant enough social capital to make their way into the elite, would form a Council to decide the future of the nation post-Vay.
The Council, however, proved divided as few agreed on who the next chancellor should be or if there should even be another chancellor. They did not have time to debate. As almost as soon as they met on Thalia, news of an attack by the Ekrosian Guardians began to come in. These beings, powerful weapons created long ago by the legendary Eve, decided to move beyond their usual patrol. While there no answers as to why, the threat they posed was huge. Destroying entire civilizations in the past, not only Sagittarium but the galaxy held its breath as their invasion began.
The various generals and oligarchs, without much direction, attempted to push back the Ekrosian Guardians. Their unorganized efforts without a cohesive plan only barely slowed them down. Veselko Abedayo, one of the leading generals in the military, grew frustrated with the Council's lack of coordination. Once the council began their discussion of the invasion, Abedayo simply declared themself Chancellor effective immediately while heavily criticizing the council for "soiling Vay's legacy." The meeting, publicly broadcast, spurred great fervor amongst the people; they wanted another Chancellor. Abedayo declared a referendum, without official power, and stated that it "would be what Vay would have wanted." The referendum went through with a little over half of the population choosing Abedayo, appointing them the same day.
With power finally centralized, Abedayo had Sagittarium begin its largest successful invasion in history. The campaign to push back the Guardians was largely successful; only a small number slipped through. After the majority were destroyed or pushed back, Sagittarium focused on the planet where they seemingly originated, Ekros. Even though little evidence existed pointing towards a direct involvement of the planet or its government in the creation of the guardians, Abedayo had the planet bombarded and its government officials executed. From there, Sagittarian forces occupied the planet and much of the until-then decentralized space around it. They converted all of Ekrosian-controlled space into the colony of Enkatz.
The native Ekrosians, already pushed out of Sagittarium, had no say in their governance. Despite Vay's attempt to get rid of the divide between "citizen" and "non-citizen," Abedayo enforced this distinction by making it illegal for any Ekrosian to have the status, thus barring them from any government position. Human governors and officials ruled the Ekrosians. Ruling not only the colonies but also the homeland itself with an iron fist, millions would end up executed, exiled, or simply disappear with no official cause given.
Despite the expansion of both economic and political influence, a series of relatively incompetent chancellors followed Abedayo. By the time Abedayo's rule ended, Sagittarium's economy was nearly unmatched. However, the next leaders saw an increase of corruption and decadence, spurring further decline. Sagittarium, going from the jewel of the Core Worlds Alliance to just another member greatly hurt its soft power.
Decline.
Margot Vay would be the next chancellor. As Klein Vay's grandniece, Margot Vay held significant influence. While maintaining the policies of her predecessors, Sagittarium's economic growth began slowing as Nocturne became fully utilized. While not outright declining, the economy was not helped by the gradual decline of the Providence Union; it being the largest trading partner with Martial Space.
Following Margot Vay was Azazel Pascuet, a high-ranking official in the government. By the time Pascuet took power, the economy was nearing a collapse as trade all but stopped. With such an export-based economy, Sagittarium had to shift towards a service-based economy, causing a dangerous de-industrialization. Pascuet, ever the nationalist, decided that the government would maintain industrial capacity to produce military arms.
Prelude to the Eclipse.
As tensions rose within the Core Worlds Alliance and its neighbors, a massive level of capital flight and a run on the banks caused an economic collapse, further propelling the it into disorder. These tensions, caused by a lack of central authority, was most certainly not helped by Sagittarium's heavy-handed foreign policy and aggression. The Golomian Confederacy, a non-Alliance member, had to constantly open counterintelligence investigations to prevent influence by Sagittarium. It was not alone, virtually every nation in the area were at each other's throats, reducing investor confidence as war seemed imminent.
The economic collapse facing the Alliance caused not only Sagittarium, but the entirety of the CWA to lose its prestigious spot as the number one galactic economy. Both Tenshi and the Confederacy of Borealis surpassed the Alliance in economic output. The humiliation of losing their prestige caused anxiety among the populace. Sagittarium saw the rise of Satella Laghari, an ultra-nationalist who had the goal of returning Sagittarium to greatness. The people greatly enjoyed her rhetoric to the point of essentially begging the government to start a new war. As other Alliance nations experienced similar trends, military spending began increasing wildly. Soon after, a web of alliances formed where nations with similar interests would form alliances or cartels. Sagittarium had no cordiality within the Alliance.
In 40,000, the government seized the assets of most corporations within its borders; due to increased tensions, its economy was weak. They began using a state-capitalist model to revitalize the economy this time using corporations as tools of the state. While resources were mostly managed by AI, minimizing losses and shortages, this was the last strike against the nation as anything resembling an economic power. Its economy effectively at zero growth and debt sky-rocketing, the nation's military was the only thing it now had going for it. Of course, the people blamed the Alliance and Golomian Confederacy for this and began calling for everything from sanctions to outright war.
Commonwealth's Eclipse.
"Main Article: Commonwealth's Eclipse"
In 41,123 CE, tensions between the Core Worlds Alliance and Golomian Confederacy reached their peak, causing war to break out. At once, every nation, which had been yearning for war for so long, sprung into action. Sagittarium, within hours of learning of the conflict, officially left the Alliance and declared war on all of its neighbors. Its troops quickly moved into several Alliance nations near to it, creating a huge surge of morale in the nation.
For the rest of the Eclipse, Sagittarium would take great care not to fire upon ships from the Confederacy of Borealis that were intervening. Sagittarium's weak economy was unable to handle the strain of exerting itself so much holding onto so much hostile territory in addition to its colonies. In 40,137 CE, Sagittarium gave its colony of Enkatz de facto independence, freeing up the occupying forces there to fight.
By the time the Eclipse had ended, the democratic nations reigned supreme and Sagittarium had little to show for the conflict besides a large number of casualties and its colonies being harder to manage. As the central government began losing control over increasingly rowdy external territories, private organizations from the Alliance and Martial Space began moving into Sagittarium. The people, as temperamental as always throughout Sagittarian history, abandoned the government of Laghari in favor of allegiance to these external organizations.
Democratization.
These international corporations would soon begin disseminating pro-democracy propaganda because it would create a more stable and more trade-friendly government. Eventually Laghari would be ousted and replaced by Eris Sailem, a pro-democracy advocate who would be the first chancellor to draft a constitution. This constitution was voted on in a referendum, causing it to be approved in 42,057.
Some of the more brutal leaders were "banished" to Ventemir, which really meant that they were given large homesteads on worlds owned by the state. The remaining colonies were given more independence as the historical treatment of its natives was questionable at best. Every state corporation was privatized in an attempt to reinvigorate the economy. This was all in an attempt to save face with the wider galactic community, with the end goal of entering the economic bloc of the Confederacy of Borealis.
Association with the Confederacy of Borealis.
In 42,184, the nation adopted the currency and official language of the Confederacy of Borealis, giving the nation access to free trade with the Confederacy. Later in that same year, Enkatz also joined its bloc. The economic boom caused by this was as of yet unseen in the nation. Now that it was moderately stable and open to trade, foreign investment once again poured into the economy.
Its relatively lax laws concerning the creation of androids and its insistence on android rights caused vast numbers of androids to immigrate to the country seeking amnesty. Rather than turn themselves in and risk deactivation, they pooled funds and purchased ships to venture to Sagittarium themselves. Not only did machines immigrate to Sagittarium, but individuals of all kinds made their way into the nation. The cheap energy supplied by Nocturne was a large drawing factor in addition to trying to grab assets privatized by the government.
As time went on, the Chancellor began transferring their power to the newly-created Congress. Even though little more than precedent would keep the chancellor's power in check, referenda and bills passed by congress had new great power. Other changes include the gradual shrinkage in military spending as well as the gradual shrinkage of government authority, all due to foreign influence on the populace. The Chancellor, at any time, could undo all of this and return Sagittarium to its original state, however.
Sagittarium was an economic powerhouse during this period. Widespread stability lent itself well to economic growth. Growth was assumed as a constant as only a handful of years saw shrinkage in the economy. It continued expanding and colonizing stars, however, this was done mostly privately compared to the formerly government-lead colonization of Sagittarium's past. Enkatz, Sagittarium's former colony, would vote to rejoin Sagittarium in exchange for protection against an overwhelming military assault began by the Dominion of Astraeus. Following this, Sagittarium and the Confederacy of Borealis entered into a formal military alliance, creating numerous jointly-administered military units.
Aristocratic Era.
Once more following Tenshi's example, this time accidentally, Sagittarium's economy slowly became dominated by large family-owned enterprises. Akin to the aristocracy found across Martial Space, these groups would secure power. As this new aristocracy crushed all opposition, the chancellor had to increasingly capitulate to these groups and could hardly act without approval from a majority of them. This era is characterized by a near constant state of conflict between Sagittarium and various groups in and around it, even its allies.
Origin of the New Ruling Class.
The liberalization of Sagittarium spurred a massive increase in economic growth. Investment poured in from the Core Worlds Alliance, creating an even mixture of foreign-owned and domestically-owned enterprises. The fall in investment following the collapse of the Core Worlds Alliance sowed the seeds for the eventual ossification of these large businesses.
Sagittarium largely recovered from the collapse to the point that it was able to democratize. Across all of Martial Space, growth was the norm as large multinational companies sprung up at a scale unseen since the Triumvirate Civilization. These vast enterprises employed millions at first, soon ballooning in size to billions as their profit increased. Governments took little action against them as doing so risked diverting investment to more "business friendly areas." The markets were so large that monopolies were essentially impossible.
These conditions prevented total horizontal integration; however, that did not stop companies from increasing in size anyways. Soon, the "Conglomerate" formed as a period of high growth caused massive amounts of consolidation. Some holding companies began controlling seemingly random subsidiaries in wildly different industries. What emerged was a complicated web of ownership where several dozen holding companies controlled portions of large numbers of smaller corporations. As growth in Sagittarium slowed, these holding companies became the backbone of Sagittarium's economy.
Conflicts amongst the Aristocracy.
War of the Order of Yue.
In 62,755 CE, the Blume Order, at the time one of the most powerful land holders in Sagittarium, was declared a national security risk as the group was loyal to Tenshi. The massive Sagittarian Military was able to eventually expel the group while simultaneously keeping most of the fighting away from population centers. The defeat of the Blume Order significantly weakened Tenshi's influence in Sagittarium. The Confederacy of Borealis remained neutral, not wanting to hurt its relationship with the Grand Duchy of Tenshi.
Un'oit Crisis.
In 63,512 CE, Un'oit warlords and oligarchs were officially banned from doing business in Sagittarium, explicitly in the service of maintaining Human sovereignty over Sagittarium's industry. They responded by getting the Rorran Intendancy and its dozens of component orders to strike back, prompting the Sagittarian government to ban Paladins, the members of orders who are powerful warriors. Banning all Paladins and the orders they represented was effectively banning all the competition to the new aristocracy. Now, only Human non-Magi had any considerable power within the state.
First Borealis Conflict.
A militia jointly hired by the Monday Conglomerate and Adam Consortium attacked a worker-owned factory on Thalia in 63,734 CE. This factory, associated with the Confederacy of Borealis, prompted a militant response by the Confederacy. As planned, the two conglomerates petitioned chancellor Itanya Abrahms to request protection from "Confederate Aggression against Sagittarian-owned industry." It was the Confederacy that was sanctioned for their response, prompting the Confederacy to relocate much of its industry out of the country. What remained became heavily guarded. This conflict greatly strained Confederate-Sagittarian relations.
Chancellorship of Luka Caxaro.
A Human male born on Patyrth, Luka Caxaro would come to power in 75,108 CE. Luka Caxaro abandoned any pretext that Sagittarium was not entirely under the thumb of these industrial titans. Caxaro massively cut spending on the expensive Sagittarian military, its pride and joy for all of its history. Instead, it was these companies and their cheaper militias that would maintain order. The central government let its military waste away as it greatly cut taxes for these companies. By this point, Sagittarium had lost much of its prestige, but Caxaro and other top government officials became spectacularly wealthy. The conglomerates showered the chancellor with immense amounts of wealth, while also compensating the now-poorly-paid government officials with bribes. Needless to say, Sagittarium became a much worse place to do business as these large conglomerates removed any semblance of the rule of law from it.
Second & Third Borealis Crises.
The Worker Movement was a Confederate-backed project to return democracy to Sagittarium and repair the broken relationship it had with the rest of Martial Space. The Confederacy of Borealis, a thorn in the side of the conglomerates, was the last barrier to their full control. This brazen act to increase its influence within Sagittarium earned only token resistance at first. When large numbers of people began joining the Confederate-backed unions or guilds, the conglomerates realized that they had no choice but to fight Sagittarium's greatest ally.
This culminated in the Second Borealis Crisis, the beginning of government persecution of Confederacy-associated unions. The last form of organized labor, the move was greatly unpopular. Pressure from the Caxaro administration kept protest activity minimum, however. What began was a cold war between the Confederacy and Sagittarium that was, in actuality, a cold war between the conglomerates and the Confederacy. It boiled over into an outright war between a Confederate Syndicate and the Monday Conglomerate in 75,348 CE. The Syndicate would end up winning, but this only caused Sagittarium to crack down even harder on Confederate activity, officially declaring that organized labor was inherently anti-Sagittarian.
The Third Crisis saw the Confederacy banned from Thalia, strangling much of its ability to fight back against these policies. The Confederate government officially removed all of its assets from Sagittarium in 75,361 CE, an economic crisis for Sagittarium but a win for the conglomerates nonetheless.
Tenshin Crisis.
The arch-duchy of Tenshi, at this point a shadow of its former self, nationalized and re-privatized all Sagittarian-owned industry in its territory, prompting governments across Eos to do the same. Unlike Sagittarium, its vast conglomerates having completely bought out the government, Tenshi maintained an autonomous state despite dealing with the same large companies. While ideologically similar, Tenshi gave up on any prospect of Sagittarium returning to its previous trade-friendly state. It prevented these vast conglomerates from expanding much into Martial Space.
The reason this is referred to as a crisis is because it greatly hurt the income of these conglomerates, leading to a rise in crime as they cut back on security expenses.
Ojo Crisis.
The Ojo Crisis began in 75,725 CE in response to the growing power of the Ojo Merchant Corps. The corps, much more like a guild than a family-owned business, became the number one enemy of the other conglomerates. The central government, at this point just one tool of the ]the wealthiest Sagittarians, did not lift a finger as its ruling class began fighting. Gran Lux collaborated with the corps to hold back the rest of the ruling class, however, the group would be pushed out of Sagittarium over the next 500 years.
This conflict set a precedence of paranoia in which success, ambition, or gaining too much power too quickly was greatly punished. Generals, bureaucrats, and even aristocrats that showed too much promise were purged. By the end of Caxaro's rule in 78,209 CE, Sagittarium had been divided into tracts of territory owned by an aristocracy that punished any dissent from strict guidelines, especially innovation.
Involvement in the War of Saiheran Succession.
To maintain its lucrative influence over the core of Cosmoria, Sagittarium would become involved in the War of Saiheran Succession in 78,211 CE. Chancellor Mikhail Vooren mobilized the small central military to help defend Thalvett, Sagittarium's largest colony, against on onslaught from Marakat and the Areial Union. This attack threatened the assets of the Monday Conglomerate, at the time the most powerful of the houses in Sagittarium. The central government attempted to rally the other houses behind this cause, but was unable to get them to commit to the expensive prospect of defending their rival's assets.
Sagittarium lost much of its central army as Marakat annexed Thalvett. While the central government tirelessly attempted retaking its colony, its attempts failed as it lost millions of soldiers every time. Sagittarium would have to sign a formal treaty with the Confederacy of Borealis, its closest ally despite being in the middle of a cold war with it, to secure arms. The treaty stipulated the the Confederacy would be able to operate in the colony if they liberate it, giving it an unprecedented opportunity to access new markets.
As the War of Saiheran Succession began winding down, the Confederacy declared war on Marakat. It would have to abandon Thalvett as Confederate marines secured key objectives on Thalvett's capital, Kihow. The Confederacy and Marakat reached a peace agreement in which the Union was guaranteed access to trade from Thalvett's ports. In exchange, it would allow the Confederacy to return Thalvett to Sagittarium. This complicated mess of a conflict weakened Sagittarium even if its lucrative colony was returned.
The War of the Ancients.
"Main Article: War of the Ancients"
When the War of the Ancients began in 88,073 CE, the once effective Sagittarian military was humiliated at the hand of the Quintet Payotari Association. Sagittarium mostly fought the conflict far from its borders, leading to great logistical difficulty. Numerous times, especially during battles such as The Battle of Sekhmet, the Vaults proved to be nearly insurmountable for Sagittarium's military. Where Sagittarium had numbers, the Association had incredibly effective large ships capable of fast deployment as well as matching even the largest of navies.
As the aristocracy lost many of its powerful members due to bombardment, assassinations, and in-fighting, it began consolidating behind the Gwynn Group. Dhalia Gwynn, would become the next Chancellor in 88,277 CE. The conflict resulted in the full unification of the conglomerates and the Sagittarian government into a single entity. This united government, called the "United Chancellery of Sagittarium," saw a single family officially own the entirety of the assets within Saigttarium. In other words, Sagittarium formed a monarchy.
Learning from the example of the QPA, Sagittarium restored the ancient ship known as the "VSS Readymade," a powerful craft created by the Triumvirate Civilization. It spent most of its time defending vital worlds, preventing further Association attacks on Sagittarium. After the fighting left Sagittarium's borders, it still fought, supporting its sister-states in the conflict. The sudden freeing of Sagittarium's military from engagement, as well as the looming threat of the Commonwealth of Aggregate Aylathiya served to end the War of the Ancients by armistice in 88,433 CE.
Post War.
Immediately following the War of the Ancients, Jezebel's War began between Jezebel II and her followers and the Confederacy of Borealis. The nobility of Martial Space, refusing to recognize the Gwynn Family as "noble-blooded," would see Sagittarium not participate in the conflict. Instead, Sagittarium had domestic issues to worry about, in particular the renewed loss of Thalvett. The Confederacy abandoned the nation and, in its absence, Thalvett declared independence.
By the end of Dhalia Gwynn's reign, Sagittarium had wasted much of its resources on maintaining control over Thalvett. Sagittarium's next monarch, Xengo Gwynn, oversaw further shrinkage as Sagittarium lost its colony of Ekros. Sagittarium also saw the loss of its unique cultural identity, the nation having become so intertwined with the rest of Martial Space that it was effectively just another duchy under the control of the Imperator.
Transition away from Absolute Monarchy.
By the reign of the third monarch, Ambi Gwynn, the Gwynn House had lost so much power that it had become a nearly redundant part of Sagittarium's governance. The nation was effectively an alliance of states and organizations. The monarch called what is known as a "Consilium," a council of powerful individuals, to maintain the unity of Sagittarium. The Consilium soon began resembling a parliament as it delegated much of the management of Sagittarium to a central bureaucracy. As the prime minister became increasingly powerful, the chancellery was abolished and replaced with an elected official from amongst the parliament members. The "president," however, was still known as the "Chancellor" and was elected by a vote amongst less than a thousandth of the population.
Modern Era.
Sagittarium "re-democratized" in 92,451, following the abdication of Ambi Gwynn and the election of Erol Alade. This new system encouraged aristocrats and private organizations alike to cooperate, use diplomacy instead of violence, and collaborate with the central government. While unruly aristocrats or powerful merchants would plague Sagittarium through the present day, they became much weaker as vast coalitions handled their rebellion. The central government could then focus on maintaining a strong military with the goal of preserving Sagittarian independence.
Expansion.
For the first time in thousands of years, Sagittarium was able to expand beyond the area around Nocturne. While making colonies of entire star systems would be impossible, it was able to colonize a small portion of Eos, the central system of Martial Space. The several dozen settlements it controls serve to increase Sagittarian influence over this system while also acting as a military base. Sagittarium continues policing the core of Cosmoria and will fire upon any ships engaging in hostilities within it. This, among securing its power, allows for trade to flow across it largely undisturbed. This and other projects of taming the core's spaceborne life contribute to Sagittarium's stability, economy, and international standing. It has not regained the hegemony it had over the core in its early history, however.
Diplomacy.
Sagittarium has historically had very poor relations with its neighbors. Internal instability and infighting has lead to strained relations with its neighbors. It is currently within the economic bloc created by the Greater Martial Consilium and even has representation in its ruling body. The present situation mirrors that of Erstes Konsortium and the Vaplein Republic; there is only a de jure rule from Martial Space in Sagittarium.
Table of Relations
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Generatrices.
A generatrix is a generator capable of turning gravitational energy into usable power. Ranging in size from transistors to planets, the generatrices are the backbone of Sagittarium's economy. Appearing like turbines, a generatrix works in reverse to the typical Warp Drive, causing space to become flatter and releasing energy in the process. Exotic Matter with a negative mass is essential for these devices, the gravitational waves causing the generatrix to spin as the conventional matter affixed to it is tugged along. Most of this energy is eventually turned into electromagnetic radiation which is then harvested by conventional solar panels.
Government and Politics.
The government of Sagittarium has gone through several forms, called eras. The current era, a rebirth of democracy, sees a government ruled in equal parts by an aristocracy and the common folk. This government, an anocracy, is a hybrid system between a parliamentary republic and a constitutional monarchy. Power is thusly split between democratic local governments and the more autocratic central government. There are 73 prefectures, a federal district, 13 provinces, and 5 wards. The prefectures are ruled democratically while the other divisions are ruled by the chancellor or parts of the aristocracy.
Elected officials are elected using an approval based system, where citizens can vote for as many candidates as they please, the candidate with the most approval overall is elected. This tends to move parties towards the center, pushing radicals out of government.
The Federal government is divided into 1523 Ministries. Each ministry is responsible for running a certain aspect of the state. These ministries govern Thalia and the other places not governed by prefectures. The military represents over half of the ministries, the vast bureaucracy needed to coordinate its large number of troops employing more than any other in the country.
Classes.
Sagittarium has a number of classes in which its subjects are divided. Subclasses divide the three main ones: serf, commoner, and patrician.
Serfs make up under a fifth of the population and are not considered citizens. They are directly ruled by the federal government and thus have no representation within it. They are tied to the territory in which they live and can be used as labor in some cases. Serfs can earn citizenship through military service, buying their freedom, or being freed by their patrician. Most serfs spend their lives in virtual reality, ignoring the outside world until the government calls on them for military service during which they are quickly trained and shipped to the front lines. For this reason, most of them have augmented bodies specifically designed for both virtual reality and conflict.
Clients
Clients represent the largest individual share of the population at over a third. Clients are essentially the "default" mode. Free to move around the nation as they like, clients are represented in parliament and are never forced into the military. They are free to enlist as officers if they so choose.
Merchants
Merchants are the citizens that own capital in any form. Whether they are industrialists, traders, or simply business-owners, merchants are the reason why the citizenry were able to wrestle away power from the aristocracy in the first place. Merchants hold most of the wealth in the nation and own most of its production capacity as well.
Nachleben
The Nachleben are a class of citizen that, like the serfs, spend most of their time in virtual reality. Unlike the serfs, the Nachleben are vast artificial intelligences that control huge amounts of wealth, production capability, and even population. They are halfway between aristocracy and citizen, but are still represented by members of the parliament like any other citizen.
Knights
Knights are high-level officers in the military that serve as elite troops. They are usually accompanied by large numbers of serfs and lower officers on their missions. Behind the front lines, Knights each own a decent amount of territory and the serfs on it. They are usually given missions with rewards coming in the form of the land of knights that died or state-owned land. Knights are often also Paladins in various state-sanctioned orders, most notably the Alkan Intendancy.
Governors
Governors are top-level officers that command knights. They directly control few serfs, depending on their knights for serf-related affairs. These ultra-wealthy individuals rule millions each. Governors directly own the military equipment they lend to the knight's soldiers. The position is usually hereditary but can be granted either as citizen officers or knights are promoted.
Administrators
Every continent or region in space has an administrator, a non-military ruler of territory. Administrators are powerful enough to not only effectively appoint a personal delegate to parliament, but for themselves to be their own delegates. Administrators each control a portion of Sagittarium's military, but also have control over local laws, trade, and industry within their territories. This is the highest non-elected position within Sagittarium. Administrators are usually members of "houses," alliances of administrators that vote together in parliament.
Delegates
Delegates are officially the most powerful individuals in Sagittarium. They must be a member of the patrician class before being elected to the position. Delegates, of which there are only ten thousand, represent administrators, coalitions of administrators, or other powerful noble groups such as houses.
Government for Citizens.
Above the administrators is a large federal government created to hold the nation together. Balancing the interests of both the citizenry and the aristocracy, the central government controls most of the military as well as governing the civilian population.
For civilians, the parish represents the lowest level of government. Every settlement with over ten thousand is a parish. Parishes have a mayor, council, and several bureaus which manage justice and most other civilian affairs. Citizens will rarely interact with higher governments that this save for the appointment of their representatives.
Non-delegate members of parliament, simply called "MPs," represent one million citizens each. In total, there are well over 6 million MPs. Members of parliament spend most of their time voting on the dozens of bills that come through every day and are often augmented to handle the extreme workload of reading and voting on bills. They are reelected every 5 Thalian years.
For every planet or ten billion individuals, whichever comes first, there is a consul. Consuls serve to organize administrators, appoint positions for certain positions, and handle other non-military affairs. The person in this position is required to be a non-military citizen and are elected every ten Thalian years.
The Chancellor is the head of government of Sagittarium. The chief executive as well as commander in chief of the military, the chancellor of Sagittarium is perhaps one of the most powerful individuals in Cosmoria. The position is always occupied by a member of parliament. They are usually the leader of political parties within parliament and are usually patricians as well.
Parliament.
The parliament of Sagittarium officially rules the country, dividing the "head of state" title amongst each of its members. It has the sole power to pass laws, declare war, and to appoint the chancellor. There are two kinds of parliamentarians, delegates and members. Delegates have 33% of the vote divided amongst themselves while the members have 66%. In the rare case in which commoners and their representatives are fully in favor of something, they can leverage this majority to pass laws without the consent of the delegates. This is rare and most of the time the delegates and the ruling party need to cooperate to pass laws.
Political parties remain a powerful force in Sagittarium. Amongst delegates they are called "houses" while amongst members they are simply parties. Parties usually vote as one on specific issues; meaning that dissent within parties often causes them to split. Citizens are sometimes allowed to join parties, but this is usually reserved for more prolific campaign financiers or other influential figures.
Bureaucratic Privilege.
The government jobs within the nation are ultra-competitive, nearly every citizen desiring to join the government. Government officials each get over triple the mean income at the lowest levels. At higher levels, government officials eclipse some governors in how much wealth their control. The highest officials can rival even the administrators in how much they can control. This massive compensation, intended to disincentivize corruption, represents a large portion of the government budget. For lower-level officials, middle-level officials often use other benefits such as rewards to incentivize good behavior.
With power rivaling many patricians, much of Sagittarium's government positions are held by second or third children of patricians with few prospects for ruling any territory themselves.
Military.
Federal Military.
The Chancellor has direct control over about one third of the military, forming the "Federal Military." The plurality of funds spent by the federal government go towards this organization. It is headquartered on Thalia and its top officials are exclusively citizens appointed by the chancellor. The minister of defense is the second-highest ranking official in Sagittarium and takes the place of the chancellor in the event of their death. Six percent of GDP is spent on this force.
The central government has military bases scattered across Cosmoria that are mostly remnants of Vay's and Abedayo's extensive military ambitions. A large number of these bases are located around the core in neighboring nations, most of the rest are in Aylathiya, and exactly one is in Florathel, although this base is jointly controlled by Sagittarium and Thalvett.
Aristocratic Military.
The various aristocrats of Sagittarium, when called for war, are required to each supply an equal number of troops to the war effort. Administrators will contribute as many as one hundred thousand knights, more than enough for most conflicts. These knights are supported by as many serfs they can utilize. Officers in the military are usually civilians but serfs can also serve this role if need be. This portion of the military, while far larger in terms of manpower, costs about as much as the central force. This cost is distributed over the vast noble class.
This part of the military is unable to operate outside of Sagittarium without official authorization. Even so, this does not stop the powerful from exercising their power outside of Sagittarium's borders. This contributes greatly to the nation's poor reputation as corporations or other non-governmental organizations contend with rogue Sagittarian nobles.
Other Military Forces.
Private companies and militias ran by civilians make up the rest of Sagittarium's military power. Even more prone to quarrels with outside organizations, these forces are often forcibly disbanded. Despite this, many are employed by either the federal government or aristocracy. Occasionally, they are even hired by nations within the rest of Martial Space especially those on Eos.
This period was the semi-fascist to fascist era of Sagittarian history. Emerging from a failing republic, the nation intentionally abandoned democracy in favor of autocracy. The economy flipped between private and public ownership of industry while never deviating from heavy industry for its main source of output. This time saw Sagittarium at its greatest extent and most powerful relative to it neighbors.
This period saw full democracy for nearly every high-level position as the Confederacy of Borealis influenced the nation. The economy remained privately-owned; however, there was also a great deal of collective ownership. Organized labor defined the economy, further increasing economic output as workers had more disposable income.
Sagittarium became dominated by large private corporations during this period. They were not a part of the government but had effectively become extensions of it by the end of this period. Wealthy individuals and companies destroyed organized labor; however, large economic growth during this period prompted politicians to largely ignore the mounting problems. By the middle of this period, economic growth slowed and the political will to change the system was entirely gone.
As the corporations unified into one aristocratic class, a briefly-lived absolute monarchy ruled Sagittarium. The owners of the powerful corporations unified to form an aristocracy as they split territory amongst themselves. This was little more than a change in titles as land was already ruled in this way. This period saw intense rebellion by commoners discontent with the current system.
Demographics.
To this day, Humans have a slight majority in Sagittarium. For quite some time before the War of the Ancients, things were more equal; however, a large influx of mostly human refugees and subsequent immigration from Aylathiya pushed the percentage of humans up to where it is presently. Despite the slight majority of Humans, Sagittarium is fairly equal as far as nations go. It lags behind some of its cohorts in the rest of Aylathiya, mostly due to its long history of Human supremacy. The Human majority is expected to diminish within the next millennium as immigration and other factors cause non-human populations to grow (in particular Dotsk populations as more and more Dotsk leave their home system, Mili).
Amongst the aristocracy, however, the vast majority are Human. The current chancellor, Tyiov Rexc, is a bit of an anomaly in that they are not only non-Human but also a non-aristocrat. Save for the current chancellor, all have been Human. Serfs are also disproportionately "Human," in that minds uploaded to Thalians, a type of android, are restructured to be entirely Human. Serfs are almost universally Thalian. Thalians are less common in the upper classes although extensive bodily modification is common.
Economy.
The economy of Sagittarium is a somewhat highly-developed mixed-market economy. Most of the economy is owned privately, with state ownership usually coming in the form of its remaining feudal land titles. Once numbering amongst the largest economies in Cosmoria, Sagittarium currently ranks poorly for a nation of its size. Coming in 7th for economic potential within the Greater Martial Consilium, Sagittarium's economy focuses mostly on heavy industry that their cheap energy makes affordable.
The backbone of the economy is the tremendous amount of energy that Nocturne provides. Where solar power most of Cosmoria, the energy released by Nocturne in the form of gravitational waves is the dominant form of energy generation within the nation. Vast streams of coherent gravity waves, gravitational "LASERs" or GASERs, provide power to virtually every planet and station.
Trade with Florathel is a vital source of income for Sagittarium. A net exporter, Sagittarium has made it a priority to maintain friendly relations with external nations. It maintains a large military to not only protect merchant ships if need be, but to encourage friendly relations from its neighbors. Local nobles unhappy with trade deals represent a constant threat to trade and are thus quietly removed by more powerful groups. For this reason, however, Sagittarium has low investor confidence. In more private areas, investment is safer. The rural areas which the aristocrats tend to rule receive little to no foreign investment.
Society and Culture.
While designations such as "Human" and "Dotsk" do exist within the nation, this mostly applies to non-citizens. Those which are citizens are almost universally Thalians, artificial machines complete with Artificial Pylons. With nearly 25 megawatts allocated to each individual citizen per day, the average Sagittarian citizen has access to a tremendous amount of resources as well as the capability to save up funds for large purchases.
Since Sagittarium is so large, much of the purchasing takes place in an informal economy. While non-citizens are barred from owning much beyond the habitats they live in, many non-citizens who still hold onto their natural bodies have only one option for acquiring capital, the black market. Non-citizens can be drafted at any time, are automatically taxed by unmanned drones from the central government, and even have the option of gaining citizenship if desired.
Sagittatium is home to many cultures from across the galaxy. Relatively lax immigration laws put in place after democritization caused large numbers of individuals to migrate to the nation. Even more immigrants entered the nation after the War of the Ancients due to the nation's relatively untouched state. Planets such as Thalia and Jezreel were flooded with refugees.
The government struggled to make room for all of these individuals, many of which required their own orbital habitats or accommodations entirely unavailable within Sagittarium. Many people were crowded onto O'Neill Cylinders while space for them elsewhere was being freed up or created. In these cylinders, dozens of cultures mixed together, all with influence from the previously mostly-human Sagittarium. The product of this was a distinctly Sagittarian culture that can trace influences from dozens of places around Aylathiya and beyond.
The mixture of cultures as well as its time separated from the Confederacy before the 40,000's caused Sagittarium to speak and write a form of Boreal Basic called "Sagittarian Basic." This dialect of Basic is fairly easily learned by non-native users, as it removes five letters from the base alphabet. However, the pronunciation is entirely differently from other human nations using the language. The dialect relies heavily on vowel sounds. Loan-pronunciations for words are common, despite most of the pronunciations being bastardizations of the original languages they came from. In particular, Sagittarium adopted Vexlorian pronunciation for things such as the name of many galaxies and regions, the names of almost every mythological concept, and most words for genres of media (due to the relative ease of speaking Vexlorian as a human and vice-versa).
Artificial Intelligence.
Sagittarians regard beings such as androids and AI's as completely alive and worthy of the same treatment as organic beings. Vast numbers of machines, truly sapient or not, have found refuge in the nation's networks. While vast numbers of potentially dangerous AIs have fled to these networks to continue their missions, the majority cooperate with authorities to contain more dangerous programs for the benefit of all.
While the vast majority of androids are not sapient, large numbers possessing high intelligence will usually immigrate to Sagittarium. Upon arrival, they register as refugees given their lack of citizenship in most other countries.
One more interesting phenomenon is the influx of non-android sapient machines. Vast numbers of craft, some well over 100,000 years old, which qualify as sapient have entered the nation. Everything from personal assistants modified by their owners to intelligent swarms of nanomachines have filtered in through the years. The result is quite the cosmopolitan population make up.
| Sagittarium |
fandom.100th-millennium | # Saihera System
The Saihera system is a major star system in the halo of Cosmoria, just beyond the stars of Florathel. Home to the most populous regions of Sarepha and the adopted homeworld of the Scargass, the system is comprised of a red dwarf, Saihera and 9 planets (and 1 dwarf planet) , two of which have native multicellular life. The system has a high metallicity, leading to large iron cores for many of the terrestrial planets in the system.
Architecture.
The inner Saihera System contains four planets; Zihate, Catrona, Suloom, and Kobani, and the outer system contains five: Dimostah, Vorblik, Shinuxuan, Netraikon, and Kidai. Between Kobani and Dimostah there lies a thick dust belt filled with small particles and asteroids, and Kidai holds a thick belt of icy objects in its various resonances. Beyond the belt, Saihera possesses a rareified cloud of comets fading into the empty void, each of which could be used as an anchorpoint for some sort of deep space station.
| Saihera System |
fandom.100th-millennium | # Saihera system
| Saihera system |
fandom.100th-millennium | # Saka-Lowuks Entente
| Saka-Lowuks Entente |
fandom.100th-millennium | # Salakela
The Salakela are an intelligent cephalopodic species within the Terakela family hailing from the world of Saleas in the Parvo-Aa System. They are primarily located within Florathel, and are the most populous species of Saw-Yos. The Salakela are known for their attitude of kindness towards other species.
Evolution.
The shallow oceans were a warm broth of chemicals issued from vents throughout the early era after formation of Saleas. Simple species bound by phospholipid membranes formed rapidly, absent cell walls. Genetic information not only diversified quickly, but was consumed along with the nutrients of other cells by early predators. Evolution proceeded at a lightning pace.
As the ice crust sealing the planet thinned, photosynthesis joined chemosynthesis as methods of energy production. Early plants not only produced simple sugars, but also churned out heat to thin the ice more effectively.
Plants became multicellular, along with herbivores and predators in quick succession. The shallow seas were full of tumult.
Evolutionary pressure drove species quickly into the air to evade hunters, as well as drilling into the ocean bottom, which was a thick slurry of dead organisms. Soon the ocean became a honeycomb of various animals burrowing their way through the rock. These tunnels saw use by all organisms, and widened into vast complexes that were kept open by their own currents.
The first intelligent species were, as expected, tunnelers. Salakela evolved from herbivorous worms into omnivorous diggers, hollowing their own burrows as a way to escape the voracious hunters above. Less than half a meter in length, the ability to create and navigate vast tube complexes required a compact brain. Lacking the need to see, they did not bother with a visual cortex. Instead, their brain was occupied with cognition and speech centers, enabling the Salakela to communicate with one another via throat pouches that could emit vibrations across a wide variety of frequencies. These are not heard, but felt through the water, enabling Salakela to talk to individuals over a kilometer away, and hold complex discussions with an entire community at once.
With the ability to create tunnels, seal them, and warn others of danger, the Salakela left their predators behind to go extinct. With more time to focus on other activities, they developed complicated languages that broadened to include ultrasound frequencies. The appendages used to dig were able to manipulate rocks and tools. Rock tools were followed by glass once they figured out how to form silicates ores over ocean vents, and conduct early investigations into the process of chemistry while immersed in water.
Any discovery was immediately ‘published’ to the community at large, as every individual more or less talks to themselves on a constant basis. The ability to build required a medium, and soon the Salakela were able to construct biological materials on glass templates. Rather than use metals for building materials, they were able to construct carbon polymers and carbohydrate skeletons of chitin-like armor.
Their tunnels became cities, and the Salakela invaded the ocean above for the first time in their two million year history. Their clear-walled buildings vaulted high into the oceanic medium, and from there permanently into the thin atmosphere above. Space exploration became a foregone conclusion.
After they were absorbed into the Providence Union, the state of Saw-Yos would become a powerhouse, forming a very powerful nation and playing a key role in the War of the Last Alliance for its independence. The Salakela would later play a role in the War of Saiheran Succession and the formation of the United Nations of Florathel.
Biology.
Respiratory System.
The respiratory system of a Salakela is very simple. Sea water is constantly circulated over the gills, causing the oxygen dissolved in the water to diffuse into the gill cells. From there the oxygen is taken throughout the body. There is not much simpler than that.
Digestive System.
Salakela ingest food through their mouths. They have no teeth, but their hard beak works to break food into smaller pieces. Many species also possess a rough tongue, known as a radula, that helps further tear apart their food and push it back into their esophagus. The esophagus pushes food into the stomach with a process called peristalsis.
The Salakelan stomach is rather large, accommodating fish debris for digestion. The stomach does a thing called segimental movement to mash up whatever's inside it, alongside powerful stomach acid. After the stomach finishes its work, it then goes to the intestine, where nutrients are absorbed. Finally it gets expelled somewhere in the open ocean.
Nervous System.
The Salakelan nervous system is rather interesting. Rather than a single spinal cord-like structure, each Salakela has two. The Salakelan brain is rather large, taking up lots of space in their head. The nerves emanating from the two spinal cords and the brain travel all throughout the body, enabling control of limbs and such.
Reproductive System.
The Salakela reproduce by "spawning". Essentially, both sexes release sperm and eggs into the open water in enormous amounts, where they fertilize each other and float down to the sea floor, burying themselves quickly. They develop beneath the sand, and are born after approximately two months.
Demographics.
Salakela are almost solely found in Florathel, especially within the EFS and neighboring states. The only known Salakela habitations outside of the region is the CFF embassy to the Greater Martial Consilium and to the Shev'ra.
| Salakela |
fandom.100th-millennium | # Saleas
Saleas is the second planet in the Parvo-Aa System located in Florathel. It is an icy world that has been partially melted by the increasing heat of Parvo-Aa, a red giant star. It is the homeworld of the Salakela species and its largest city Sorakel Tower is the capital of Saw-Yos.
Overview.
Saleas is the Salakela word for "home", and its original name by the extinct Corvelmar of Coros is unknown. It is a planet that initially seems barren on the surface, but is in fact teeming with life beneath the partially melted ice shell.
It is one of the most important worlds in the whole of the modern history of Florathel, as it is the capital world of Saw-Yos, an influential nation in galactic history. It was also a major colony of one of the most influential species of the ancient Lareas Alliance, the Corvelmar species. The Corvelmar would manage to survive the Swarm of Andvaris and be spared from its events, but they squandered the opportunity presented by an empty universe by destroying themselves almost immediately in an epic war.
Saleas was not always in its present state. For the vast majority of its history, it orbited the gas giant Virelask as its largest moon, and was entirely covered in thick ice, its surface a vacuum. It was later aquaformed by the Corvelmar in an attempt to create living space for them, before they were conquered by the Lareas Alliance. After the fall of the Lareas Alliance and the Corvelmar's destruction in war, Saleas froze over again, and sometime in the interim, a close encounter with another moon of Virelask ejected it from the gas giant's orbit. As Parvo-Aa aged, it brightened, eventually becoming a red subgiant, bringing Saleas within its habitable zone and causing the melting of much of the ice shell surrounding the planet's subsurface ocean.
It would later serve as the homeworld of the Salakela species, which would later break through the ice and colonize much of their portion of the galaxy. Saleas has served as the capital of Saw-Yos ever since its founding. As such, it has the highest proportion of Salakela of any planet in the whole of Florathel.
Due to its importance to the Salakela, many wars have been waged over control of the planet between various factions of the species, but so far no secession movement has been successful. Saw-Yos was a part of many of the major wars in Florathel, including the War of Saiheran Succession and the War of the Last Alliance, and unfortunately the planet was nearly rendered uninhabitable during the Sack of Saleas by the armies of Princess Kalea Atherian.
Astrography.
Saleas is located in the habitable zone of the primary star of the Parvo-Aa System, between the orbits of Kralean and Virelask. Its elliptical orbit exists in a 2:3 resonance with its former parent Virelask.
Intelligent Species.
Corvelmar (extinct).
The Corvelmar are the first species to colonize Saleas. They came from the planet Coros, the currently innermost planet in the Parvo-Aa system, then a lush world of forests and oceans, now a sunblasted, dead world with little to no atmosphere. Looking somewhat like large spiders, the Corvelmar would conquer the entirety of their now-dead homeworld and colonize the then-icy moon of Saleas. Saleas, orbiting the gas giant Virelask at the time, had many neighbors and was effectively the second capital of the state of Kelavar, the Corvelmar's state within the Lareas Alliance and later the name of their nation. However, after wiping themselves out in war a few thousand years after the fall of the Alliance, Saleas would freeze over, but the primitive bacteria accidentally seeded in the ocean of Saleas would evolve to become the Salakela.
Salakela.
The bacteria that the Corvelmar accidentally seeded Saleas with eventually evolved into the Salakela, a cephalopodal species which would construct endless catacombs throughout the seafloor and eventually creating vast glass towers in the ocean of the planet, some even rising above the surface between chunks of ice. The Salakela would conquer the whole of Saleas, then its moons, then the rest of the system, before expanding into greater Cosmoria. The Salakela would eventually found Saw-Yos and become one of the most influential species of the United Nations of Florathel.
Major Moons.
Heleas.
Heleas is the largest moon of Saleas, and the largest moon of any object relative to its parent planet in the system. Like Saleas itself, Heleas is an icy world which is slowly beginning to melt. Unlike Saleas, it has only just been seeded with life, and as such it has only bacterial life forms native to it. Towers similar to those on its parent world have been constructed within the oceans of Heleas as well, vastly increasing its population.
When it first formed, it orbited the gas giant Virelask, in a position near Saleas itself. However, when Saleas was ejected, it took Heleas with it, allowing its tidally heated subsurface ocean to be sustained. Just as Saleas did, when Parvo-Aa became a red giant its icy crust began to melt, making colonization much easier.
Heleas now has a dense population of roughly 4 billion Salakela, despite its small size. Also, because of their closeness in size, Saleas and Heleas are in a "double tidal lock", meaning that one face of Heleas is perpetually pointed toward another face of Saleas. The Salakela have constructed a space elevator between the planets to take advantage of this.
Minor Moons.
Paea.
Paea is the first dwarf moon of Saleas and its second natural satellite. Paea was captured from the asteroid belt of the Parvo-Aa system after Saleas' ejection from Virelask, alongside its sister moon Fras, and is composed mainly of rock. Paea is roughly thirty kilometers in radius, and is pocked with various pits and craters.
The moon contains the colony of Ceraxes, a massive underground colony which burrows all the way through the moon and is filled in with water. Ceraxes has a population of roughly eight hundred thousand individuals, and homes and businesses are anchored to each other and expand upward toward the center of Ceraxes in vast structures which appear to be made of glass.
Fras.
Fras is the final natural satellite of Saleas. Significantly smaller than its sister moon of Paea, Fras is dense, composed mainly of iron and other heavy metals. Because of this, the population is relatively small, with the mining installations being manned by robots. Despite this, Fras is home to the colony known as "Dance of the Spheres", because of the famously beautiful views of the Saleas and Heleas dancing around each other. Dance of the Spheres is a major tourist attraction for the Saleas System.
Eknar's Ring.
Assembled as one of the greatest construction projects the Salakela had undertaken and unveiled exactly 1,000 years after the finale of the War of Saiheran Succession, Eknar's Ring is a highly populous megastructure taking the form of a Bishop Ring orbiting distantly around Saleas. It is roughly 18,000 km in radius, making it significantly larger in size than its parent, albeit far smaller in mass. Filled with water, the Ring's inner hull is populated by hundreds of small cities comprising a total of forty billion Salakela and other species. Eknar's Ring is often compared to the much larger ring of Argano.
| Saleas |
fandom.100th-millennium | # Sarelle
Sarelle, the third largest planet in the Cnara System and fifth world orbiting Maea, is a major world of the nation of Cnara-Frealee. As of the present day, it and its 29 moons are home to 14 trillion inhabitants spread through its sphere of influence, particularly on its two major moons Azelis and Erenne.
Population.
Most of Sarelle's trillions of inhabitants live in orbital habitats rather than on a natural body, and most of those remaining live on one of Sarelle's two moons. However, there are still several billion individuals who live on floating cities in the planetary atmosphere. Each city is encased in a large dome to hold in the atmosphere and keep temperatures livable. Rather than using expensive and impractical antigravity technology, these cities operate like balloons deep in the atmosphere with the comparatively thin atmosphere inside making the structure less dense than it otherwise would.
The largest and oldest city, Fabula, has a population of over 13.5 million, but most cities on the planet are much smaller than this and are based around helium-3 "mining" plants.
Sarelle has a large set of rings, the only planet in the Cnara System to have them. These rings are protected from mining due to their status as a natural historic site.
Moons.
Sarelle has two major moons, Azelis and Erenne.
Azelis.
Azelis is the larger moon of Sarelle, and the third body in the Cnara System with life. It has a thick ice shell with a kilometers-deep ocean beneath it, filled with life. Its surface is covered in many cities, populated partially by researchers and miscellaneous people. Azelis' most major population center is Materica, a sprawling city across the center of the leading hemisphere.
Life.
Azelis has a massive array of life forms, ranging from tiny bacteria to vast squid-like creatures prowling the dark waters. No intelligent life-forms have evolved in the oceans of Azelis as yet, although some of the squid-creatures have begun to show pre-sapient behavior.
Erenne.
Erenne is the outer major moon of Sarelle. It is a rocky body, perhaps captured from the asteroid belt between Carlea and Sarelle. The moon is being mined due to its large concentrations of heavy metals, and may be terraformed.
Erenne is home to the headquarters of many mining conglomerates, which give the local population well-paying jobs remotely controlling the mining bots. Erenne plays host to the shipyards at Ascerai Planitia, assembling many impressive ships for the Cnara-Frealee fleet.
Rings.
Sarelle has a large set of rings, created by the breakup of a medium-sized moon. These rings, originally believed to be two extra planets, are extraordinarily complex, with millions of thin ringlets and gaps carved out by tiny asteroids and resonances with the two large moons.
The largest shepherd moon, Yoro, is the site of an expensive hotel that is one of the largest tourist attractions in the UNF.
| Sarelle |
fandom.100th-millennium | # Sarepha
Sarepha is a powerful nation in extragalactic space beyond Florathel, founded after the great migration from Tegerelis. Sarepha is partially run by a monarchy, though this is almost entirely a figurehead with no power beyond Dimostah and the inner Saihera System. Because of the extreme sparseness of population through interstellar space, the Kingdom is notably underdeveloped, with many portions of its territory in crippling poverty. This has not stopped it from being the one of the most influential nations in the galaxy, with an event directly caused by it, the War of Saiheran Succession, leading to the creation of the United Nations of Florathel.
Sarepha occupies an enormous amount of territory across extragalactic space, centered upon the Saihera System. Because of the sparseness of its habitats, the Kingdom must be very decentralized, with those on the outer reaches being effected little by what happens in the heartlands. Apart from its vast claims in interstellar space, the Kingdom of Saihera controls very little in the galactic disk itself, apart from small regions colonized in the Providence Neutral Zone.
Capital.
The capital of Sarepha is the planet Dimostah, a desert world orbiting the red dwarf Saihera. Dimostah is very dry and almost lifeless other than non-native intelligent individuals, and is an ecumenopolis, with a population of over ten trillion. Dimostah is not the homeworld of the Kingdom's founding species, the Scargass, but was the major center of population after the supernova of their original home star, Tegerelis, which destroyed their original homeworld. This occured long before they gained the technology to stop supernovae, which forced them to evacuate out of range of the supenova's affects to the Saihera System.
Government.
Sarepha is a fairly standard constitutional monarchy, with some key differences. The Monarch's power is quite huge over things in the core regions of the Kingdom, and literally nonexistent in the borderlands. However, the Monarch is not the only piece of government, which is split into the "Legislative Branch", a branch for voting on possible laws to be passed or vetoed by the Monarch (vetoing very rarely happens), the "Executive Branch", the Monarch and cabinet, and the "Judicial Branch", the highest court.
Legislative Branch.
The Legislative Branch is composed of a Parliament and a House of Nobles. Parliament is composed of ordinary individuals from throughout the Kingdom elected from each jurisdiction, and any member can propose a bill to be voted on. Once this bill passes with a majority (at least 1/2 of the house), it is passed to the House of Nobles, consisting mostly of members of the noble families, though the Monarch can appoint pretty much anyone to the House of Nobles. The House votes on it, and if the bill passes "that", it is sent to the Monarch, who invariably simply passes it. The rare cases where he/she does not almost always involve violations of the constitution of the nation so egregious that if passed would "destroy the nation as we know it". If the bill does not pass the House of Nobles, it is sent back to Parliament and modified a bit. Then it is sent back, and if it fails, the bill is dropped.
Some people wish to get rid of the House of Nobles, as they have blocked many key relief bills for individuals in crushing poverty near the edges of the Kingdom. It is also seen as preserving the inequality pervasive at the founding of the nation.
Executive Branch.
The Executive Branch, a branch charged with enforcing the laws passed by the Legislative Branch, and is composed of the Monarch and their appointed officials. They are charged with enforcing the laws and occasionally vetoing really bad ones that get passed by the House of Nobles. The Executive Branch contains such important officials as the Minister of Defense, Minister of Health, so many other ministers, and of course the Monarch. The Monarch can decide how to enforce the laws, giving them a bit more power then it looks like they have, effectively rendering a law null and void by deciding not to enforce it.
The Monarch is a hereditary office, except in cases when the current monarch has no sons or daughters in which case it is elected. Where the current monarch has multiple children, the Monarch themself chooses which child will rule next, but if they don't do this, then the eldest child is the heir. This can lead to problems, such as when King Oram suddenly died, leaving behind quadruplets who were the same age, before she could choose which one. They began fighting, which exploded into the War of Saiheran Succession. After these events, there wer many who wished to abolish the monarchy entirely.
Judicial Branch.
The Judicial Branch of Sarepha takes the form of the Great Court. The Great Court is composed of twelve individuals, randomly selected from the graduation lists of law schools. This selection process is repeated every fifty years to make a completely new court. Due to this random selection, any bias is as low as possible.
The only non-random portion of the Great Court is the fact that it is always presided over by the Crown Prince (or princess) of Saihera, currently being Princess Akrena. The Crown Prince essentially enforces the rules of court, and votes only in the instance of a tie among the other twelve members.
| Sarepha |
fandom.100th-millennium | # Sarmite Commune
""Workers and peasants, take your rifles and smash the tyrant hordes! "
-National motto of the Sarmite Commune
The Sarmite Commune is a state located in the northeastern Crown of Aylathiya. Possessing a total population of roughly 5 quintillion individuals spread across a total of 1 billion star systems, the Commune is a regional power that has been an important part in galactic politics for millennia. It has a total of four capital worlds, the most important of which is the southern capital Celucantes.
Created as a result of the so-called White Revolution in 59,960 CE, the Commune is a socialist state controlled by a council of nine members who represent the nation’s three largest interest groups - the army, the workers and the scientists. The members of this council serve for 30 years and are elected by the Sarmite Revolutionary Committee, a parliament-like institution that consists of 200 randomly appointed members, all of which are leaders of the various workers‘ unions of the state. This Committee meets once every month, but possesses little executive political power. The general public can only participate in the Commune‘s politics through the elections of the union leaders, as union membership is mandatory for every citizen.
Only 30% of the Commune‘s population belong to its founding species, the Celucanti, an insectoid species originating from the planet Celucantes. A culturally homogenous species, the Celucanti attempt to culturally assimilate every other species they encounter. This has worked very well until relatively recently, giving the Commune the internal stability it needed to become a proper regional power in the eastern galaxy.
Ever since its annexation of the region Ejyptica in 79,200 CE, the Sarmite Commune has been involved in the politics of the Lyncisian sphere. This involvement later turned into a fierce rivalry as the Lyncisian states unified into the Empire of Lyncis, an event that the Commune actively attempted to prevent. The destruction of the unified Lyncisian state has been the main geopolitical goal of the Commune ever since, though any attempt at doing so has failed so far.
| Sarmite Commune |
fandom.100th-millennium | # Saw-Yos
Saw-Yos, officially the Economic Federation of Saw-Yos, is a federal republic which exists in Florathel. Saw-Yos borders Cnara-Frealee, Seldrin-Darusa, Mandras, and Marakat antispinwards. Having some sort of influence of over three large star systems, the EFS is one of the largest nations in the United Nations of Florathel. Saw-Yos is also part of the UNF Security Council, which helps decide many overarching policies in Florathel's neighborhood.
Containing planets which are very valuable to the United Nations, Saw-Yos has retained a large influence within the UNF, despite having many policies which are a little contradictory to many of the other nations. The EFS is the headquarters of many businesses, and the dense clouds in interstellar dust in its territory are being mined to produce vast amounts of infrastructure, propelling Saw-Yos almost to the level of the Cnara-Frealee Federation, the largest nation in the galaxy. Residence in one of the more desolate regions of Florathel has allowed the EFS to stake huge mining claims and create a huge population. However, the large territorial claims has given rise to a relatively low population density, similar to but not quite as extreme as the Marakat Interstellar Union.
The nation is also known for its massive urbanization and rapid technological development in the areas of military, cybernetics, and AI. Using its technology and a good system of worker protection, Saw-Yos has an amazing level of equality and representation, which has improved much since the founding of the nation. This has created amazing living conditions for all people inside the Economic Federation of Saleas, and as such many businesses wish to make their headquarters at this prosperous nation. As a result, the EFS has used taxes from the many businesses here to make huge advances in almost every field of technology, which benefits every nation in Florathel.
Founding Species.
The Economic Federation of Saleas was created around the Salakela species, a species from the planet Saleas in the Elerad Arm of Florathel.
Evolution.
The shallow oceans were a warm broth of chemicals issued from vents throughout the early era after formation of Saleas. Simple species bound by phospholipid membranes formed rapidly, absent cell walls. Genetic information not only diversified quickly, but was consumed along with the nutrients of other cells by early predators. Evolution proceeded at a lightning pace.
As the ice crust sealing the planet thinned, photosynthesis joined chemosynthesis as methods of energy production. Early plants not only produced simple sugars, but also churned out heat to thin the ice more effectively.
Plants became multicellular, along with herbivores and predators in quick succession. The shallow seas were full of tumult.
Evolutionary pressure drove species quickly into the air to evade hunters, as well as drilling into the ocean bottom, which was a thick slurry of dead organisms. Soon the ocean became a honeycomb of various animals burrowing their way through the rock. These tunnels saw use by all organisms, and widened into vast complexes that were kept open by their own currents.
The first intelligent species were, as expected, tunnelers. Salakela evolved from herbivorous worms into omnivorous diggers, hollowing their own burrows as a way to escape the voracious hunters above. Less than half a meter in length, the ability to create and navigate vast tube complexes required a compact brain. Lacking the need to see, they did not bother with a visual cortex. Instead, their brain was occupied with cognition and speech centers, enabling the Salakela to communicate with one another via throat pouches that could emit vibrations across a wide variety of frequencies. These are not heard, but felt through the water, enabling Salakela to talk to individuals over a kilometer away, and hold complex discussions with an entire community at once.
With the ability to create tunnels, seal them, and warn others of danger, the Salakela left their predators behind to go extinct. With more time to focus on other activities, they developed complicated languages that broadened to include ultrasound frequencies. The appendages used to dig were able to manipulate rocks and tools. Rock tools were followed by glass once they figured out how to form silicates ores over ocean vents, and conduct early investigations into the process of chemistry while immersed in water.
Any discovery was immediately ‘published’ to the community at large, as every individual more or less talks to themselves on a constant basis. The ability to build required a medium, and soon the Salakela were able to construct biological materials on glass templates. Rather than use metals for building materials, they were able to construct carbon polymers and carbohydrate skeletons of chitin-like armor.
Their tunnels became cities, and the Salakela invaded the ocean above for the first time in their two million year history. Their clear-walled buildings vaulted high into the oceanic medium, and from there permanently into the thin atmosphere above. Space exploration became a foregone conclusion.
After they conquered the Parvo-Aa System, where Saleas is located, they expanded outward into the wider galaxy, eventually bringing many other lesser species into their nation. These species formed Saw-Yos, and became one of the most powerful nations in Florathel.
Government/Ideology.
Founded on the ideas of freedom, equality, and national defense, Saw-Yos has an ideology which has strayed somewhat from the founders' ideals. The nation is run by a theoretically representative republic, with a bicameral legislative branch which decides all matters of foreign relations and trade, leaving the twenty-one interstellar states of the EFS to do pretty much whatever they want, with varying ideologies and laws.
Many of the more complex portions of running Saw-Yos' economy are run by an exact but disconnected copy of the Marakat superintelligence known as the Economic Supervisor Intelligence, due to its renowned efficiency.
Corporations.
Because of the notably low taxes on corporations, most of the largest corporations in the entire Florathel Galaxy have headquarters here, ranging from massive retail stores to spacecraft manufacturing to fast food, although the last one is falling out of favor.
Area.
Saw-Yos is split up into 21 partially autonomous states, each with their own elected governor and legislature. This has made massive population hubs relatively rare, as each state has roughly equal area and population. This has created a good amount of cohesion inside the Economic Federation of Saleas.
Capital.
The capital of Saw-Yos is the chill planet of Saleas, a desolate ice planet that has partially thawed due to Parvo-Aa's transformation into a red giant. Saleas is sometimes considered a dwarf planet by those outside the system, but most people living there really hate that.
Saleas is the most populous planet in Saw-Yos and the homeworld of the most populous species within it, the Salakela. As such, it is highly prized by the Salakela species, and is incredibly well-protected. The planet was therefore untouched by war until the Sack of Saleas, where Princess Zelera Atherian's alliance of nations invaded the EFS, knocking it out of the war. Saleas has since rebuilt and returned to its former glory, but its older residents are still scarred by war.
Military.
Straying from most UNF nations, Saw-Yos has a massive military and police force, often considered a relic from the days where huge militaries like that were actually required. Keeping the large population alive and healthy is a top priority, which has also been a contributing factor to its heavy defense systems. In this regard, the nation pushes countless funds to defense, allowing for a large standing army, and a fortified planetary defense system, which contains the aforementioned police.
| Saw-Yos |
fandom.100th-millennium | # Scruss Nettle
Description.
Scruss Nettle is a species of flowering plant native to the snowy island of Norheim, particularly within the regions of the Luthrik Forest, and the Graecoast. It is most predominantly known for its distinctive red and black leaf coloring, making it a standout amongst the mostly green and white flora which grow across the island. Often favored by the populace of Norheim Isle for its strong, ash like-scent, the Scruss Nettle is a much beloved fixture in the region.
Physical.
The Scruss Nettle is a hardy plant that can survive in harsh, cold climates, being able to thrive in regions of Norheim where temperatures can drop below freezing and snow cover can persist for several months each year. Despite these conditions, the Scruss Nettle thrives, producing vibrant blooms of red and black flowers that can be seen from miles away. The leaves themselves are dark black, with bright red prominent veins that run through them in an irregular pattern, giving them a somewhat intimidating appearance, so developed to prevent certain species of animal from consuming it.
Usage.
Ecosystem.
As a flowering plant, it provides habitat and food for a variety of insects and other wildlife, including pollinators, birds, and small mammals. The plant is also a key component of the local food chain, serving as a source of nutrition for herbivores and omnivores. The Scruss Nettle also helps to maintain the delicate balance of the ecosystem by preventing soil erosion, stabilizing the soil, and promoting the growth of other plants. The plant's deep roots and hardy nature help to anchor the soil and prevent it from washing away during heavy rains or snowmelt, which can cause serious damage to the local environment.
As Scruss Nettles produce their blooms at specific times throughout the year, they have been known to attract flocks of passerine birds who come from afar to feast on the nectar. They also serve as a home to many small animals such as mice and squirrels alike, providing food and shelter, and protection from predators. As the plant tends to grow in dense clusters, Scruss Nettles are often used as natural barriers to protect properties or crops from predation.
Alchemical Use.
In terms of alchemical use, the Scruss Nettle is most often used in the field of fragrance alchemy with the creation of perfumes. The red and black flowers of the plant contain essential oils that are highly fragrant and are prized for their unique scent. These essential oils are extracted from the flowers through a process of steam distillation and are then used as a base ingredient in the creation of perfumes. The scent of Scruss Nettle is described as potent, warm, and earthy, with hints of spice and a subtle sweetness. It is considered to be a versatile scent that can be used in a variety of perfumes, from light, fresh fragrances to more complex, layered scents.
Alongside this, Scruss Nettle has light medicinal properties, as the leaves can be used in the creation of various herbal remedies. The leaves contain compounds that possess antimicrobial properties. When one crushes the leaves into food and drinks like tea or honey, it can alleviate symptoms of respiratory ailments, skin infections, and digestive troubles. In addition to these uses, the leaves of the Scruss Nettle can be used as a mild stimulant due to its high caffeine content.
| Scruss Nettle |
fandom.100th-millennium | # Secresi
Secresia, also called Succubi, Incubi, or simply Lust Demons, are a very intelligent and tribal member of the Daevolin Races, a group of numerous disparate demonic Inomeni who originate from the hellish planes of Apotheosis of the Thirteen Realms. They are the Inomeni of the Prodigious Sin. Appearing upon the surface of Haven throughout the Red Moons, an event wherein the Realm of Apotheosis appears within the Mavimyst's spatial dimensions as its scales of Light and Darkness begins to reset itself, resulting in a weakening of its borders. The Secresi rarely populate Haven in scattered yet tight-knit communities. Most Secresia exist on Zazriel, preferring to seek refuge in its forest thickets. While Secresia are extremely rare compared to any Edian race, they are still prevalent all across their new home continent. While other Harborers had their own kinds of demon, it is known that Secresia were the most powerful. Following the closure of the Red Moon, all six other types of sinful demon were brought to extinction in Haven. It was the crafty and elusive Secresia which survived the Verdant Grove, now existing as a stagnant yet influential race.
The name Secresi is derived from the Edian word meaning "Lustful Ones", so named as a result of their demonic and sinful tendencies. They are inherently attracted to sex and pleasure, using this drive to lure others into their clutches. A Secresi's pull is so effective that it eventually resulted in a great deal of paranoia and cultural shifts. Chastity was emphasized across Zazriel, and lust-related activities became taboo out of fear of demonic influence. A Secresi's elusive way of using lust may take down even the strongest willed individual, succumbing them in an infamous, deathly trance.
Additionally, Secresia have an innate experience when it comes to illusionary or hypnotic magic. Possession, draining and mental suggestion are two of a Secresi's most infamous abilities, though there are countless others. Their destructiveness also grants them a lesser used name, the Remnant Harbingers. While this phrase applies to most demons, it is most often used when referring to a Secresi. The name Remnant Harbingers is derived from the now low demonic population and a Secresi's potential to use dangerous magic.
While Secresia from Apotheosis tended to be unruly and feral, time eventually brought them sanity. After decades of inhabiting Haven's grounds, a noticeable percentage of Secresia dropped out of their primal ways. Said Secresia have since joined society or created their own, in groups of culture-oriented tribes. Many Secresia remain as tormented and evil souls however - wandering Haven in hopes of fueling their need for sinful energy. This has made most people to think of Secresia as a hazardous people, as many attacks have occurred in civilized society.
Secresia do not exclusively hail from Apotheosis either. While most came from the cataclysmic rifts, a noticeable percentage were transformed by the means of Lust Crystals. Whether it was by accident (as most transformations are) or on purpose, thousands of people have turned into a Secresi. After a transformation, the newly formed Secresi takes on the features of a demon while holding several of their older characteristics. For example, a transformed Giakos remains tall and bulky while a transformed Sylvian retains their pointy ears and lightweight build.
Biology.
Appearance.
Secresia appear as bipedal, horned individuals with a wide range of skin tones. These tones vary wildly, as Secresia can bolster colors all across the color. These tones change based on a Secresi's environment, with a red-skinned Secresi being native to hellish environments for example. More often than not, A Secresi is able to change their skin's pigment at will. This has made the surviving Secresia very diverse in appearance. In terms of height, a Secresi averages at 6 feet and 8 inches (2.032 Meters) for females, with males averaging at 7 feet, 1 inch (2.159 Meters). While their bodies range in size, a Secresi's height results in them being rather heavy at 210 Pounds (95.2 kg) on average.
A very striking feature of a Secresi is a set of horns on their head. A typical Secresi has between one to four horns somewhere on their head. Primarily, these horns are found on the sides of the head. Horns vary in length, though most appear to be between eight and eleven inches (20-27 cm) in length. Other noticeable features include a Secresi's eyes, which can host a multitude of colors like their skin. Fangs are common in a Secresi as well, used as a method of intimidation. Furthermore, some Secresia have a small, thin and pointy tail which extends from their tailbone and ends with a sharp spike. This tail is not necessarily prehensile, but it holds potential use for stabbing and slashing.
The shape of a Secresi's body varies greatly, though females are usually curvy and slender, showing off a form meant to be sexually appealing. Males on the other hand are naturally toned, bolstering a fair amount of muscle mass. This makes Secresia naturally agile and strong, especially when compared to other races. It is a Secresi's predisposition to power that allows them to perform great feats, and they were originally used as fighters during the last Red Moon.
Physiology.
Upon creation, Secresia are able to fly by means of two large, retractable wings. These wings vary wildly in size, though they appear to function even if they seem too small to work. Secresia may travel at relatively quick speeds, typically topping out at 120 miles per hour (or 193 kilometers per hour). This made Secresia particularly quick and threatening during the Red Moon, as they were able to use speed to their advantage. Combined with their great power and agility, many used flight to dominate Zazriel. Wings are vulnerable points however, as they can be swiftly torn by bladed weaponry or arrows. Regrowth of the wings may take but a few days, though such immobilized Secresia often met a swift death. In the modern day, sane Secresia casually use their wings to safely commute or fly to otherwise unreachable areas.
Secresia are naturally filled to the brim with energy, and they are infamous for being hard to tire out. It is said that they can fly for days on end, run hundreds of miles, and engage in combat for many hours. Stamina also helps with demonic magic, as it can quickly drain at one's energy. If exploited properly, an adept Secresi can outlast even the heartiest of fighters. Combined with demonic magic, they can swiftly overpower most warriors.
Shapeshifting is also an innate ability in Secresi physiology. As mentioned, they are able to change their skin tone at will. It goes significantly farther than that however, as Secresia can morph their entire bodies. From horn shape, body type, height, hair color, and more. This is primarily done to look sexually appealing to victims, gain physical strength in a fight, or for personal comfort. Secresia are limited with shapeshifting however. For example, a Secresi is unable to morph into a different race. They are also unable to change their height significantly, or change their skin to non-skin features such as scales. Horns are rather limited as well, and they can not change position from where they are rooted.
Under a Secresi's skin lies numerous glands which can produce a sweet-smelling, neurotoxic and psychedelic scent. It is used for the purpose of ensnaring victims who come close to a Secresi, their first wave of offense. The scent has been equated to many things, such as melting candy, honey, vanilla, sweet flowers, and even sublime cooked or baked goods. It may draw someone in easier than a Secresi's appearance, making it a perfect tool that they use frequently. For sane Secresia, they usually emit this scent subconsciously, mostly when experiencing romantic feelings. It is a telltale sign of lust as a result.
Lust Magic.
As previously mentioned, Secresia are naturally knowledgeable with magic. Said magic abilities are commonly associated with lust, as they are perfect for illusionary or hypnotic purposes. Most of the time, Secresia subliminally use their magic in the form of a lustful "Aura", which is able to influence the emotions of passerbys. This aura combined with their scent allows a Secresi to lure people in, tricking them into coming closer. Once close, the aura works to manipulate the minds of the victim. This can be used in various ways, such as making a victim become overwhelmed by intense sexual desires. It can also be used to induce euphoria, making victims fall limp and succumb to such feelings.
Secresia typically use illusions to their advantage as well. While their aura may have a limited psychedelic effect, it is a Secresi's experience with illusion which completely ensnares a victim. Illusionary arts are one of the most effective techniques that Secresia use, since they are highly detailed and able to fool both the mind and the eyes. Many times, a Secresi will use these illusions to make themselves look even more attractive. This is often the case if said Secresi doesn't want to waste energy by shapeshifting. Secresia are also immune to illusions, as their senses are finely tuned to see through any false aspects of reality, even those that seem like true reflections.
Not only will a Secresi use illusions, but they have great capabilities when it comes to possession. For people with great paranoia or mental fortitude, a Secresi may possess someone a victim trusts in order to do their bidding. Secresia have also possessed their victims directly, using their powers to force actions from those who succumb. Possession is draining to a Secresi, which usually makes it reserved for those with magic resistance. It is thought to be a Secresi's last line of alluring defense before attacking victims directly.
Demographics.
Secresia are exceedingly rare when it comes to Haven's races, as there are only several tens of thousands all across the planet. They are usually kept to minute communities, placed mainly across Zazriel though there are several in Bariquel and Rahmiel. In these tight-knit communities, sane Secresia thrive alongside one another. Communities do not usually discriminate against other races, and are focused on the well-being of all people. It is through these communities have Secresia started to grow once more, in a much more peaceful manner compared to the Red Moon.
Aside from their communities, Secresia thinly inhabit kingdoms all across Haven. The Verdant Grove houses the most Secresia out of any major nation, and is also the only one which is fully accepting of them. Other places such as the Westland Empire and the Eastern Union often discriminate against Secresi, as many citizens view them as inherently evil. Their association with dark magic also makes them a target by those seeking to eradicate them. Additionally, Secresia have a disproportionate rate of trafficking, as there are significant populations utilized for some kind of forced labor. Sexual trafficking is also disproportionately high. While most Secresi can resist the power of those who want to traffick them, there are those who are groomed from a young age to perform such acts for others.
Culture.
In terms of culture, Secresia have adopted or branched off of others. In the 30 years, original demonic cultures have changed to become less tribal, though some sects still retain an extremist or cultist behavior. Converted Secresi will most likely retain their original ways, save for rare instances of complete amnesia after transformation. These converted Secresi populate communities with such cultures, though they may be at odds with "Pure" Secresia, or those from Apotheosis. Internal disputes in Secresi communities are mostly between the older Pure Secresia and the converted ones.
New demonic cultures have resulted in widespread curiosity and discrimination. Secresi culture is often twisted in the eyes of outsiders, making them appear to be malicious or ill-willed. Outside of Zazriel, an average Secresi is prone to significantly more prejudice for this reason. Many Secresia are also aware of the stigma surrounding them, and simply live their lives as best they can, despite the hardships that arrive from it.
Since Secresia are very rare, a sub-culture of marriage surrounds their race. If a non-Secresi manages to take one as a husband or wife, they are perceived to be very wealthy or powerful. This is often equated to wrangling a beast, as those who can control or befriend a demon are thought of as strong people. This perception is the most common in Bariquel, as several wealthy men have attempted and succeeded with taking a Secresi as their wedded partner. Such Secresia are given discrimination still, though their status is generally higher than a Secresi who lives in isolation or with other Secresi.
Secresia also fill various roles which were once rare or undesirable. Across Zazriel, many a Secresi have taken the opportunity to use their powers to help others. Services have been created in their wake, aiding common citizens however they can. The most popular services are ones relating to efficient travel. Many Secresi employ themselves as chauffeurs and guides, opening "doors" to destinations or teleporting people. Across Zazriel, Secresia are sought after for these abilities, as some nobles have hired them as entertainers and performers. A few have even gone so far as to hire Secresia as bodyguards. Secresia are usually employed by the wealthier classes, however.
| Secresi |
fandom.100th-millennium | # Sedrua
The Paramount Domains of Sedrua (Often shortened to Sedrua) is a magocratic oligarchy. It is a very large nation, with a territorial size of about 27 star systems. Sedrua is also home to 10.4 Trillion individuals. Its most prominent capital is Amarent, a mystical orb comprised from the remnants of so-called "Amaranth" energy. Its largest cultural capital is Zushilo, a world of great historical importance to the Sedruan people.
Sedrua formed in 126,428 BCE, after Mother Sydiah finished The Architects some months prior. It was originally created as a way to control the Bahattes and allow the Chosen of Sydiah to remain as a powerful government The Architects led Sedrua alongside Sydiah, constructing much of its infrastructure and populating worlds with cloned individuals. After establishment, Sydiah finalized Sedrua's government, electing Architects into her cabinet. The nation was founded as a magocracy, with Sydiah aiming to elect people who were 'fit', or chosen, for leadership. Ideals of communalism and equity came with Sydiah, as she promised to teach Aeternalism and create an opulent society.
In the years beyond, Sedrua grew. Victory against the United Provinces in 125,112 BCE set the nation as a dominant power. Sectors were created for many species as it became an intergalactic nation, reaching the Borealis Arm in the 80,000s BCE. The population appeared to be satisfied, permitting further expansion and leading Sedrua to its height in the 107,000s. However, expansion slowed and the Wane of Reality prevented Sedrua from advancing much further. Subsequent unrest crippled Sedrua, and the nation entered a slow decline from the 103,000s BCE to the 10,400s CE.
From then until Aylathiya's Totality, Sedrua was an extremely isolationist nation. It did however fund coups and attempt to start war amongst other nations. National ideology changed after the Commonwealth declared war, though it ended in a stalemate. The War of the Ancients was not much different, but Sedrua opened itself to the rest of Aylathiya. Mother Sydiah's re-emergence and the death of Vurilia has changed the landscape of Sedrua once again, as it now focuses to be expansionist.
| Sedrua |
fandom.100th-millennium | # Selaga
Selaga is the capital planet of the Dominion of Khela and the sixth planet of the blue giant star Khae, located in the Elerad Arm of Florathel. Formerly a near-uninhabitable planet inhabited by nothing more complex than moss, it is today a lush world. Selaga is the homeworld of the Selagans, a former human subspecies.
Selaga was named by the Hope Fleet before its crash after an ancient word for Hope. This would prove to be both very wrong and very accurate as after the crash only 150 people were left, but they managed to build back up to a galactic civilization millennia later.
Selaga is populated by a large amount of species scattered across the planet and its oceans. However, the vast majority of these are artificially engineered, with the only truly native land plant being the moss so common in the stories.
Selaga is a very important world in its region of the galaxy, as it is the capital world of the Dominion of Khela, and the most populous planet inhabited by Selagans. Many planets in its region have been terraformed to be more like it.
Astrography.
Selaga is located on the edge of the Scora-Kenasa association, a cluster of massive stars of similar age moving in a similar direction. This is one of the most populous regions of the Dominion of Khela as well as the first region of space that the Selagans colonized.
Selaga orbits the blue giant star of Kesera, within the Khae system. This area of space has a notable dearth of inhabited worlds, with only Selaga being inhabited with any kind of complex life.
Moon System.
Because of its monstrous size, Selaga has a large system of moons, each of which is unique. Selaga also has a small ring system caused by dust being knocked off of a small asteroid moon.
Ilo.
Ilo is the smallest and innermost moon of Selaga. Before colonization, it was a small rock covered in incredibly dark dust. After colonization, it doesn't exist, as it was disassembled for resources.
Kerega.
Kerega is by far the largest moon of Selaga and is sometimes considered to be the de facto capital of the Dominion of Khela. Most government services of the Dominion are run from a base within the crust of Kerega as opposed to on Selaga itself, due to Selaga's crushing gravity making it difficult for other species to operate there.
Kerega was terraformed early on in the Selagan Expansion, and today looks relatively similar to modern Selaga. For a time, it was even more populous than Selaga itself although this has since changed.
Before it was terraformed, Kerega was a large, gray, cratered moon pocked with canyons caused by the extreme tidal forces from Selaga. Today, these canyons are filled with water and are the sites of seaside resort towns.
Amanyin.
Amanyin is the second largest moon of Selaga and is only just large enough to achieve hydrostatic equilibrium. As such, it was never terraformed and was simply used for resource extraction.
Amanyin has several notable physical features, all of which are caused by something else hitting it. It has a very large crater covering upwards of 1/4 of the area of the surface, although it today looks far less interesting than it used to. There were other features, but today they are all but gone.
Venetra.
Venetra was the outermost and second smallest moon of Selaga. However, since the Selagan Expansion, it has ceased to exist as all the resources were extracted from it. Today, there is a station in the same orbit with the same name, in memory of this moon.
Space Infrastructure.
Due to its huge size and the tremendous amount of energy required to ascend from the surface without support, there is a large amount of infrastructure surrounding Selaga dedicated to making this process easier.
The most notable among these are a large set of artificial Orbital Rings, positioned above the atmosphere and connected to the surface near population centers.
The orbital rings are also rigged to allow the rapid firing of a spacecraft into interplanetary space, allowing it to trigger its spike drive and leave the system, something which would require a large amount of fuel normally.
The space surrounding Selaga which is not occupied by lunar orbits is almost completely filled with various habitation structures as well.
Climate.
The climate of Selaga has changed drastically since it was initially colonized. Initially, Selaga had little water and most of its surface was barren rock. Near the shores of its small seas, simple plant life grew, which was grazed upon by simple wormlike creatures.
However, after the crash of the Hope Fleet and the colonization of Selaga, the people who now lived on the planet used artificial selection and then directly modified the DNA of the species native to the planet, creating a lush, diverse ecosystem all across the planet. This resulted in a more varied climate, more humid air, and other such beneficial changes.
History.
In 29,433 BCE, alongside several other large colony fleets, the Hope Fleet was launched from Aegyn towards the nearby Valtamir System. However, an RCS malfunction caused the fleet to move slightly off-course, and to enter a temporary wormhole leading far, far away from its intended destination.
The Hope Fleet came out in an unknown galaxy, heavily damaged by the passage through the uniquely unstable wormhole. They managed to limp their way across thirty light-years of space to the nearest even remotely habitable planet. However, the so-called "habitable" planet that they came across was more hostile than they anticipated. Selaga had very few life-forms growing on its surface, as well as relatively small oceans. Two other problems quickly became apparent, however. Selaga turned out to have incredibly high gravity compared to the human homeworld of Aegyn as well as an atmospheric pressure of roughly ten times that on Aegyn.
Due to this, almost 100 people had to hastily work to rearrange bits of spaceship hull to prevent all four ships burning up and everyone dying. However, they were accelerating so fast that the modified hull plating was stripped away in minutes, and the flagship, the Dragon, completely disintegrated in the atmosphere, killing all inside. The other three smaller spacecraft made it to the surface, only to be dashed to pieces on the craggy rocks. Only 150 out of the original 20,000 people made it to the surface of the planet.
Despite this, there was still hope for survival. The crash site of the three craft was positioned between a set of large mountains and an ocean, meaning that the region was much more lush than normal for the planet. Despite this, the only thing that grew there was thick moss beds, which only produced the bare minimum of nutrients when consumed. The seeds that had been brought with the Hope Fleet were unable to grow in the rock of Selaga, so this was their only food source.
As years passed eating nothing except the mosses and the small reptile-like beings that were their natural predator, the farmers who had survived the crash cultivated the mosses to artificially select for more nutritious varieties. In this way, they were able to actually expand their population, as the moss finally provided enough nutrients to allow for enough successful pregnancies to do so.
Generations passed in the same way, and their technology advanced by looking at the rubble left behind by the Hope Fleet crash, particularly from the most intact ship, the Verity. Roughly 30,000 years later, the descendants of the survivors of the crash were roughly at the same technological level as when Aegyn-born humans launched the first rocket.
Because of the massive size of Selaga, however, it would be over 100 years after this point that the first man-made object to breach the atmosphere of Selaga since the Hope Fleet itself was launched. After this point, they quickly began launching spacecrafts above the thick atmosphere of the planet, landing a man on the surface of Kerega less than ten years later.
By this point, the evolutionary divergence from the main body of humankind had not progressed enough to label the Selagans a separate species, but they had grown used to the hostile conditions of their new home planet. This did not mean they liked it, and the instant large-scale off-planet transportation became available, the population of the planet decreased by almost 11 percent.
This spike in planetary departures did not last for long, and a popular movement arose that encouraged people to make the planet better for living on, rather than abandoning it. This led to the genetic engineering of various nutritious plants suited for growth in the rocky soil of Selaga, and gradually the planet turned from a pale gray to a lush green.
After this point, the planet's population and living conditions continued to rise, and the moons of Ilo and Venetra were completely disassembled to build infrastructure in Selaga's sphere of influence.
Today, the planet has a population of over 11 trillion on its surface and hundreds of trillions in its orbit. Selaga is widely known in its region of space as a shining jewel.
| Selaga |
fandom.100th-millennium | # Selagans
The Selagans ("Homo Selagarum") are a species of carbon-based bipedal humanoids which evolved from Humans, originating from the planet of Selaga. Selagans are primarily located in the Yaztas region of Florathel, although a large subset of them have migrated elsewhere. Selagans are similar to humans in most respects, having evolved directly from them. As such, they are sometimes xenophobic and hostile, and are often discriminatory to other members of their species.
Like humans, Selagans are bipedal vertebrates with a touch endoskeleton composed of various calcium compounds. They have a skull resting atop their shoulders containing the majority of their sensory organs as well as the brain. Most Selagans have six or seven digits on each limb, although some populations have five.
As of today, the vast majority of Selagans live within the Dominion of Khela and the Theocracy of Yaztas. This is simply because these are the closest nations to their homeworld.
Major Differences from Humans.
Due to evolutionary divergence over roughly 130 thousand years and a wildly different environment from the human homeworld, the Selagans have several major differences to humans.
The most visibly obvious one is the fact that their eyes appear solid black, lacking an iris or white bit. Their own visible spectrum is also shifted far into the ultraviolet, as their parent star emits a spectrum which peaks there. They are also significantly taller and stronger to withstand the crushing gravity of their home planet.
Selagans also have a slightly modified reproductive system from humans. Single births are incredibly rare, and triplets and quadruplets make up most of all pregnancies. It is also much likelier for a pregnancy to begin. Biohistorians believe that this is likely due to the evolutionary advantage to bearing large numbers of children at once and due to the small number of survivors of the Hope Fleet crash.
Due to the hostile conditions of Selaga, the Selagans have gained two capabilities which might seem wildly unrelated. Firstly, they can consume virtually any organic substance, digest it, and derive nutrients from it.
Also, as a pregnant woman requires much more nutrition than she would otherwise and the nutrient-poor environment of Selaga, the Selagans have gained the capability to simply pause a pregnancy, keeping the unborn children in stasis until conditions improve. A Selagan can also swallow huge amounts of food and water and simply store it in their belly as a reserve, using it as needed. This makes them appear to be heavily pregnant, but they are not.
The Selagan jaw has also evolved to open much wider to quickly gulp down the most common edible animal on Selaga, the Deran worm, and to this day there are games in which Selagans release a series of these worms into a field and a group of Selagans compete over who can swallow the most. Each one is almost half a meter long, and each person on average swallows eleven of them, so after these games they do not usually eat for over a month.
After all these changes, one wonders whether they adapted Selaga to be more livable to them, or whether they adapted themselves to Selaga. Historians disagree on this to this day.
There are many other changes that are simply tangential to making it easier to live in the hostile environment of Selaga. Likely due to the tiny initial population, there is very little natural genetic variation among Selagans, meaning that most of them look rather similar to each other and inbreeding and its effects can be more common. The consequences of this have mostly been neutralized as genetic manipulation has become more advanced, however.
Interestingly, over three fourths of the Selagan population is female. No one is entirely sure why. This brings some interesting consequences. In the early days of Selagan society after the Hope Fleet crash, the majority of the crew and passengers were female, and this caused a tendency for polygamy in an effort to increase the population as fast as possible. This tendency carries over to this day, although the number of wives one male can have is capped at three in the Dominion and at two in the Theocracy of Yaztas.
Population Spread.
There are many places across Florathel that the Selagans have spread to. However, most of the population of the species still resides within the Yaztas Region of Florathel, particularly within the Dominion of Khela and the Theocracy of Yaztas.
Over half of the Selagan population lived within the Arnot Republic before the War of Saiheran Succession, but this population was horrifically murdered during the Scouring of Arnot precipitated by the fleets of the DoK and Trezhath.
A small fraction of this population, forewarned of the oncoming attack, fled through a wormhole to a distant region of space on the opposite side of the galaxy and founded the Darari Kelnai, a Marwanist theocracy and the farthest large Selagan population. There are small populations of Selagans scattered throughout the universe, but none of them are large enough to particularly effect universal affairs.
| Selagans |
fandom.100th-millennium | # Seldrin-Darusa
Seldrin-Darusa is a democratic federation located within the Elerad Sector of Florathel. It is bordered by Marakat, Trezhath, the Akradax Collective, as well as Kervin and the Darari Kelnai. WIth control over the entirety of the Vespira System and the enormous star Lyxis, it is one of the larger nations within the United Nations of Florathel and a member of the security council.
Founding Species.
The two founding species of Seldrin-Darusa are the Talamats and the Kareliss. These two species evolved on the planets of Frolira and Tuar, which directly orbit the same star, and as such made contact with each other very early in their histories. Because both species were very logical in nature, they saw a merger of their two expanding nations to be in their best interest rather than an endless conflict, and they were united into one nation.
Government/Ideologies.
The government of Seldrin-Darusa is based primarily on the idea that the government should protect the most vulnerable individuals within the nation. It does this via a system of high taxation of the extremely rich, as well as government unemployment support. The current government of Seldrin-Darusa is probably one of the farthest to the left on the political spectrum within Frolira.
Area.
Seldrin-Darusa is divided rather arbitrarily into a total of 27 large States. These states are each divided into four quadrants, each of which is divided into a series of small sectors. These sectors constitute most of local government.
Interestingly, for judicial purposes, the nation is divided into 31 districts "completely unrelated" to the 27 states, which are then similarly divided into quadrants and sectors.
Capitals.
Due to the nation being originally founded by a union between two species, Seldrin-Darusa correspondingly has two capitals, on Frolira and Tuar.
Frolira.
Frolira is one of the capitals of Seldrin-Darusa, and is the more conservative of them. It has a remarkably low surface population for a capital world, and as such has most of its ancestral ecosystem intact. Frolira, orbiting a red dwarf, is tidally locked. As such, its night side is covered in kilometers of ice, although the inhabitants are working to melt the ice and terraform the dark side of the planet. Frolira is the homeworld of the Talamats, one of the founding species of the nation.
Despite its incredibly low surface population, the population within its hill sphere is very densely packed, with many orbital rings and such a large number of habitation cylinders that average distances between them are less than ten kilometers.
Because of Frolira's lack of population centers with people spread near-uniformly across the habitable region of the planet, all of Frolira is considered to be the capital.
Tuar.
Tuar is an extremely cold world orbiting the Vespira beyond Frolira, and is the homeworld of the Kareliss. It houses the legislative and judicial capital of Seldrin-Darusa, and has a much higher surface population than its partner Frolira. Tuar is home to exotic oceans on its day side made of methane, ethane, and other hydrocarbons, making for exotic life. Tuar has many orbital rings surrounding it, allowing for easy transfer from the surface to orbit.
Due to its exotic surface conditions, many carbon-based species are surprised by the existence of a thriving species here, despite the fact that intelligent species originating from planets such as Tuar are just as common as those from water worlds. Probably subconscious water chauvinism at work.
Population Demographic.
The vast majority of the population of Seldrin-Darusa is composed of the founding species of the Talamats and the Kareliss. These two species together make up 71% of the entire population of the nation. The most common minority species are the Poreltids and the Tareza, and all other species aside from these four make up just 2 percent of the population.
History.
Modern Times.
WIP I'll finish it tonight
| Seldrin-Darusa |
fandom.100th-millennium | # Seven Novum
Description.
Seven Aegis Novum. Known also as "Project Zero," "Lord Amaranth," and the "Emerald Will," is a legendary male Isariel-Seraphnim, and Edomani to the Typhonian Lady Amaranth. Born upon the world of Forevermore, Seven holds the distinction as one of, if perhaps not the single-most pivotal figure in all of universal history. Seven Novum is one half of Imagindarium's own "Great Dyad," two beings who are foretold to do battle with that of the Ultimate Antagonist, the Great Unifier, and bring into fruition the Ultimate End to all of Ambrosia itself. By all objective standards and merit, Seven Novum is the sole bearer of the title of Greatest Hero of All Time. His accomplishments throughout his life are as numerous as the stars themselves, as he, alongside his greatest friend, Syx Corsage, has righted countless wrongs across the Cosmos. From the defeat of the Sanlagosa Concordant, and the subsequent saving of the Havriel species, to the destruction of the Thavmaphage, all beings of the universe over owe everything to the Great Dyad.
The bearer of the Purest Heart across the entire throng of time, Seven Novum is the living embodiment of all that is objectively good, true, and just within Imagindarium's Creation. The sole arbiter of that which is, by all merits and standards of this universe, the absolute maxim of objective "*fact,*" chosen by the force above all to be the defender of the Ultimate End itself. As such, Seven shares with his truest friend, Syx, the status of the single most objectively important force in all of creation, even above that of the Great Unifier itself. As the Ultimate Antagonist, and everything that ever was came to be merely to facilitate their bringing about of the Ultimate End, which itself is Syx Corsage and Seven Novum.
Seven, for all intents and purposes, is the very definition of protection itself. An entity beyond any mere mortal conception of truth or fact, as he exists as the very heart of Imagindarium's crafted tale. He is the embodiment of everything that is good, true, and just in all things; all that would serve as a guidepost in the defense of all that is pure, right, and good. His existence is one of unceasing vigilance against any and every force that may do anything less than advance those three concepts in all possible ways, both now and forever more. To those who would seek to oppose him—either directly or indirectly—his presence should always be viewed as an unambiguous affirmation of the Good, and as a warning of the consequences to come if they fail to abide by it. He is the light against the darkness, the hope against despair, and the peace that makes life worth living.
Biography.
Preliminary.
Imagindarium's Grand Plan.
To understand the story of Seven Aegis Novum; one must begin before the beginning of time. When the force above all, Imagindarium, set forth a great Amaranth Conception into the formless nothingness which permeated across all reality. As upon the very first act of creation to occur within the universe, all would be made to ensure the facilitation of the Great Dyad's coming. Everything from the forces of nature, to the very fabric of the cosmos itself would be put under the rule of the Dyad, in order to facilitate the coming Ultimate End. As such, when the force above all did decide to put into being the act of creation, it then chose only the purest of hearts to be one half of the End's vessel. It was that very first moment in which the forces above all did choose the first and greatest of heroes, the hero of all heroes, the one who would bear the burden of the ultimate responsibility of bringing to fruition the ultimate end of all things.
Following the creation of all Ambrosia, Libation, and Thavma, the most fundamental pillar of this would be in the creation of the Great Unifier, the enigmatic personification of all conflict and contradiction. Splitting it from Imagindarium's very eternal essence, the Great Unifier would be made acutely aware that its sole purpose in existence would be the eventual conflict between itself, and that of future Great Dyad of Syx Corsage and Seven Novum, this last climatic clash ending all which Imagindarium had set forth upon reality. The Great Unifier would not only understand this, but "'willfully"' carry this function out, placing its eternal extent in that of Libation to act as an unseen guiding hand in this grand storyline of conflict.
For the remainder of time, both Imagindarium and the Great Unifier would act as an unsung "*dyad*" in their own right, as one's actions would soon accompany and compliment the other. Imagindarium's own Amaranth birthed from its presence would be split into three facets, Light, Darkness, the diametrically opposed forces which would define the entirety of time's endless cycle. And the third, that of Penumbra, containing both Light and Darkness within it as the mid point between the two, and that which would ultimately "*cause*" the Ultimate End itself, as the fated "Penumbral Cause" would be she who would herald its coming into fruition, herself as the being of pure Penumbra.
Even as Imagindarium had stopped taking a direct role concerning the events occurring within its creation following the creation of the omnipotent Annuat, the Great Unifier would still act in its original intent. It would put forth into existence the concept of the possibility of an attempted process to fail, and with it, the concept of contradiction would be introduced as the Annuat waged the "First Conflict." And so, the First Conflict was born, that which was the cause of all conflict, and from this event, the eventual battle between itself and the Dyad would further along to its inevitable conclusion.
And after the Annuat faded from that of Ambrosia, returning themselves to the Annmaya from which they were spawned, the Divine Typhonians which were spawned from them shared in the inherent force of conflict, being divided into the sides of Light and Darkness now firmly established with their coming. Thus, the second conflict of history would being between the Aeleano-Typhonia of Light, and the Vuhleano-Typhonia of Darkness, furthering the Great Dyad's coming.
Personality.
Common Demeanor.
Man with a Smile.
At nearly every moment of every day, Seven's base demeanor is extremely jovial and joyful, and an endless well of friendship and compassion to each and every person around him. Almost always bearing an ear-to-ear smile, Seven takes endless enjoyment in even the tiniest things around him, holding it as an eternal blessing he is even alive to experience the days ahead, for he, more than nearly any other, is very aware not everyone in this universe holds such a luxury. As such, he is always quick to express his gratitude when able, often offering up small gifts or words of encouragement to those who take joy in their lives, even if they are not so fortunate themselves. More than anything else, though, this quality in Seven has served as the foundation to his moral code, serving as what he believes is the only true way to live one's life: with love and kindness to all others around you, regardless of your station in life. And while his happiness is infectious to nearly all those who meet him, there are times when his usual bubbly nature can become a bit too overwhelming; especially if that person happens to be one with a darker disposition.
The reason Seven is such an incredibly positive person, besides taking genuine enjoyment in nearly any benign activity, is that he holds it as a sacred truth that in such a dark and grim universe, where death, destruction, pain, misery, heartbreak, and despair is so prevalent, there needs to be a counterbalance to the pure darkness that guides much of reality. There needs to be just one genuinely good person. Someone who would do anything for any person, regardless of who or what they are. A person who will always greet you with a smile. Someone who will always defend others with their life against any and all threats, who will support you in any endeavor. Someone who will always hold you in his arms as you weep. Someone who will protect the innocent from harm and never expect anything in return. Someone who will never ever do anything to harm others undeserving. Someone who will stay with you till the very end of time and beyond.
Seven will go above and beyond to try to brighten your day, moving Heaven and Earth to ensure that you're enjoying every breath of life that fills your lungs. If you're feeling down, he'll often try to cheer you up by doing something silly, like performing a dance routine, telling jokes, or playing some kind of game. He won't have a single care in the world about whether you find him funny, because he himself finds nothing but humor in life itself. And the more someone laughs, the happier Seven is.
When the Smile Fades.
Despite his eternal joyful demeanor, and endless well of optimism, In moments of despair or despondence, Seven will often take on a somewhat somber mood, his cheery disposition replaced by melancholy and indifference - though only rarely for long periods of time; as he is able to snap out of the depression fairly quickly. And even then, it's rare that this particular behavior occurs at all. When it does happen, however, it is usually due to a number of reasons: firstly, the fear of losing someone close to him (something which, in his line of work, he has had many opportunities to experience); secondly, the onset of a particularly dire event, such as the destruction of a planet or system; or thirdly, if said individual is one with a particularly dark personality. This last one is important, because in these situations, Seven tends to develop a deep-rooted disgust towards anyone who brings suffering into others' lives, or otherwise doesn't care about the plight of others. If such a person is capable of inflicting such misery on others without a second thought, then they most certainly deserve whatever misery is brought down upon them.
However, when Seven does exhibit a darker demeanor, it tends to last for a much shorter time period, and is almost always accompanied by a rather large dose of guilt and remorse. During these moments, he becomes most pensive and reflective, and if needed, will tend toward being defensive and apologetic for his actions, even if they are in the name of protecting those he loves. It is in these moments that Seven is reminded of his duty as a protector. Of his responsibility as a friend. And of his duty as a man.
Seven is also from time to time prone to bouts of self-doubt and pessimism, especially during times of great uncertainty. These moments usually occur when things are particularly dire, like when things don't go according to plan, or when something unexpected happens. He doesn't like to dwell on these thoughts for long, but sometimes it takes him a while to shake off the negativity. It can also occur when he feels particularly inadequate for any reason whatsoever. For example, if he fails to protect someone he cares about, if he is unable to save their life, if he falls short of expectations, or if the mission goes wrong, or if he simply lacks confidence in himself. Seven takes pride in being an optimist, but sometimes he wonders whether his sunny disposition isn't just wishful thinking.
Moral Code.
Duty to the Innocent.
Seven holds an extremely rigorous, definitive, and iron-clad set of moral ethics based on his central belief that it is the duty of those who are strong to risk anything and everything to protect those who are unable to protect themselves. For Seven, there is no greater purpose in life than saving and defending the weak, and there is no higher calling than protecting those who cannot defend themselves. Anyone who harms others - whether it be in pursuit of power, wealth, or glory, or simply out of sheer maliciousness - must be stopped, and Seven will stop at nothing to see it done.
He will never ever accept the death of anyone he views to be under his protection. And who falls in his presence only stands as an eternal reminder of how he failed them in their crucial hour of need, and he will walk bearing the scar for the remainder of days. He will do everything in his power to prevent the loss of life, and if he was able, he'd gladly give his own life in exchange to any of the multitude of innocents who have died under his watch. His greatest hope is that, should he die in such a manner, his loved ones would find comfort in knowing that he died protecting those who couldn't protect themselves.
The ultimate goal of any wishing to defend those who cannot defend themselves is the summary end of personal pain, sorrow, and suffering, and he takes it as his sole burden to ensure that it is made manifest. With every victory, he strives to further his cause and make himself one step closer towards the day when all people can live free from fear and oppression. Every time someone dies, he feels another small piece of his heart torn away. But he does not let this deter him; rather, he lets it fuel him with renewed determination, to keep fighting until his last breath to see to it that the world has been cleansed and everyone's dreams come true.
Despite this grand duty, Seven's charge is never for the "greater good," but rather for the "individual." He will never willingly make any form of decision which places the lives of one innocent over the other, even if doing so would save millions. Rather, he'll always act with the utmost care and consideration to ensure that all his decisions are made with the best possible outcome for each individual involved in mind. Thus, while his ethics might be rooted in a selfless desire to protect the weak, they're also built on a selfish, personal code of honor and integrity that prevents him from allowing himself to become too comfortable, or too complacent, in his position of authority. This allows him to remain vigilant and focused at all times, ensuring that the lives of those around him never come under threat due to his own negligence.
Selfish Desire.
However, his main focus is the defense and protection of friends and loved ones. Any threat to them, he will devote himself to stopping, even if it means putting his own life on the line. He places his utmost value on the safety and security of those he cares about, and is willing to sacrifice everything to ensure that they remain safe. Ultimately, while not something he openly relishes in, he places the protection of his friends and family above those of the common masses. Seven is extremely protective of those he holds dear to him, and will go to great lengths to ensure their safety, including putting himself directly in harm's way if necessary. No matter how dire the situation may be, he will make sure to keep them safe; and if he fails to do so, he feels as if he has failed in his duty as a protector.
If one is thought to be a friend by Seven, then they have gained quite possibly the single-greatest champion and defender in all of existence. A friend to Seven is someone he would lay down his life for without hesitation, and he will do whatever it takes to ensure that they stay safe. If you are under his protection, he will fight to the bitter end to defend your life. Even if the odds are against him, he will use every ounce of strength in his body to see to it that you are protected at all costs. Even in the face of insurmountable odds, he will make certain that you are kept safe.
Relationships.
Syx Corsage.
"There was once a lonely soul,"
"A heart filled with sadness."
"But when he met her, everything changed."
"She became his guiding light,"
"His everything."
"They were bonded by fate,"
"Their hearts connected at the core."
"He knew what she felt inside,"
"So he listened closely and heard her out."
"Together, they fought through their trials,"
"Until they came to an end."
"The future seemed bleak,"
"Uncertain with no promise."
"Then, they found themselves bound,"
"And as their hands held tight,"
"They decided to stay together forever."
"Together, they defeated the darkness,"
"And now they stand on guard."
"Forever, until the end."-Scarlet Novum
History's Greatest Friendship.
Seven and Syx have been the greatest of friends since his manifestation, sharing the same fate as one another. They have had countless adventures together, ranging from small minuscule tasks, like assisting someone in finding a lost item, to large-scale events such as saving whole worlds. Their bond is so strong that it transcends time, space, and the physical boundaries that exist between them. There is no greater platonic bond than the one he shares with his best friend, Syx. A pair, joined by fate, bound together by choice, and forever linked.
In every sense of the word, Syx is Seven's everything. Everything he is, and everything he has done over the years, is because he wants to see his friend happy, healthy, and content. If there is something that he can do to make Syx smile, to ensure that his friend's future is a bright and wonderful one, then he will do it. No matter the cost, the risk, or how difficult it may seem, he will do whatever it takes to keep his dear friend safe and sound. He would gladly give up his life for Syx, if need be.
And the same is shared with Syx Corsage herself. They are two people who will always have each other's back, who always stick together, and who would gladly die slowly to save the other. Syx and Seven love each other as much as one can love a friend and brother or sister. Either would rather see everything in creation burn to ash than see the other harmed. They would rather die a thousand deaths than let anything happen to the other. And should the day come when the worst happens, and one of them must fall to protect the other, they will do so willingly, and without hesitation. They will put each other's lives before their own without a second thought. It is the highest and purest form of devotion, and the truest example of friendship.
They are so close, that it's hard to think of one without thinking of the other; in the same way one thinks of a hand and foot, or a leg and arm. They share the same blood and the same soul. One could say that they are literally joined at the hip, as one cannot function without the other. It is for this reason that, whenever the two are separated from one another, neither is ever truly happy or at ease. It isn't simply that they have grown accustomed to being with one another, and find it difficult to even function without their companion. Rather, it is because, deep down, they know that the world itself would not be complete without the other. That, in the face of a terrible threat, whether it comes in the form of the end of the universe itself, or simply a desperate enemy, it is their duty, their mission, their purpose, and their destiny to stand shoulder-to-shoulder, fighting side-by-side until the very last breath leaves their bodies.
Both consider the other to be their equal; their partner, friend, brother, and sister. Not only is it the nature of their relationship, but also the very nature of their being. Without one another, they would not exist, and in the face of any possible danger, they would feel incomplete. It is impossible to separate them, and they are eternally bound by the ties of friendship, love, and sacrifice. They are two halves of the same coin, the most important parts of one another, and nothing will ever change that.
Sworn Defender of the End.
As Syx Corsage is the preordained Penumbral Cause of the Ultimate End, she is the defacto "protagonist" of Imagindarium's Creation as a whole. As such, Seven's role is to ensure the protection of Syx.
Lloyd Sappho.
Beloved Brother.
To Seven, his elder half-brother, Lloyd Sappho, means an unspeakable deal to him. He is his one and only hero, a figure in which he believes his own acts of heroism pale in comparison to that of Lloyd's. Whenever he speaks of his brother, Seven's voice is heavy with great reverence, thinly masking an endless pit of pain and sorrow with each word spoken. Bearing his brother's armor upon his person, Seven has spent a great deal of his life ensuring that his brother's memory shall live on eternally, in stark contrast to his woefully short life.
From when he was first born, to the age of seven, Seven Novum ultimately spent nearly every waking moment with his older brother, as he was his sole caretaker, being incumbent on the young man to raise his beloved little brother as if he was his own son. As the two spent so much time with one another, with nothing more than pure happiness at the mere presence of their respective brother, an unbreakable bond was formed, with each holding an immense amount of unyielding love, care, and compassion for one another. Each day and night were spent together, playing games, laughing, or simply singing songs together; there were never moments where they did not see one another. It was clear from the very beginning how much they loved each other, even in such a young age, but it was also clear that this was far beyond any normal relationship between siblings, and thus, a deep sense of admiration was born within him.
Project Zero.
"I am man of twin faces, face of pain and sorrow, the other of goodness and grace. I am Man of twin souls, conflict in role, acting in strange duet. Man of twin fates, death for beloved, and greatest hero, such is the Project Zero. I am man of two in one combined."
A Divided Soul.
Seven's relationship with Project Zero, often shortened by Seven to just "Zero," was a very complicated one to say the least. It was equal parts antagonistic and dependent on both parties. Sharing a mind and body, Seven and Zero were constantly in each other's presence and company at every single moment of every single day, sharing in every experience. But despite this close proximity, they could never quite share a deeper emotional connection. It was always difficult for Zero to actually converse with Seven directly. This was in part due to their different natures and mentalities, but mostly due to the fact that, although they shared a mind and body, they did not share the same consciousness. In other words, Zero didn't actually really understand what it meant to be in Seven's head. He never felt the emotions that Seven experienced, nor did he ever feel the sensations that Seven felt. So, while they shared a body, the two still remained separate individuals.
Zero couldn't express himself the way Seven could. While he could communicate using various methods, none of which were particularly reliable, it wasn't exactly easy. Due to the fact that Zero was a construct that was built and designed to be superior to others in nearly every conceivable way, there were certain things that he simply didn't have the ability to do. For instance, he couldn't feel connections, or truly appreciate emotion, as he was created to be a machine devoid of such things. He lacked the capacity to truly have a sense of humor; for, in his opinion, there was nothing funny about anything, and, as such, he did not understand the concept of laughter. Furthermore, he also couldn't truly have feelings; for, to him, feeling any sort of emotion was an act of weakness and one that was beneath him. All in all, he was a very cold and unfeeling creature, whose only real goal was to destroy everyone and everything in his way.
As a result of all this, Zero took a very negative view of Seven's actions, believing him to be a traitor of sorts. This came from the fact that, while he shared Seven's body, he saw his own body destroyed. And to Zero, that meant that, somehow, Seven had betrayed his own kind and murdered his very own self. Additionally, Zero was also bitter towards Seven for making an effort to attempt to bond with him. To Zero, this was an affront to his very existence, as he believed that bonding with another being was a sign of weakness, and one that went against all that he stood for.
Zero represents the pain and loneliness of Seven, as well as Seven's own sense of self-loathing, shame, fear, anxiety and sadness, aspects of himself that he was ashamed of, that he wished to hide away forever, which was why he chose to remain silent and keep them hidden deep inside. These feelings of hurt, betrayal, loss and hopelessness, coupled with the immense love and affection that he held for his brother, made Zero an incredibly complex and conflicted character, one who bore a great deal of resentment for those closest to him. This led to the creation of a very bitter and volatile relationship between the two: On Zero's side, it was one that was constantly filled with hostility, hatred, distrust, suspicion, and animosity. While on Sevens: It was one of uncertainty, want, reliance, confusion, and vulnerability.
As the two of them shared a mind and a body, it ultimately meant that they had absolutely no choice but to be together. For one, they were so similar in essence and nature, that they could read one another's thoughts and intentions, so they were able to communicate basically telepathically. And as such, while Zero was unable to truly understand what it meant to be in Seven's head, he was able to pick up on some of his mental processes, and thus, was able to at least somewhat grasp the general idea of his thought process; which was enough for both of them to work together toward accomplishing their goals, as long as said goals were aligned
Trivia.
"Thanks for reading! This article has been a long time coming, and will most likely be years in the making. The following is small behind-the-scenes facts and trivia!"-LordSkorne7
| Seven Novum |
fandom.100th-millennium | # Shev'ra
The Shev'ra (roughly meaning "people's nation") is a prosperous Type 2 nation existing within Ejeunor.
Description.
The Shev'ra holds a mighty grip over 80,000 star systems with countless worlds under its grasp. As of 100K it is an ally of the Confederacy of Borealis, both nations exchanging goods and commerce.
The nation possesses it's own military although it isn't too active as it hasn't encountered any hostile civilisations in its galaxy.
History.
The Shev'ra was founded in 3058 after the Shevins had colonised their first extra solar world, Ijiuptos, as they knew that they would need an interstellar nation to manage future colonies, thus, the Shev'ra was born.
After FTL was finally invented in 3063, the Shev'ra exploded in size, expanding from 10 systems to over a hundred in under a century, eventually making contact with another intelligent species known as the Kaettr in 3076 and the space-dwelling Itski in 3085, officially making it a "loose" alliance.
As of 100k CE, the Shev'ra is thriving, with countless colonies scattered throughout Ejeunor, along with some loosely governed ones beyond.
Member species.
Aside from the Shevins themselves, a select other species have joined this prosperous nation.
| Shev'ra |
fandom.100th-millennium | # Shevins
Description.
The Shevins (Singular: Shevin) are a species of sapient bipedal humanoids, which reside in the Ejeunor. Shevins include various subspecies, as well as numerous cultures which vary from area to area. All Shevins hold a distinct body type, similar to that of an insectoid or lizard, with a hard chitin exoskeleton and swollen black eyes. Shevins are hunched on an endoskeletal system, which extends through their rather lanky bodies. --
They possess four arms and two legs which are arguably similar to those of a mantis in terms of shape. Their hands have five digits, four fingers and one thumb like those of a human but slightly longer.
Shevins have light creamy blue skin and dark purplish almond shaped eyes. Their ears are pointy and have a long tendril on each of their ears that sense temperature, allowing Shevins to determine what types of weather could occur. This was especially useful during their tribal period.
History.
Shevins evolved around 4 to 5 million years ago, starting out as hunter gatherers, trying to survive whatever the world threw at them, such as predators and storms etc. Overtime, they began to migrate across Eydafrei, becoming the planet's dominant species.
Over thousands of years, they gradually became more intelligent, forming civilisation and culture, building structures across the land. Several societies and cultures arose during this time. They are listed below in the cultures section.
Cultures.
Ostanti.
Originating from the historical city of Ostan, this polytheistic religion was similar to ancient Greece or Rome, having worshipped a pantheon of 10 major gods. Ostanti was once the most widespread belief on Eydafrei at one point, nearly encompassing the entire planet, subsuming other cultures into it's own. After a few hundred years, The Ostanti Empire fell when countless rebellions were held against captives from other cultures. The Ostanti religion soon faded and became obsolete although countless temples, shrines and statues were left behind. The 10 gods they worshipped were:
Aya: The luminous, multi-armed deity of creation and most powerful. Eydafrei's sun was worshipped as Aya during ancient times because of how bright it was. The Shevins regarded Aya as being hermaphroditic (being of both genders) and having four different faces. Because of this, the name 'Aya' stuck for Eydafrei's sun.
Sojos: The messenger of the gods and least powerful. Sojos was described as resembling a Shevin because of his job as a messenger. The Aya system's first planet was named after him.
Balaris: The god of fire. Balaris was said to be made entirely out of fire so ancient Shevins would light up fires to worship/communicate with him. Balaris would soon become the name for the Aya system's second planet.
Deiona: The goddess of fertility. Shevins had shrines dedicated to worshipping her, (some of which still exist today) and was regarded as being the main source of life in the world. Aya's third planet was named after her due to having life on its surface.
Gamouri: The personification of love in Ostanti mythology. Unlike the other gods, Gamouri was genderless as the Shevins thought that love has no gender. It was this reason that Gamouri didn't have a physical appearance, instead being seen as a non-corporeal force that causes love. Aya's fifth planet was named after Gamouri.
Mirus: Ancient god of the weather in mythology. Shevins would commonly pray to Mirus for good weather, having tower-like shrines dedicated to him. Mirus was said to made from clouds, even having a face in some depictions. The sixth planet would be named after him.
Alvara: The goddess of magic. Ancient Shevins would sometimes perform strange rituals to try and evoke Alvara's magic but to no avail.
Inos: The goddess of knowledge and intellect. Shevins would often worship Inos to gain her knowledge and become smarter. The 8th planet of Aya was named after her.
Xisym: The goddess of ice and Balaris' opposite. Shevins believe her to be the cause of snow and that she would battle Mirus for control of the weather.
Damastus: The god of destruction. Accoring to ancient Ostanti religous texts, after having a major disagreement with his brothers and sisters, Damastus started to lurk on the outer edge of existence, waiting for the perfect time to overthrow Aya and destroy the world.
Yak'na.
A small culture/religion that worships the god Ysewvuus (ya-sew-vus). The Yak'na culture had a more tribal lifestyle than others, having mainly lived deep within the forests and still exists to this day on the M'hura islands. They would pray to Ysewvuus by dancing in a circle of stones. Attempts to contact the Yak'na tribes have failed as they want to remain isolated from the ever-changing world beyond their borders. Because of this, the M'hura islands are to be left alone.
Qetaro.
The Qetaro culture was quite a war driven one. Having worshipped Vosudi, their god of war, they would commonly participate in many violent activities such as individuals battling each other to the death in colosseum-esqe structures or invading smaller settlements. They believed that praying to Vosudi would give them strength and that violence was the only true way to survive. Thankfully this culture is no more as it faded into obscurity some millennia ago.
Torda.
A warrior people who settled the stunning Valnuri Penisula. Despite being warrior-like, their society mainly focused on agriculture as they worshipped a God of harvest known as V'sios.
Modern culture on Eydafrei is currently unified, and is one that endorses creativity, entertainment and technological progress of their kind.
The Shevins currently have their own interstellar government known as the Shev'ra , which roughly translates to "Shevin Council" or Shevin leaders in their language. The Shev'ra maintains all the Shevin colonies, aside from a select few that are independent, and controls 27% of the Ejeunor.
Technology.
While not as advanced as ohers, the Shevins have still colonised a large part of space and have constructed dyson swarms around some of the stars in their territory. Their cities are famed for having some of the most interesting architectural design, featuring tall golden skyscrapers, buildings with fractal shapes on them and huge domes underwater. The cities on their colonies are similar as well. Shevins have even colonized some planets in the Via Lacrimosa. They are currently a thriving mid type 2 civilization.
Discovery.
The Shevins were discovered in 5,483 by Erstes Konsortium after a dyson swarm was discovered surrounding a small star. Ever since then, they have been allied with the Confederacy of Borealis and the Commonwealth of Aggregate Aylathiya. There is currently a joint collaboration between all three nations building a dyson sphere around a lone star, just outside of the Ejeunor.
| Shevins |
fandom.100th-millennium | # Ship Types
| Ship Types |
fandom.100th-millennium | # Shuttles
Shuttles are small ships that are designed to carry people and cargo across relatively short distances. This can range from across a planet's surface to between two different larger ships. As such, shuttles usually do not come equipped with FTL drives. However, some shuttles do come with their own FTL drives, allowing them to travel great distances.
Characteristics.
Shuttles are small, being the smallest type of ship commonly seen throughout the universe. They usually range from about 10 to 40 meters in length. Shuttles have some of the most varied designs out of any ship type, with only starfighters being more varied. They are usually not armed, as they typically see themselves performing civilian and non-combat roles. However, as many criminals and elite military units make use of shuttles, they will equip them with weaponry suited to their needs.
Shuttles are also the premier ship type used by smugglers. This is due to many shuttles being highly modular, allowing for quick and easy customization. Upgrades ranging from sensor jammers, stronger engines, increased cargo holds, and secret compartments can all be found on smuggler shuttles. Sometimes a shuttle will be fitted with so many custom parts that the only thing unchanged about it will be the frame it was originally built on.
Subtypes.
Gunships.
Gunships are a type of shuttle designed for combat roles. Their primary purpose is to support friendly ground forces with their heavy weaponry, taking out enemy infantry and vehicles alike. Despite operating primarily in a planet's atmosphere, they can perform well in space. They also see service with many law enforcement agencies as their capabilities are often more than a match for the average criminal.
Troop Transports.
Troop transports are used to ferry large quantities of soldiers from orbiting starships to a planet's surface. In addition to carrying large amounts of personnel, some of the larger troop transports can even carry vehicles into combat with them.
Notable Examples.
TBA
| Shuttles |
fandom.100th-millennium | # Siebenelle
Siebenelle is a hypothesized quasi-stable region within Cosmoria located about 1 million light years from its center. Contained within the region is an ultra-diffuse collection of stars, dust, and gas with a total mass of about 50 "M☉". Despite this sparseness, exactly one sapient species was able to evolve in the region. Evolving an untold number of years in the past, this species, known as The Seekers, would come to dominate the region. The Seekers have numerous descendant species scattered across Cosmoria as they engaged in a mass exodus out of Siebenelle due to an unmanageable collapse in the region's laws of physics analogous to Vacuum Decay.
Siebenelle is likely no longer habitable. While there is a chance that this breakdown could occur within the wider Cosmoria, this is unlikely.
Name.
In 18,043 CE, scientists hailing from Erstes Konsortium identified numerous anomalously stable regions of space located so far away that conventional cosmic models would call them impossible. Most of these regions were discovered as small novae formed within them. After developing a new model to account for these regions, explained by the rotation of Cosmoria that was only apparent while looking at them, the scientists developed a naming scheme for them.
The region today known as Siebenelle was not discovered by these scientists nor was there any indication that it existed with not even an indication of gravitational influence on nearby groups. When Jewel's Remnant first came to Aylathiya in 60,391 CE, their trajectory pointed to what was previously believed to be an empty region of space near the edge of Cosmoria. This region, whose existence was only speculative, would be called "7-L." After the Inheritance War began in 60,393 CE, common usage of the phrase "7-L" would morph the into word "Siebenelle."
History.
Siebenelle is believed to have formed in the same way as Cosmoria has. As an ultra-diffuse region of space with upwards of a few dozen stars, most of the stars that had formed six billion years ago would exist up until the destruction of Siebenelle. Very few planets would form in a region as diffuse as Siebenelle and even fewer habitable worlds would form.
The home world of The Seekers formed sometime around 6 Gya most likely around a small M-type red dwarf. It is not clear how a habitable world would be able to form in Siebenelle and remain stable enough to produce a proper civilization.
Properties & Hypothesized Properties.
Due to Siebenelle's proximity to the Void of Creation, the region would be highly unstable, far more so than much of the other regions like it. Siebenelle was likely greatly influenced by the gravity of neighboring bodies, creating cyclical periods of stability and instability as the laws of physics would become more or less fluid. The most recent of these interactions, taking place over one billion years ago, would have set Siebenelle on a trajectory straight into the Void of Creation, permanently destabilizing its physical laws.
Siebenelle's subtly destabilized laws likely did not have much of an effect on the day to day lives of macroscopic organisms. The difference was so minute that only certain quantum interactions would play out slightly differently, interactions that rarely took place within biological organisms in the first place. The laws did, however, have an effect on high technology. One example is the machine known as the Ultima Ratio. This device, in short, takes advantage of the slightly turbulent physics within Siebenelle to destabilize space-time. A consequence of the device returning to stabilized space is a sort of "incompatibility" contained within it, causing it to be quite disagreeable at best and having eldritch effects at worse. Most ships, weapons, and devices carried by Jewel's Remnant have this property. The phenomenon is called "Jewel's Touch" and seemingly only effects high technology. Low technology that does not deal with quantum effects is exempt even if it was created in Siebenelle.
Noosphere Theory.
According to Noosphere Theory, Siebenelle does not exist and is, instead, the product of a collective hallucination by the inhabitants of Aylathiya. Probes sent in the direction of Siebenelle have yet to return any concrete evidence of the region. Despite the probes being complete with advanced detectors, not a single object over a kilometer in diameter exists where Siebenelle should.
| Siebenelle |
fandom.100th-millennium | # Sinister
The Hand of Aylathiya, the only satellite of Aylathiya, shines a bright crimson as if to flash a warning to onlookers. This brilliant gauntlet of blood is home to billions of rogue planets, sporting an oddly lopsided planet to star ratio. The titan of a creature titled The High-Warlock feasts in the center of this galaxy, devouring stars as they form and providing a replacement light source to the remaining life-dense parentless planets.
=History=
Formation Period.
2.1 Billon BCE - 2 Billion BCE - Immortality or so called “everlasting” concepts are always seemingly doomed to find something that can damage it, leaving it to either suffer or wish it could die. Disease or imprisonment, with enough time, anything can find one or both. Such is the fate of a few select pylons within the aeterna. Pylons sit on a plane of energy in which given enough time, anything can happen. This led to the eventual development of a parasitic disease, often called sentience. Like a growth, sentience consumed a pylon, inducing an itch to break free from its birthplace. Its physical body contorted and darkened into a monumental humanoid skeleton. It continued to soak in the natural energies of the aeternal plane until it finally learned how to escape. Like a fallen child, the High-Warlock clawed its way out of the aeterna. With sluggish elegance, this star system-sized behemoth of undiscovered matter swam through the orange embrace of Aylathiya. It was a vast new world for the High-Warlock and it could finally go anywhere it pleased.
2 Billion BCE - 55 Million BCE - After escaping the firm gravitational grasp of its home galaxy, the High Warlock set forth on a rampage through the Aylathiya neighborhood. In a nova filled massacre that lasted for 1.45 billion years, this skeletal colossus tore through celestial body after celestial body. The previously plentiful satellite galaxies that dotted star maps were systematically snuffed out of existence and devoured by the traveling Warlock. This mass of bones demolished countless civilizations and consumed any militaries that attempted to resist. Stars dissolved into embers as the previously glowing sky transitioned into its current dark void. In the middle of it, a lone satellite galaxy stood at an arm's distance from its parent. The only galaxy within Alythiya's circle to successfully ward off the warlock's terror, although with great loss, was the lapis galaxy of Azurullya. In an energy expensive and desperate battle, the few Cerulean Kings that existed at the time fought their galaxy's attacker, leaving lasting damage. The Kings even managed to chip a shard off of the Warlock's head, causing the creation of the planet Ivory. This led to the first and only known instance of the High Warlock retreating. After consuming Alythiya's children en masse, the high warlock reached the end of its fleeting lifespan. The high warlock’s dying body made its eternal rest in the remnants of its feast. It consisted of an aura of crimson nebula along with trillions of rogue planets residing within.
Rise of Bishops.
2,530 BCE - 1,202 BCE - The extremely curious species, Travi continues their rapid off-planet expedition, aiming to discover what provides light and heat for the galaxy. This mission marks a monumental milestone for the life of sinister, not only because of the discovery of the High-Warlock but because of Aria Woolwork, the first Bishop. Limehold, the planet that the Travi are native to soon became the largest trading planet of the galaxy due to their newfound abilities.
1,023 BCE - 30 CE - Six siblings from their dying civilization on Gypsum traveled to the High-Warlock in order to gain its power with the hope of using it to save their people. After completing their mission and becoming the second ever race to successfully obtain the abilities of the Warlock, the siblings grew selfish. Although their task was born out of empathy, their intentions soon warped, forming The Order of Cobalt Sorcery and becoming a formidable empire.
53 CE - The Order of the Cobalt Sorcery continued their rampage across the crimson cosmos, now with their eyes set on Limehold. This conflict between Bishops sparked the invention of the Dexter Rod, a weapon for close combat, now widely excepted by most Bishops. This battle ended with Aria Woolwork of Limehold prevailing. The Order of Cobalt Sorcery not only signed a treaty with Limehold but also a trade agreement.
40 CE - 1544 CE - A questioning monk going by the name of Kertya traveled from his home planet of Tangda in search of enlightenment. After becoming the bishop of lead and returning home, Kertya realized that his people had been enslaved by the Order of Cobalt Sorcery. In a fit of rage, Kertya used his newfound abilities to retake his planet.
32 CE - 2110 CE - Anihla Gryith becomes the overlord of Crimwol after a fast paced political campaign in order to gain access to an intelligent being's flesh. After setting up a sustainable society, reliant on flesh tech, Anihla set up a trade deal with Limehold to gain knowledge of the High-Warlock. After becoming aware that the High-Warlock is alive, she traveled to study it, becoming an oxygen Bishop and obtaining three spare Warlock shards.
1022 CE - 2162 CE - After an extensive preparation process, the planet of Isocel launches yet another mission to the High-Warlock. Unlike their first one, this expedition was successful and yielded the first sulfur bishop, Voh-Kahn.
2116 CE - 2118 CE - On the wealthy satellite Mithuran, belonging to the gas giant, Lothwiel, a wicked game began construction. The ruler of Mithuran, Gilt Ares, used his abundant supply of wealth and control to purchase a piece of the High-Warlock from the Overlord of Crimwol, Anihla. After becoming a bishop with the power of gold, the malicious ruler of Mithuran created a disgustingly inhumane prison, given the name of the Nebula Gauntlet, just to watch the peasants under him suffer.
2452 CE - 3460 CE - An addict high on numerous drugs, drunkenly traveled to the High-Warlock to become the bishop of arsenic. Using his ability as an airborne hallucinogenic, he controlled the residents of his home planet Ricinus and created the religion of Arsenism.
3223 CE - 3230 CE - The hivemind known as Apiary assimilates with her planet of Tyrig. Upon hearing of a hivemind in the galaxy, Anihla of Crimwol became obsessed with using her as a sort of "humane" flesh factory. This plot was controversially thwarted by Huri of the Six Siblings, the person who would later become the wife of Apiary.
3245 CE - 4530 CE - A melancholic and grieving Travi from the planet of Limehold obtains the power of the High-Warlock and forms the secluded, copper nation of Boile's Autocracy out in the outer clouds of the galaxy.
4531 CE - 4534 CE - The Order of Cobalt Sorcery begins their all out attack on Boile's Autocracy to show the galaxy that they are no longer afraid of Bishops. Limehold later joins the fight in order to support their fellow Travi nation. Being married into the Order, Apiary from the planet Tyrig reluctantly joins the battle as well to support her wife.
4532 CE - 6832 CE - The twin sisters, Du-Ira and Ro-Ira, begin their loyal worship of the High-Warlock. They become neon bishops on Isocel before forming a cult to praise the Warlock resting in the sky.
6445 CE - 7445 CE - Kelday-00832 of the machine planet Gladiolus retrieves a fragment of the High-Warlock and becomes an aluminum bishop, proving that synthezoids are alive.
8532 CE - 9213 CE - Gabriella begins her interview with The Sod before taking an oath to battle beside them in their personal war to strike fear into the High-Warlock as revenge.
10000 CE - The first Icon of Sinister emerges from the skull of the High-Warlock, beginning the First Bishop War.
10122 CE - A four member group of Hoaxus, from the planet Feather Star, create a friendly pact together, promising to stick together on a journey to the brain of the High-Warlock. With their feathered hands rested atop the High-Warlocks glowing verdant brain, each one of them will eventually be chosen to become the new Icon of Sinister.
30250 CE - The first of the four friends from Feather Star to journey to become an Icon, Doctor Philipe Phillips III, exits the skull of the High-Warlock, with a bright smile across his face.
=The High Warlock=
A colossal fleshless skeleton of mineral-like composition. Its star hungry jaw lays open, seemingly unable to close. Born from a diseased pylon, this dying titan of black crystal bones sleeps in the searing red palm of Sinister, providing warmth and heat to the entire galaxy of rogue planets. Although on its deathbed, the warlock continues to consume, leaving only a handful of stars in the galaxy.
Anatomy.
Brain Matter.
Similar in appearance to green ooze, the High-Warlock pulses and spasms within the confines of its multi-layered skull. The structure of the Warlock's brain is largely liquid and portions of the brain can operate interdependently of each other even when separated. Much like other known organisms, the High-Warlock's brain is responsible for the control of bodily movement.
Crystal Bones.
The warlock’s bones, a crystalline material with a similar visual look to black selenite, are the most sought after object in the galaxy. The countless rogue planets within sinister bitterly battle for even mere one inch fragments of the High Warlock’s bones. Being the twisted and cancerous growths of a pylon, these pieces of magic-soaked crystals provide adjacent creatures with powers beyond belief. The amount of soldiers wielding a piece of the High Warlock’s skeleton is usually in direct correlation with a military’s overall power. It should be noted that after leaving the Gelatus Chronal, crystal fragments are unbreakable, only able to be dissolved by sweat, stomach acid, etc.
Digestive System.
Digestion begins at the Warlock’s perpetually agape maw. Using its spatial magic granted by its bones, the Warlock shovels stars and clouds of heated dust down its throat. Internal processes such as movement and bodily control are fueled by the energy produced by the digestion of these celestial bodies. In a phase change known as thauvocation in which matter transitions to aeternal energy, stars are converted into usable magic by the surrounding rib cage. Waste such as heat, ultraviolet light, and visible light is emitted from the Warlock’s gelatus chronal, providing star-like protection for many of the planets that it left orphaned.
Gelatus Chronal.
Instead of flesh, the High Warlock has a membrane sitting around its crystal bones called gelatus chronal. This substance of coagulated aeternal energy is weightless, gas-like and thermophobic. Although the warlock regularly feasts on stars and is in a portion of space containing flesh meltingly hot nebulae, the internal temperature of gelatus chronal stays at a consistent 85 degrees. The purpose of this membrane seems to additionally serve as a marker at the point where the High Warlock’s natural time dilation is the most powerful.
=Bishops of the Warlock=
Fragments of the massive skeletal structure at the center of Sinister tend to have effects on living creatures on a cellular scale when consumed. The Warlock's bones react with stomach acid, sweat and saliva. Through the process of thauvocation1, bone fragments are converted to aeternal energy, providing the living creature affected with abilities. Much like how the warlock drags stars through space towards itself, consuming bone fragments gift living creatures with the ability to move specific elements such as silicon or cobalt through space on a very large scale. Additionally, creatures exposed to the High Warlock no longer experience cell decay due to old age, providing a sort of light immortality alongside improved regeneration.
Bishops are the semi-universally accepted name for people who attained the power of the High-Warlock. Due to the harsh time dilation of the Warlock, those who seek its power lose everything. In the brief moment that they enter the Warlock’s domain, hundreds of years seem to sprint by. Those who wish to become a bishop must be ready to lose everything that they know in exchange for their god-like powers. It is of note that the hivemind, Apiary, is able to use her abilities from any of her controlled bodies, meaning that the power gained from consuming a Warlock shard is tied to consciousness and not the physical body.
The Icon of Sinister.
By moving through the High-Warlock of Sinister’s skull and consuming the slime-like brain matter within, a person becomes what is known as the Icon of Sinister. The expedition through the skull of this beast is significantly more time consuming than the usual bone mining. The trip to retrieve the Warlock’s brain matter takes 10,000 years outside of the Warlock’s time dilation rather than the 1,000 years a visit normally takes. However, this price is absolutely worth it. The Icon of Sinister experiences no cell decay, has the ability to control all elements and has a psychic link with the High-Warlock along with all past Icon’s of Sinister. These psychic links allow for the sharing of memories, information and knowledge; all important subjects for people who have not seen the universe in 10,000 years. In some cases, past Icons of Sinister have been seen temporarily transferring their consciousness into the body of the current Icon through the telepathic link. As such, there can only be one Icon of sinister living at a time.
Cardinals.
A sort of natural nemesis to the Icon, Cardinal is the title given to the strongest Bishop in the universe. In a universal unexplained call it seems that the Icon and the Cardinal are almost certainly destined to have a conflict. By pure chance, the ideals and goals of each of these individuals always seem to misalign with each other, often causing a galaxy scale battle.
<tabber>
Sorted in chronological order.
Sorted in chronological order.
Sorted in chronological order.
</tabber>
=Galactic Geography=
Like snow after a turbulent storm, Sinister shines, densely packed with countless ecosystems of colossal objects both living and nonliving. Material from dozens of satellite galaxies circulate through explosions of plentiful reactions, the lack of stars providing a larger environment for life to bloom. With such a wide collection of elements and corpses of past stars, this cosmic hand nurtures countless zones of multi-colored planetary systems and exo-planets.
Each designated “section” described below has been discovered, described and studied by scholars from the Limehold Astronomy Association.
=Miscellaneous=
Pseudo-Pylon.
As the High-Warlock ejected its constant stream of red light and aeternal energy, planets and cosmic objects rested in its aura. Many crystals, minerals and chunks of earth became infused with this dispensed magic, gaining light connections to the aeterna. Pseudo-Pylons are hot commodities within Sinister and are mainly used in the creation of the Bishop weapon, the Dexter Rod.
The Man by the Warlock.
In the year 2,033 BCE, upon hearing about the extreme time dilation of the High-Warlock, a man of an unknown race or name entered the Warlock's gelatus chronal and situated himself on one of the city sized rib bones. There he has remained, gazing out into the starless void while awaiting the end of the universe. Had he taken a piece of the Warlock and left, he would've had the title of the second living being to become a Bishop.
The Star Chasers: An Advertisement.
In the void of rogue planets within Sinister's crimson gauntlet, there are little, but some stars yet to be consumed by the Warlock at the core of this galaxy. These mythical wonders of nature are filled with almost an infinite amount of energy in just their outer layer; so much that five whole civilizations could leave all of their lights on constantly with no repercussions. This is the primary goal of the star chasers. To provide free energy to all by hunting down the few stars left and utilizing the boundless energy within their plasma shells.
Many outside companies chase stars out of greed. Keeping the energy to themselves or selling it to people for more than its worth is all intelligent life forms think about nowadays. These evil and selfish people can send assassins our way, attack us and publicly tarnish us all they want. When its all over and done, our reputations won't matter because the galaxy will have an infinite amount of free energy. Join the Star Chasers today!
| Sinister |
fandom.100th-millennium | # Ski'pec
The Ski'pec (Pronounced Shkhai’pekh in Zlitharu) are the dominant species of Smohera. Oldest of the three intelligent species native to Azurullya, the Ski’pec have experienced more of Azurullya’s once dormant aberrations than both the Ryleiths and the Xherari combined.
Appearance.
Ski'pec are bipedal beings with a total of five limbs. The forelimbs of the Ski’pec are arms that are around 50-60% of their body length, ended with highly flexible and lengthened digits, one of which is opposable. The hind limbs are a set of powerful digitigrade legs, with musculature that allows the average Ski’pec to run at around 50 km/h. For balance, they also possess a thick tail.
Ski’pec are covered in a thin layer of fur that thickens towards the tail and base of the legs. They average around 2 meters in height, with a slight difference depending on the subspecies. The Ski’pec possess a pair of olfactory gill-like orifices on each side of their necks, which double as their respiratory openings.
Biology.
Subspecies.
The Ski’pec are divided into two subspecies. The primary subspecies is the Khuzhe (Grounded) subspecies, which have more muscular builds and greater physical strength on average, but are completely incapable of anything resembling flight. The other, less common subspecies, the Thakhezh (Flyers), have a taller and more slender build, less-than-average endurance, and a more energy-intensive diet, but have the ability of limited flight with patagium extending from their wrists to their waists.
The genetics of each subspecies are very similar, enough that interbreeding is possible. If this does occur, the chance of the child being a Grounded is roughly 70%, regardless of which parent is which subspecies.
Respiratory System.
Ski’pec inherit their respiratory system’s style from their ancient marine ancestors. As the marine life of Smohera began to transition onto land, the gills became deep chambers with muscles to control airflow. Descended from predatory species, the Ski’pec neck orifices are covered in strong olfactory receptors, giving them an extraordinarily developed sense of smell.
A major benefit of the Ski’pec respiratory system is that it never intersects with the digestive system. This eliminates the risk of choking, though it does cause a few limitations in speech, as the openings cannot be used as efficiently to articulate speech. Additionally, because each lung is separate from the other, Ski’pec can speak twice at the same time, saying one thing with one lung and side of their neck and a different thing with the other. This is mostly used by the Ski’pec to speak for great lengths without pause or, more notably, for music.
Digestive System.
Ski’pec are descended closely from an apex predator of ancient Smohera, and as such are mainly carnivores. Their diet consists of around 75% meat from various types of Smoheran animals, though they have adapted over the past few million years to consume many species of fruits and herbs.
The roof of the Ski’pec mouth is lined with a high density of olfactory receptors, which increases their sensitivity to taste by many times. The evolutionary precedent for this is most likely sensory. The ancient ancestor species of the Ski’pec likely opened their mouths and breathing orifices very widely to gain a detailed sense of their environment through smell. Today, Ski’pec are noted to have an extremely precise sense of taste as a holdover from this.
Ski’pec jaws are capable of unhinging very widely, though historical records depicting such show a trend of this trait becoming less prominent. This may give precedent to the ancestral scent-searching theory. The average maximum bite radius of a modern Ski’pec is around 10 centimeters. This is complemented by their sharp teeth, which form two rows on the top jaw and one on the bottom jaw. The design of the Ski’pec jaws and teeth is meant primarily for ripping flesh apart, though the back few teeth are more flattened out and are suitable for crushing some plant matter.
Senses.
Ski’pec have, as previously stated, incredible sensitivity to scent and taste. However, their other senses differ from this trend greatly. As crepuscular beings, they have highly light-sensitive eyes associated with nocturnality, but a translucent eyelid that can cover the eyes in the daytime to reduce unnecessary exposure to light. Without this eyelid functioning properly, even noontime skies on Smohera, which is distant from its parent star, can permanently damage and possibly blind a Ski’pec. This eyelid isn’t usually noticeable, as it tends to be the same color as the eyes of each Ski’pec.
The range of color vision for an average Ski’pec extends from near infrared light far into the ultraviolet spectrum, giving them a somewhat limited visual sense of heat. In the daytime, the translucent eyelid blocks much of the infrared and even some of the red wavelengths of light. The environment of Smohera seen through Ski’pec eyes is best represented through art, which features all manners of glows from different land features that diurnal species wouldn’t pick up on.
Ski’pec have a dull sense of touch and pain, however. Their bodies are more suited to sensing vibrations through sand or soil than to feeling textures. Flyer Ski’pec are notably more sensitive than the Grounded subspecies, but they still have less touch sensitivity than most sapient species.
With the other senses already serving purposes in the ancestral species of the Ski’pec, hearing has been adapted for primarily social purposes. The ears of a Ski’pec can rotate widely and have been tuned to pick up on vocal sounds more than ambience. Ski’pec can discern a familiar voice from within a crowd of other noises much more effectively than other species, but can’t discern natural sounds such as water running from a brush fire. This doesn’t hamper the Ski’pec much, though, as their other senses fill in the gaps left by their specialized hearing.
Electrical Resistance.
Ski’pec, due to their exotic biochemistry, have resistance to strong electric currents. They are less likely than organic beings to be the chosen path of a lightning bolt, and they are less physically harmed by strong electric shocks than other species. This has been demonstrated to be a property of most animal life on Smohera.
As a result, Ski’pec Magi share an emergent affinity for the electromagnetism sect of classical Thaumaturgy, showing greater amounts of control and overall power output than equally trained Magi of other species.
Thaumaturgy.
Ski’pec are one of the most attuned sapient species in the Universe. The average Pylon weight of an untrained Ski’pec at the age of maturity is roughly 2.4 times greater than that of a human. The reason for this is not well known, but it is hypothesized that Smohera passed through the Auramest as the early Ski’pec were evolving, which would have given the planet roughly 3600 years where the Lux Aeterna would have greater influence on the developing minds of the species.
As previously stated, the Ski’pec have a natural affinity for electromagnetic abilities within classical Thaumaturgy. It is often learned alongside basic language in the species’ young children. Their other thaumaturgic abilities appear to be more in line with the average across the major species. Nearly all Ski’pec are proficient in many different aspects of classical Thaumaturgy, as its prevalence in their species led it to become an integral part of their culture. The old nations of the Ski'pec would likely have become known as some of the most Aeterna-oriented civilizations across the Universe, were they not assimilated into the Theocracy of Silverstar.
Behavior and Social Dynamics.
The ancestor species of the Ski’pec hunted in large packs, stalking and surrounding large herds of prey on the Smoheran steppe and crags. The sociability of Ski’pec most likely stemmed from this ancient behavior. Ski’pec often have large groups of peers that they maintain from a young age. These groups are anywhere from 150-400 individuals large. Ski’pec are very socially co-dependent, usually living together with up to 20 others in large colony buildings. Several colonies form generational groups of peers, which in turn form larger societies.
Ski’pec have highly cooperative tendencies. Groups often coordinate large projects through careful work delegation and common interests. Historically, Ski’pec governments have been very democratic, mirroring this.
Demographics.
Ski’pec are only found in Azurullya. Their local colonies across nearby stars did not remain connected for very long, as Azurullya’s turbulent starflow caused them to drift apart over a period of only a few millennia. However, technological improvements to starflight using Hypertryptine allowed the colonies to reconnect with the Sperxai system and remain as one connected species. The assimilation into the Theocracy of Silverstar has allowed Ski’pec to spread more throughout Azurullya. However, due to their silicon-based biochemistries, they are more limited in which planets they inhabit.
Around 65% of the Ski’pec population is the Khuzhe subspecies, with the remaining 35% being of the Thakhezh subspecies. Floating cities above many of the Ski’pec-inhabited worlds house the majority of the Thakhezh Ski’pec population, though every populated area seems to have a proportional mix of the two subspecies.
Culture.
Ski’pec culture has been heavily influenced by their characteristics. From Thaumaturgy to art and music to governmental relations, the societies of Smohera have been guided by the core of the Ski’pec heart and mind.
Religion.
Ski’pec religions have grown and evolved an incredible amount over their history. Their extraordinary eyesight seems to have given them a very strong fascination with the heavens, as many of their religions worship celestial bodies. Smohera’s moons, Sperxai’s other planets, and especially the Deagami Nebulis are recurring important figures in Ski’pec religions. The most prominent modern religions are descended from an ancient one that worshipped the galaxy of Azurullya as a whole, calling it the Khashirrur (Great Mother of Magic) and denoting many major celestial objects as her children. Modern Ski’pec religion Rrurkhiya (Magic’s Travellers) represents Azurullya as a two-faced maternal goddess, one who gives life to her galaxy before becoming jealous and sending disasters to end her creations. Rrurkhiya also notes large galaxies such as Via Aylathiya and Via Lacrimosa as gods, though distant and weak ones.
Ski’pec religions often place a heavy emphasis on Thaumaturgy, usually treating it as a sacred gift and requiring regular practice of it. Priests of these religions are often relatively powerful Magi.
Language.
The languages of the Ski’pec were once innumerable, with thousands of separate dialects scattered across multitudes of worlds. As the old languages evolved and grew, standardization became more and more necessary. The governments of the many worlds the species had colonized came together with the finest of linguistic experts and agonized over the creation of a new language. This language has been so strictly written that it has little room for grammatical drift. This engineered universal Ski’pec language is known as Zlitharu. The lexicon of Zlitharu covers the wide majority of the sounds that Ski’pec are capable of producing.
Music.
Due to the unorthodox hearing of the Ski’pec, most music is vocally focused. There are very few actual instruments, as it would be difficult for the Ski’pec to discern between most sounds. The instruments that do exist usually serve to supplement and support the singing. Talented musicians also tend to use a technique known as Khou’zhli (double voice), where the singer uses each lung to sing independently from one another. This skill can take years to master.
| Ski'pec |
fandom.100th-millennium | # Smohera
"The shimmering home of the Ski'pec, whose very earth contains the light of the stars. Isn't it marvelous? What a fitting paradise to serve as the homeworld of such a magical people."<br>-"Moonmoon"
Smohera, lying in the quiet outer reaches of Azurullya, is often gazed at from afar. Its opalescent mountains and dazzling indigo rings make this world one of Azurullya's most vibrant gems, shining among the azure waves of starlight in bounteous glory. From this world many creatures were born, and from this life grew the Ski'pec. Long have they rode the currents of the galaxy, reveling in the magic they possessed. For long, long ago, Smohera was bathed in the Auramest.
Smohera is the 7th planet from the star Sperxai, which has orbited Azurullya in the Caerulem Termina for billions of years. Early in its history, Sperxai passed through many fields of Hypertryptine, scattering the crystal across the system, covering moons and planets alike. The rich levels of hypertryptine throughout the Sperxai system have given the bodies of the system a recognizable crystal sheen. Smohera is the prime example of its system's beauty, both its system's jewel and the genesis of its system's life.
=History=
Smohera is not a young world. For billions of years, it has grown, changed, and been subject to the currents and whims of Azurullya. Through deep time, it has taken many different forms.
Formation.
In ancient times, when Sperxai was young and sent its new light through Azurullya, it was similar to many stars. Disks of gas and dust and ice encircled it, basking in its untainted flame. Some parts began to collapse, gravitating towards themselves and falling inward. The first planets of Sperxai had begun to form. Thus, the age of turbulence and violence began.
Smohera formed close to Sperxai. Once a scorching hell, the rocky world orbited its hot sun in but a few days' time. Barren. Lifeless. Silicate rock and hydrogen skies. Bombarded by meteors and comets constantly. Inhospitable. It's hard to imagine how much different it would look in a few billion years.
Smohera had a few major collisions during this time, with planetoids nearly its own size. The entire world vaporized at least thrice as the other planets coalesced. During this period, Sperxai was passing through a dense field of hypertryptine, which scattered through the system and painting its worlds.
The Great Shifting.
Gelstraxta, the largest planet in the Sperxai system, ruled it with an iron fist. As it migrated throughout the system, planets were flung into wildly different orbits. Worlds violently collided and shattered or were expelled from the system entirely. Smohera, currently frying in the abundant light of its sun, was hurled into the outer reaches of the system. Being a rather large rocky body, it managed to capture somewhere between 8 and 12 dwarf planetoids as moons. Gelstraxta's migration caused the Sperxai system to become unrecognizable. Smohera, now far from Sperxai, froze.
Frigus Crystalla.
Smohera's new orbit forced its waters to rain down from the once-searing skies, to fall to the ground and flood everything, and then to freeze. As bombardments slowed down, this ice was buried mostly by tectonic activities. Some of the hydrocarbons in its atmosphere also began to precipitate into new oceans and lakes. The crystalline landscapes of the frozen world were met with navy seas of ethane. The trace amounts of hypertryptine in the atmosphere and seas allowed massive spires of crystal to grow.
Hwau'rrathzha Falls.
The innermost moon of Smohera was vibrant and beautiful. Its violet stone glowed above the ancient lifeless skies. Ski'pec historians named this moon Hwau'rrathzha (name of a sacrificed figure in some old Ski'pec religions). However, Hwau'rrathzha would not remain in orbit forever. The gravitational drag of Smohera and of the outer moons caused it to slowly spiral closer to Smohera. The tides of Smohera, once stabilized by its several moons, began to favor Hwau'rrathzha. Oceans destabilized and spread chemicals from the deep all across the world. It is possible that this was one of the requirements for life to begin on Smohera.
As Hwau'rrathzha grew closer, looming ever larger in the sky, the mountains themselves began to quake. The ground shifted and churned as tides swept the world, washing it in waves of ethane and sweeping away the spires that once dominated the land.
Eventually, Hwau'rrathzha began to crack and bend, smearing its violet stone across the horizon in a beautiful set of shining rings. This may have happened a couple times throughout Smohera's history, giving it some of its recognizable blue rings.
Emergence of Life.
The first evidence of life on Smohera begins to appear around 50 million years after the formation of its rings. This life started near coastal volcanoes and non-living crystal reefs. While life began around these areas, danger was omnipresent. Due to the silicon-based nature of Smohera's life, any electric shock through the water plumes of these volcanoes would create oxygen, which petrified the structure of these ancient creatures and turned them to stone. This danger still exists in life today, as many a reckless Ski'pec have returned home from their travels with a limb now covered in a layer of quartz-like rock.
Over the next 100 million years, life diversified, entering both deeper seas and venturing out onto the land. The mineral-rich deposits across the world made it relatively easy for plant life to grow and spread. These plants were mostly chemosynthetic, producing energy from certain trace elements in both the atmosphere and the ground. This gave many of the more prominent plants an iconic glow where the reactions take place.
Where plant life erupts, animals are soon to follow. Beasts of all sorts began to evolve and spread across the now lush expanses of the planet. Within a few million more years, the biosphere of Smohera had exploded into a new age.
Auramest Transit I.
Smohera has actually been through the Auramest twice. The first time, There was nothing more than primitive creatures, animals and plants that barely had much competition. The first thousand years Smohera spent in the Auramest changed everything completely. Animals began to exhibit more aggressive tactics to compete with one another, and some became carnivorous within only a few generations. Pack dynamics began to emerge. Predators became smarter, larger, and faster. Herbivores became more accustomed to hiding. Diurnality waned, and nocturnal and crepuscular species began to hunt under the light of the rings and moons instead of Sperxai's radiance.
Dreamhaze Transit.
In addition to the Auramest, our vibrant Smohera has been subject to the Dreamhaze. Memories of its ancient landscape, from even before Hwau'rrathzha's fall, began to emerge. Flora began to take on larger, more latticed forms. Trees resembling crystals and sharp, shardlike grasses dominated many parts of the world. Some animals began to resurface the ancient ways of the first lifeforms, evolving into flying aerial beasts that roamed the skies.
Auramest Transit II.
Millions of years later, after the two distortions of the Deagami warped Smohera's biosphere into something nearly unrecognizable, the Auramest found its way around the opalescent world yet again. This time, Smohera passed through the heart of the Auramest. A few species were close to sapience, and with the Auramest's help, they achieved both language and Thaumaturgy within a mere 4,000 years. From here, the Ski'pec find their origins.
Taking of the Glimmering Lands.
The newly sapient Ski'pec took Smohera by storm. They spread their civilizations across the world with incredible speed, taking every biome as another challenge to be conquered. Within the first 30 millennia, they had taken to the stars. Using the abundant deposits of Hypertryptine, the Ski'pec were able to traverse the waves of stars that they had come from.
=Climates/Biomes=
No living world can be reduced to one simple climate. There are always multitudes of diverse biomes, with each one possessing an astounding level of unique terrain and life. Smohera is no exception to such a law. Life has crept into every possible area, from the deepest, darkest oceans to the highest volcanic peaks.
Storm Jungles.
=Moons=
Smohera has seven moons, captured early in its history. Each one has special historical and mythological significance, as well as being used in economic endeavors early in Ski'pec spacefaring history.
Urrauhwi.
=Demographics=
| Smohera |
fandom.100th-millennium | # Somnar Hive
The Somnar Hive is a bizarre natural hive-mind within the Myrmidan. This hive-mind presently has control of almost every individual in said galaxy, aside from those within the Ardaya System.
History.
Eons ago, a bizarre form of slime mold evolved on the planet Adjar with the capability to take control of the bodies of any living thing it infected. This slime mold took over the entire planet, rendering it uncolonizable.
Later on, the Union of Somnar, located within that region of the galaxy, was facing unrest and potential secession movements in its distant regions. In a last-ditch effort to retain control, the Council elected to retrieve some of the mold from Adjar and attempt to use it to regain control over the outer territories.
This obviously ended very badly, as the Council itself lost all control over their bodies. The Adjar mold used the political power of the Council to mandate that all citizens of the Somnar Hive consume samples of the mold, thus expanding their control. Those who resisted were force-fed the mold, and soon the entire nation was brought under the control of the renamed Somnar Hive.
Various observers hoped that the Hive would stop there, but this hope was in vain. The Somnar Hive rapidly subsumed various states that surrounded the old Union of Somnar with a similar strategy to the one it used to take control of the Union itself, until they controlled the vast majority of Myrmidan.
In the year 99,390 CE, the Somnar Hive had absolute control over every piece of Myrmidan save a grouping of fifteen systems known as the Coalition of Free Systems. These systems were home to huge numbers of individuals who had fled here to escape the terror of the Hive, and they were united into a single nation.
Despite only having fifteen star systems within its borders, the Coalition of Free Systems are known throughout the Florathel subcluster, and were sending incredibly highly powered distress calls towards any location that they knew to have a civilization. The first to respond was the Exurian Union, a powerful nation within the Exurian Cluster orbiting the galaxy. They brought to bear their entire fleet against the Hive's siege, beginning the Ardaya Conflicts.
The Ardaya Conflicts have continued to this day, with the CFS slowly losing territory. As of the present day, the Coalition of Free Systems control only three star systems, with two of them currently under heavy fire from Somnar fleets. The Ardaya System is preparing to eject itself from Myrmidan and fly through intergalactic space towards the Exurian Cluster, escaping the clutches of the Somnar Hive.
Symptoms.
Once a being is assimilated into the hive, they can feel, see, hear, smell, and taste, but they cannot speak, and have absolutely no control over their bodies. They are practically trapped inside their minds. This drives most members of the hive completely insane after a few months in their strange prison, leaving them as empty shells controlled by the Hive. Some beings with unimaginably strong forces of will have managed to throw off this control, but they are rapidly hunted down and killed, or escape to the Ardaya System. Depressingly, there are absolutely no outside symptoms, except for perhaps rather jerky movements.
Extragalactic Effects.
TBA
| Somnar Hive |
fandom.100th-millennium | # Southern Union of Technocratic States
= Overview =
The Southern Union of Technocratic States, also known as The Sothern Union, The Technocratic Statesu and rarely as the South Republic is a very small nation made up of 25 Star Systems, located in the Southern sectors of the Jewel Cluster region of the Eulciar Galaxy in Amoeni Space. Despite its small size, its influence can be seen throughout the cluster, and its armed forces are some of the most advanced technology in the galaxy.
The Union controls 3 Sectors, with their own regional capitals:
-Urus Sector (Urus)
Abraclite Sector (Abraclite)
Yecreiyantu Sector (Yecreiyantu Prime)
Government.
The Union has a central government based on Urus. This central government is lead by the president, usually a former planetary governor or representative due to its system government, placing efficiency and the people over politics. They maintain embassies and diplomatic relations with the Federation of Free Jewel Systems, and the EUF.
Every system and planet has its own local government, with representation done by senators in the Union Legislature House. The Union emphasizes freedom, equal species rights and scientific advances.
Executive Branch.
The Executive Branch is lead by the President of the Union, who has a tern limit of 4 years. They are supported by the Vice-President and the Chamber of Advisers. The current president is a Human from the Planet Abraclite.
Legislative Branch.
The Legislative Branch consists of the Union House, also known as the Upper House, who approves laws for all systems to follow. Every planet and system has its own legislature, lead by the local inhabitants.
Judicial Branch.
The Judicial Branch is lead by the Supreme Court, consisting of an extremely intelligent AI, and 10 justices, with a term of up to 10 years.
Military.
The Union Military, known as the Union Federal Armed Forces, is made of the Federal military and the System Defense Forces. Its military structure was taken and modified from the Federation's Military, with 5 Branches, with people from all over the cluster joining its ranks, some for personal reasons, some to escape life on their own world, some Alliance defectors, and even some Federation Soldiers from a exchange and training program, where the 2 nations train each other's citizens. Their equipment is more advanced, yet still suffers from its outdated uniforms.
The Army.
The Union Army patrols planetary bases and stations. Their uniform varies depending on environment, role and rank. they are armed with Abralclite laser rifles and use lighter vehicles such as combat hovercars and hovertanks. they also operate ground defenses such as surface-to-space Volta and Laser cannons. Like many nations, the army is second to the Navy.
The Starfleet.
The Starfleet is the largest branch of the Union Federal Forces, and is tasked with patrolling all sectors of the Union, as well as destroying any Alliance fleets that violate Union Space and rescuing stranded ships. Starfleet Crews wear jumpsuits, a cap, a polaroid visor, an utility belt and a holster for a laser pistol. They use a variety of ships, ranging from Starfighters and Interceptors to Battleships. Their Fleets tend to be smaller but are far more powerful due to their widespread use of Synthetic Abraclite Crystals. These Amplifiers give off a orange color and is very powerful, but overheats faster than other amps.
The Aquatic Division.
The Union, like most interstellar nations, maintains a small aquatic force. Also known as "The Navy" this branch is the least experienced unit and by far the smallest branch of the Union Federal Forces, made up mostly of small ships and aquatic grade hovercraft. They only have major bases on 4 Planets. Their uniform is gray with a sailor cap and a life vest.
The Marine Corps.
Specialists of Sabotage, Boarding of Space Stations and Capital Ships, and planetary assaults, these units are feared by its foes due to their sheer ferocity and dedication to completing a mission. Their equipment is very similar to their army counterparts, but they often wear berets.
The Starfighter Corps.
Similar to the Federation and unlike the Alliance, the Union's Starfighter corps is separated from the Starfleet, with its own high command and bases. They are far smaller than the Federation Starfighter corps, but are just as efficient in combat as their larger neighbors. They either wear a blue, gray or green jumpsuit, a life support system, a helmet, and a holster for a blaster pistol.
| Southern Union of Technocratic States |
fandom.100th-millennium | # Spirits
= Types =
Aeternabore.
"Order", for the lack of a better word, is objectively impossible when peering into the Lux Aeterna. A realm with sights and sounds beyond greater Cosmoria, it was thought the birthplace of Thaumaturgy was but a hovel filled with mayhem. As research of Cosmoria progressed, the perspective of the Aeterna changed. Ironically, science and archaeology uncovered discoveries so exotic that they might as well be real mythology. One such discovery was the Spirits, beings of legend who thrive to spite their home environment.
Known for their Thaumic potential, Spirits are beings of unbridled capability. They may be weavers of Thaumaturgy and conquerors of the Aeterna's mystic winds. Most Spirits are actually fledglings however, Cores at the brink of life and death. Only the greatest, most exclusive Spirits are truly capable of harnessing their power. These are the individuals who shape Cosmoria as it is known.
History - Abridged<br>
Spirits are not a new phenomena. The High Warlock, a creature far beyond all future Spirits, erupted from the Pylon of a hapless Magi some 2.1 billion years ago. It is by far the most impactful in all history, holding the might to devour Cosmoria's primordial satellites. For millions of years it prowled, sucking the life of dozens of stars before nestling itself in Sinister, the final satellite.
Millions upon millions of years slipped by, with not a single Spirits rising from the clouds of chaos. It was only until an outside force, Father Zaphenim, woke from his slumber did the Aeterna see activity. Upon merging his domain, Zaphenim became one with the realm of magic. As such, he harnessed a portion of the Aeterna's full potential, gaining the power to manipulate it as he saw fit. His most major contribution was creating the "Cores", the staple for today's Spirits.
From there, Spirits became infinitely more common. Many Cores gravitated to one another and merged, acting like bundles of neurons within a brain. Some formed alive and aware entities, Core Spirits. These phantoms phased out of the Aeterna, wandering Cosmoria. Others were forcefully combined by Zaphenim, spinning and magnificent storms as hyper-intelligent beasts of nature formed from his hand. These would become the future Angels.
And so began the age of the Spirits. A once nonexistent species sprung up from the Aeterna's white hot inferno, clawing its way into Cosmoria at large. Cores naturally spat themselves out from the Aeterna, longing for a taste of calm reality. Pylons, being used by plenty of more people, mutated far more often than in the pre-Angel days. Angels made their own children, designed to protect their worlds and empires in general.
For many thousands of years, Spirits became a peculiarity of Cosmoria. Not only had they shaped history, but they permeated throughout the universe. Mostly concentrated in Aylathiya, Spirits rose and fell in numbers with every passing Angel. Inevitably, they settled at a background rate of population. As of the current day, Spirits are not particularly bizarre, and a seasoned traveler may expect to see several in their journeys. If one knows what they are looking for, they may have great success with tracking one down.
Risks & Types.
Spirits are placed into three types, namely "Cores" and "Mutated Pylons". Cores are by far the most common, while Mutated Pylons are far rarer. Instrumental to Harmonic Thaumaturgy, Spirits can connect to a host Magi and become a "patron". Patrons essentially provide a higher "limiter", allowing a host to perform greater feats at less cost. They also provide access to Aeternal Energy to those without a Pylon. A Magi can also coax or force a connection if needed, and can be host to as many patron Borne as they can wrangle.
Connecting to an Spirits provides benefits and drawbacks for all three types. For Cores, most lack higher function, and therefore can't provide much power or coordinate with the host. However, their commonality and simple minds make them easy to control. Mutated Pylons are notoriously hard to manage, as their high intelligence yet savage behavior can make encounters lethal. If subdued however, a Mutated Pylon can work hand in hand with a Magi, and can even help them force open their "limiter".
| Spirits |
fandom.100th-millennium | # Standard Classifications of Starship Components
"We used to use a very old system back in the day, but this one is much better and updated" - Chancellor of the (Former) Volkania Republic, Circa 70,000 CE
History.
The Standard Classifications of Starship Components, or S.C.S.C, is a system used to describe and classify the statistics, schematics, strengths weaknesses and information about a vessel's components, such as shields, hull, armaments, Magi and other miscellaneous components.
The system was first used by the Volkania Planetary Republic, an old republic that was in power in the Jewel Cluster of the Eulciar Galaxy.
Shields.
Shielding is a very essential component in many starships, not only protecting ships from various forms of weaponry, but also to protect from radiation and negating air resistance, making craft faster both in atmosphere and in the vacuum of space. there are two main classifications.
Civilian-Grade Shields: These Shields are commonly seen aboard civilian craft, such as freighters and passenger ships, and are meant to protect against small attacks from pirates and enemy factions for some time, allowing the ship to escape. Sustained fire will cause the shield to fail and lead to the destruction of the vessel. A more powerful version is the police shield, used by police forces.
Military-Grade Shields: These Shields are seen aboard military ships, bases, and stations. These shields are far more powerful than their civilian counterparts, and are meant to take a beating against the numerous threats of the galaxy.
there are multiple types of shields, and are broken down in to these catergories
Vehicle Shields: These Shields are typically not very powerful in terms of taking a beating, as it is meant to take hits from personal blasters, artillery and light laser cannon fire. These shields are commonly seen among the following:
Ground Shields: These shields are typically extremely powerful and are meant to take a beating, but also require a large amount of power. To prevent the draining of unnecessary power, these shields typically have their own generator, and are only turned on when absolutely necessary. These can be seen in these areas:
Hull.
Hull, or hull integrity is the backbone of pretty much every starship across the Local Cosmos and can be made using many materials such as Fesmoanium, Abralt and Fadrum.
| Standard Classifications of Starship Components |
fandom.100th-millennium | # Standard Classifications of Starship Components.
| Standard Classifications of Starship Components. |
fandom.100th-millennium | # Starfighters
Starfighters, often shortened to just fighters, are small, agile ships built for combat in both outer space and within a planet’s atmosphere. They are some of the most numerous ships seen in the universe. Starfighters are most often used by interstellar militaries, although mercenary groups and criminals also field their own models of fighters.
Characteristics.
Starfighters are perhaps the most varied type of ship in the entire universe, with only shuttles coming close in sheer variety. No two types of starfighter are exactly the same, despite the similarites between them.
As starfighters are very small when compared to other types of ships, most of them do not come equipped with FTL capabilities. However, larger fighters are known to mount their own, miniaturized FTL units in order to keep up with the larger ships in a fleet.
The most common type of weapon used on starfighters are laser cannons, although they have also been known to mount weapons like autocannons and missile launchers. While these weapons are primarily used to take out enemy fighters or to perform strafing runs, when used in great numbers, they can prove to be a huge threat to larger vessels.
Subtypes.
Bombers.
Bombers are large, heavily-armed fighters designed to destroy armored targets. They often fly in large squadrons in order to maximize their destructive potential. This also provides them with a measure of protection against enemy fighter squadrons.
Interceptors.
Interceptors are designed to chase down and destroy other fighters using their superior speed and agility. However, they are often lightly armored and can't really take much of a beating. Their armament is also usually suited to destroying fighters, greatly limiting their effectiveness against larger warships.
Notable Examples.
TBA
| Starfighters |
fandom.100th-millennium | # State of Celeas
| State of Celeas |
fandom.100th-millennium | # State of Lowiras
| State of Lowiras |
fandom.100th-millennium | # Streletania
"How can anyone live here? It's so dark!" -Tourist
Overview.
Streletania, also known as Strele, is a cool temperate world located in the Jewel System of the The Jewel. It is the Homeworld of the Streletanian Species, an alien species known for their incredible sight and poor hearing. This world is constantly in a state of darkness thanks to a number of factors, such as its somewhat dark atmosphere and distance from the system's sun. Despite this, the planet does somehow managed to stay relatively warm thanks to the many hot springs scatted across the surface and small amounts of volcanic activity.
The planet is about 13,256 km and is the 5th planet in the system. A day lasts about 40 hours, while a year is about 400 days. It is the 6th Planet in the System
Early History.
The earliest we know of Streletania was around 20,000 CE, when a Human/Havonian Probe saw small white dots on the surface, these being small villages. At this time, the Streletanians were considered sentient, and had just achieved hyperspace travel, with early stations and craft being present as early as 5,000 CE . IT was not until 20,100 CE that the planet would establish contact with the outside, notably with Coursillus, a relatively new Thandetian colony. Trade was officially open with most of the Coursillusian worlds in 20,101 CE.
Over the Years, the Streles would rapidly industrialize and by 26,000 CE, they would colonize the nearby moon of Barillies, a near copy of Streletania itself. They would be relatively peaceful and out of galactic affairs until 86,120 CE.
Joining the Federation.
In 90,900 CE, Streletania was considering joining the new nation for extra protection, but delays and hesitancy in the Government caused Streletania to not be a Founding Member.
However, this changed in 90,945 CE, when a Streletanian from the Member world of Varudo-5 became the Chancellor of the Federation, managed to convince the remaining worlds of the jewel system, which included Streletania and Barillies to join the Federation. Streletania officially joined the Federation in 90,947 CE, with the Barelliesians joining 1 year later.
Modern Day.
Streletania continues to be a very strong member of the Federation, the renounced Strele-Bares Construction Systems calls this planet home, and many other corporations have offices here such as MSBC, Xonuvis-Guepra Fusion Corp, and LasonMotors, Inc. Streletanian soldiers have been known to hold positions and fight with valor.
It also has a large defense fleet comprising of Anarvis Yards ships, mostly of the Thandetis Series.
Multiple stations orbit around the planet, ranging from habitation, research, shipyards and defense stations.
| Streletania |
fandom.100th-millennium | # Suloom
Suloom is a hot desert planet orbiting the red dwarf Saihera in the Galactic halo of Florathel. It hosts multicellular life on its terrestrial surface, taking on many forms across the landscape, and is famous throughout the galaxy because of this. It is also the judicial capital of the Kingdom of Saihera, with a population of over a trillion people in arcologies on its surface.
Overview.
Suloom is the second planet of the Saihera System, and has no moons in orbit around it. Due to the Saihera System's old age, Suloom has had an effect on the entire history of Florathel, being the birthplace of the Kardan species, one of the more influential species of the Providence Union. Almost all multicellular life was wiped out with the Fall of the Providence Union, and it has not re-evolved intelligence thus far. Along with being the homeworld of the Kardan, Suloom was also the shared capital of all of the Kardan governments before they joined the Providence Union. Thanks to these factors, there are ruins of vast cities covering the entire planet, which are being researched by the Kingdom of Saihera and the wider United Nations of the Florathel.
The history of the planet is not particularly well-known, as it is not mentioned often in the Glanadi Archives. However, there is similar, albeit smaller, archive beneath the surface of the planet that details the history of the Kardan. Unfortunately, this archive is much less well-preserved, so it does not give us as much information.
Due to the uniquely peaceful nature of the Kardan, Suloom did not experience many conflicts when it was controlled by the Kardan. However, the only one which is mentioned in the Suloom Historical Archives is a very brief civil war when the a king of one of the Kardan Nations was deposed, causing a short-lived conflict.
Unfortunately, like all worlds under the domain of the Providence Union, the vast majority of life on the surface would be destroyed with the simultaneous detonation of the black hole bombs which triggered the fall of the Providence Union, which also destroyed many of the cities on the surface.
Geography.
Suloom's geography consists mainly of deep canyons and scorched deserts, with occasional oases scattered across the surface. The surface is also scattered with salt flats, where the former oceans boiled away. Suloom is almost uninhabitable, and all life there is very hardy.
In the days of the Kardan, Suloom had a large ocean, with a single supercontinent, However, the sudden shock of heat from the black hole bombs of the Fall of the Providence Union triggered an increase in temperature which boiled away its oceans, leaving the endless salt flats that characterize the planet today.
Climate.
TBA
Properties.
Suloom is fairly low-mass for a habitable world, as planets this small often don't have enough gravity to maintain a stable atmosphere. Its high density implies that there is a substantial iron core inside the planet, generating its weak (but still existing) magnetic field. The small magnetosphere is not very effective at blocking the stellar wind from Saihera (its parent star) and that constantly whittles down its ever-thinning atmosphere, possibly threatening the existence of the life below.
Tidal locking and anomaly.
Owing to Suloom's proximity to its parent star, it is tidally locked, which means one side of the planet constantly faces the star. From space though, the planet seems uniform and there seems not to be any differentiation between the terminator line and the point below its red dwarf star, which is evidence of some kind of temperature distribution around the planet. What is even more striking is that the night side, while not as explored as the dayside (for obvious reasons), seems so far to have the exact same terrain and environment as the daysid! (Aside from a temperature difference of 2-3°C). Astronomers, geologists, chemists and astrobiologists working at this planet are still scratching their heads over this, but an explanation could be finally coming.
One of the most plausible theories relates to the recent discovery (~150 years ago) of large sinkholes all over Suloom. The origin of these sinkholes is still unknown, but it is likely to do with previous asteroid or comet impacts. The sinkholes then compose a vast web of tunnels under Suloom's surface and are responsible for the temperate environment on Suloom's night side. In the tunnels, ecosystems comparable to the ones found in other places of Suloom can be found.
Atmosphere.
Another interesting and noteworthy quirk about Suloom is its strange atmosphere. Somehow, it is 44% diatomic oxygen, and a similarly large sector is made of water vapour. Now, this is still very little oxygen, because the atmosphere pressure is still only 0.00324 atmospheres, so anyone really could not breathe here if anyone wanted to.
The oxygen is likely caused and replenished by some kind of photosynthesis that is being carried out by plants on Suloom's surface. The explanation for the water vapour is less understood - the most likely cause is from geological activity. Other plausible explanations include infalling comets, or the life underground that uses chemical energy and makes waste products such as water.
Life.
There is an unusually low number of lifeforms on Suloom (for a planet that hosts life) - only 26 have been documented despite extensive researching, 23 of these fitting into only 4 known ecosystems on the entire planet. Two of the ecosystems are very widespread - one covering the entire dayside and the other the entire nightside, and the two others occur exclusively underground. Nevertheless, some interesting lifeforms do exist here.
Inside the caves, there are giant mats of fungi-like microscopic organisms, feeding on the minerals to produce energy. Here, they build up a thin layer of carbonic acid and slowly release carbon dioxide, which leakes into the surface through the various sinkholes. There, they sometimes build a thin layer of CO2 close to the surface of Suloom.
This gas is sometimes used by purple plants on the surface as a way to photosynthesize, as they take in water and carbon dioxide to make glucose, to make food.
Population.
TBA
| Suloom |
fandom.100th-millennium | # Supercarriers
Supercarriers are enormous warships designed to bring the power of an entire armada in a single ship. With massive ship-killing fighter wings, they can decimate most foes with ease. These carrier variants are often the most prestigious ships to serve on, with many captains fiercely competing for the position.
Characteristics.
Supercarriers are truly massive, with even dreadnoughts sometimes struggling to compete with them. While they pack more guns than a regular carrier, their role essentially remains the same, hanging in the backline while their fighters do the work. Supercarriers usually send their fighters out in rotating groups instead of all at once, letting one group refuel and rearm while another is out on the field.
Thanks to their ability to carry thousands of craft at once, a single supercarrier is usually more than enough to lock down an entire planet. Any resistance is often met with a torrent of bombers leveling their city as punishment. This usually leaves any population too traumatized to fight back, meekly surrendering as the supercarrier’s shadow lingers overhead.
A supercarrier has one of the longest operational ranges of any ship, letting it stay out in space for extremely long periods of time. Some of them even come with specialized equipment for gathering resources out in the field, letting them stay out for a theoretically infinite amount of time. This has been used to great effect by many admirals, leaving their supercarriers behind to ambush enemy fleets who thought them long gone.
Notable Examples.
TBA
| Supercarriers |
fandom.100th-millennium | # Svartálfar
"The news was a shock to no one, this fact itself somewhat shocking in the sense that our civilization stood at the pinnacle of existence for well over 300,000 years. Our leader was in all likelihood dead, destroyed by Something. Whatever the thing may be is not important, its true nature impossible for us to even comprehend. As the Something and its legions of ferocious metal servants devoured our" "empire, their nature unknown to even the wisest of our philosophers, all we could do was wait for our kind to be exterminated. Once the apex of the universe, the strongest civilization in history," "we were reduced to dust to feed the something and its unknowable ambitions."
"There is a sliver of hope, however. A new program, initiated by what wise philosophers we have left, could save our kind. As cowardly as it is to hide amongst the stars, it is preferable to a death at the hands of the mindless hoards of cog and axle lead by the Something. My group would be dispatched to a nameless world under the protection of an envoy of a curious aquatic species. Invisible to the Something and its armies, it seemed that starting anew amongst their kind would be allow us to preserve at least a few million of us."
"The Something found us, our protectors immediately betraying our location to preserve their own lives. It hurts that the rules of logic make this the ideal decision for their kind. Our outpost on our newly-terraformed rock lasted roughly a week against just one of the clangorous monstrosities as it lay siege. Fearing for my life, I tossed aside my identity, my person-hood, and fled amongst the beasts of the earth, feeding upon the creatures that crawled along the ground and finding a home amongst detritus across the forest floor. As my tribe became but animals, throwing away hundreds of thousands of years of evolution, the tool of the Something seemed satisfied, it left our now-humbled world, leaving behind a few thousand souls."
"How I weep knowing that all traces of our civilization have been blotted out from the universe. Even so I hope, not just for my small band of survivors, but for those who must be across the cosmos. Our lone planet, orbiting the brighter of two dim suns, surely is not the last remnant of our great race."
The Svartálfar ("Embla askria") were a wide-spread species occupying many of the stars within Aylathiya. A vast civilization, yet unknown ruins from this extinct species are uncovered every day. Existing from 700,000 BCE to 250,000 BCE, the Svartálfar existed united under what is known as Ohko's Civilization simple due to the name of its sole ruler, Mother Ohko. While there is no definitive end to their species, their numerous descendant-species have come to replace them on the galactic stage.
Giving rise to Humans, Vexlores, Myrkálfar, Vlanoans, Bahattes, and Ekrosians, the Svartálfar have left a large mark on Cosmoria. Their descendants populate nearly every corner of Cosmoria. As of now, their lineage seems interminable despite the near elimination of their species some 300,000 years ago.
Civilization.
Archeological records give little indication of the finer details of government, such as local governance or planetary-level governance. However, it is known that Ohko ruled the civilization with absolute authority. The civilization likely operated similarly to that of Sedrua under Mother Sydiah with a strong Magocracy, rule by Magi. The number of artifacts remaining in the civilization are heavily from earlier phases of the civilization, with far fewer artifacts from the late civilization, leading many to speculate that it was thoroughly destroyed by some heavily armed force.
Commonly depicted figures are those called "philosophers." It seemed that the civilization had no concept of empiricism, instead relying on logic alone in the unraveling of the mysteries of the universe. This coupled with their great thaumaturgical abilities gave rise to a magic-centered society. One was likely unable to advance in society without magical ability. This is so apparent that some worlds housed billions on subsistence farming simply for a handful of Magi to emerge every so often.
Technology.
Advancing to the point of radio technology, the finer aspects of physics remained unreachable. The atomic and subatomic, while likely theorized to exist, was always outside of the grasp of the civilization. It was not like they needed this knowledge, however, for anything achievable through the advancement of science could be achieved through philosophy. Thaumic Philosophy filled in the voids that would normally be filled by science, leading to an interesting juxtaposition between the harnessing of the energy of stars and hardly having an industrial process.
Biology.
The Svartálfar were the descendants of the Dökkálfar, the progenitors of the Álfhir family of species. The Dökkálfar were created by the ancient ruler known as Father Zaphenim some four million years before the present day. Due to extreme genetic drift, the family diversified rapidly, creating the 8 species and 3 genuses contained within it today. The Svartálfar were the progenitors of the "Embla" genus, which is the largest in the family and contains 4 members.
The Svartálfar had little to no melanin, the pigment only later evolving in its descendants. Their origin as a technological space-faring civilization removed any need for natural protection against ionizing radiation. This species had very dexterous feet compared to their descendants as they spent much time in zero gravity.
| Svartálfar |
fandom.100th-millennium | # Sydiah's Architects
Description.
Sydiah's Architects (Often referred to as The Architects) are a species of artificially constructed beings, originating from Amarent. Originally created by Mother Sydiah as a way to start the empire of Sedrua, they have since expanded and created vast areas of influence. The Architects were created with a high level of magical prowess, with an innate potential to begin civilization on any worlds. More so, The Architects were naturally bestowed with a heavy level of leadership, co-operation, and skills which would also help them begin the empire of Sedrua.
Currently, The Architects have drastically dwindled in numbers, going from about 2.2 million to only 4 left in existence. The strain from Thaumaturgy, as well as the Wane of Reality has caused a vast majority of The Architects to succumb to neurodegenerative disease, general psychotic behavior, and deep suicidal tendencies. All but one of the Architects which remain today exist as disassociated individuals who are slowly succumbing to the strain of their power.
In their origin, The Architects were initially made to worship Mother Sydiah, treating her like a deity. Eventually, these ideas became fanatic on their own, and all Architects held an undying devotion towards the idea of Aeternalism. It is known that this original worship still continues today, in the remaining members of The Architects. With the re-emergence of Mother Sydiah however, this faith has come to bother her, as she views the religion as a mistake and believes it should be forgotten.
Many of the Architects in existence were also devoted to the Chosen of Sydiah, also known as the Creed of Sydiah in its height. Since they were created to worship Sydiah, they naturally followed the way of the Creed, and obeyed its orders from Sydiah and other powerful members. It is the Creed which allowed The Architects to create the first iterations of Sedrua's government, and allow the nation to propagate and spread efficiently.
Biology.
Wishing to make her species viable for the long-term, Mother Sydiah and numerous other Architects created them with a high amount of durability and Thaumic predisposition. She also gave them a mindset of co-operation and heavy mental fortitude, to extend their sanity. This was to ensure that Sedrua would be created before any Architect succumbed to the illnesses of Thaumaturgy. Additionally, The Architects were given a very strong connection to the Aeterna Caligne, allowing them to freely travel in it. However, many would fall to its adverse effects, with many Architects unable to resist the incomprehensible and hostile nature of the realm.
Shortly after the creation of the first Architects, Mother Sydiah allowed them to change their bodies to an efficient form that they saw fit. As such, many members changed their biology and form. These changes could be seen as being the base of how The Architects look today, with those who remain holding a drastic shift in appearance. Most notably, Vurilia Jutopati has relinquished his base form, opting in for a synthetic form of durable nanomachines. Itrian Yutira also changed his form to best suit his operations for observation. Only one Architect exists with a base form today, them being Drizuna Jutopati.
While they were not permitted to have children, the Wane of Reality caused numerous Architects to separate from the Chosen of Sydiah, living their own lifestyles as they slowly fell to illness. In the relatively short time that usual Architects had, they would create offspring by utilizing by combining their unique genetic code, or by creating synthetic forms. These would hold a very limited set of power in comparison to average Architects. All children of The Architects are known to be deceased from reasons affiliated to Thaumaturgy. They held a degraded level of mental strength and prowess, which meant that they were very much unstable and unpredictable in their lifespan.
| Sydiah's Architects |
fandom.100th-millennium | # Sylvian
Description.
Sylvians, also known as "Elves," "Drow," or "Mer," are an intelligent bipedal mammalian race found all throughout planet Haven. They are a member species of the Edian Races, a group of ten individual races all descendent from the Inomeni race, the Edia, who once held dominion over the whole of the world. Sylvians are amongst one of the most populace races on the planet, only third to that of the other Edian Races of Mythra, and Gnarvesh and as such, they can be found nearly all over the entire globe. For much of world history, Sylvians have held a great amount of influence over the course of world governance, politics, and society, serving as one of the most influential races of them all throughout the millennia, as members of their race have often held lofty positions of power.
The name "Sylvian" is derived from the Edian word "Forestborne," so named due to their race's native environment of temperate forests. While they are more accustomed to a temperate forested environment, Sylvians have been able to conquer nearly any type of land, leading to a great amount of genetic diversity, quite possibly the most of all races in the entire world. This ability to be found all over the world comes from an inherent drive found within all Sylvians, though not as strong as their contemporary Edian-race, the Mythra, Sylvians still almost as a whole collective desire to make their people live the best and most lucrative life they possibly can, making the Sylvians and the higher numbered Mythra to compete with one another for land, resources and power throughout much of the millennia.
Unlike their Mythra counterparts, however, the rate in which a Sylvian will have children is one of the lowest across all of the Edian races. With them producing offspring less than half of that Mythra do, making both male and female Sylvians only have around three children in their lifetimes, any more being fairly rare and anomalous. However despite that, due to Edian supremacy over much of the world throughout history, Sylvians have managed to create a large swath of themselves thanks to interbreeding with the other Edian Races.
Biology.
Appearance.
Sylvians and Mythra are perhaps the most alike races in the entire world, sharing many similarities in appearance, however, there are a few stark differences that one can use to tell the two apart. They are a bipedal, mammalian species, standing at an average height of five feet eight inches (1.7 meters) and an average weight of only a hundred pounds, (45 kilograms) making the individual Sylvian quite slender and mobile. The most notable physical feature of the Sylvians would have to be their elongated and slanted ears, as it stands as perhaps their most defining feature. As well, Sylvians may sometimes possess elongated eyebrows, though this isn't wholly universal amongst them.
Like most races of the world, individual Sylvians can vary wildly from one another in appearance, due to the great levels of adaptability they possess, a Sylvian's appearance and build will depend on the environment they originate from. As they originate from within temperate forests, Sylvians are inherently best suited to thrive within that environment, however over the millennia, Sylvians have managed to find themselves across the entire globe, able to survive and thrive in hot and hostile deserts, to cold and frigid tundras, even the toxic wastes of volcanic ash lands.
However, unlike some of its contemporary Edian Races, Sylvians are much more uniform in the varieties of physical builds they can adopt, almost always having a tall, slender form, lacking much bulk in the form of muscle or fat. As a result, for the individual Sylvian to be able to survive in more hostile environments, they require the use of protective clothing and other created accruements , as well as their skin's ability to adapt to the hostility of the respective environment.
Sylvians are by far the most vibrant Edian Race when it comes to the color of their skin, as depending on the ethnicity, they are able to adopt extreme shades such as reds, blues, yellows, greens, even colors such as oranges and violets can be on their skin, however more placid skin tones such as slight pales, whites, blacks and browns a Sylvian can also possess. Alongside the vibrancy in skin tone, the color in which their eyes and hair can take are equally as vibrant, able to adopt nearly any color the mind can conjure.
Physiology.
Sylvians have a number of abilities inherent to their physiology which set them apart from the rest of the Edian Races. They are an extremely quick and agile race, able to traverse tree lines in mere moments, and scale hills and cliffs with ease. An individual Sylvian is also always acutely aware of the immediate area that surrounds them, as their large ears are able to detect faint sounds up to a kilometer away, as well, they are able to see double the length of most Edian Races, alongside being able to perceive things in the dark fairly easy. These abilities of detection aids the Slyvian in many ways, allowing elves a high degree of perceptiveness.
Unlike the majority of the world's races, Sylvians do not actually sleep to gain restitution at the end of the day, instead of finding their rest in a meditative state, which is as restful as true sleep but leaves them aware of their surroundings, which is rather imperative to the Sylvian's chances of survival, as they are amongst the least inherently durable races in the whole of the world, as their slim and frail bodies were developed for mobility and agility, rather than protection against would be predators of attackers.
Sylvians most famed aspect of their race's physiology would have to be their inherent connection to the magical forces that surround them. Out of all the Edian Races, Sylvians have the highest birth rate of magically sensitive children, with as much as one in four Sylvians born able to magically manipulate the Fragments of Creation, and as such, much of the world's early magic population is made up of Sylvians, as most discover their connection to magic at a younger age when compared to other races, who typically discover it once they reach their mid teenaged years. This inherent connection to magical forces makes an experienced Sylvian mage amongst the most powerful in all the world, causing much of the Sylvian population to focus on magical professions and trades, while Sylvians who never achieve magical sensitivity usually fall behind those that are.
| Sylvian |
fandom.100th-millennium | # Ta'Koro
Ta'koro is a large, partially assembled birch planet surrounding a black hole, among the largest such objects in Cosmoria. This enormous structure was assembled by Pecay-Po, but was heavily damaged by the Providence Union's assault on that nation. Today, it lies in ruins, and is slowly being reclaimed by the Sagittarium colony of Thalvett.
Ta'Koro is one of the oldest structures in the universe, being assembled before most of the universe's species had even left their planets. Because of this, it is considered among the best places to go to learn about that period of time. Ta'Koro is controlled by Thalvett, a colony of Sagittarium formed over the ruins of ancient Pecay-Po.
Structure.
From afar, the structure of Ta'Koro appears relatively simple. A half-completed shell surrounding a small supermassive black hole. Zooming in reveals infinite complexity befitting a structure of this size. Some parts of the shell have wildly varying amounts of layers from only four to upwards of 750.
The bottom of the structure, closest to the black hole, lies a huge arrangement of toruses looping around the black hole with a ~2 meter radius. These rings have large amounts of magnetically confined matter looping around them at insane speeds, making the average momentum of the entire sphere of Ta'Koro high enough to avoid collapse into the black hole. This design is not unique, as the general principle of active support is used by all civilizations across the universe, but never has it been taken to this scale.
Taking all layers into account, 29 percent of the sphere as it existed on the eve of the Providence Union's invasion was under construction, with the remaining 71% of the structure divided into 43% habitable area, 21% manufacturing, 6% computational servers, and 1% comprised of virtually every service available. Roughly 60 percent of the planned area of Ta'Koro was completed by the time of the invasion, and approximately a third of that has deteriorated and collapsed into the black hole in the eons since.
Living Conditions.
Despite the stereotype of large structures like ecumenopoli (Ta'Koro can be considered as an absurdly huge example of such an object) being filthy everywhere except where rich people live, on Ta'Koro this is not the case. Ta'Koro is remarkably clean all throughout its habitable space, due to robotic cleaners continuously working to clear any damage and debris from the endless halls of the sphere.
Because the Pecay-Po Federation has virtually eliminated any wealth inequality, most everyone lives in small, understated homes throughout the many levels. These homes are filled with anything the inhabitant may need for living, and poverty is almost unheard of. Of course, for the Elkeres species, these homes are filled with oxygen-nitrogen air, and the homes the Deviri live in are flooded with water, corresponding to their native habitats. The two species routinely venture into each others' regions of the structure in environment suits.
Roving bands of rogues occasionally set up air or water-filled regions of the manufacturing zones as bases for their illegal activities, which are destroyed whenever found by law enforcement. Because of its huge area, there are believed to be many of these hideouts still unknown as the manufacturing zones are rarely visited.
As the centerpiece of the Grand Design of the Founders, Ta'Koro is also the site of much tourism in the form of somewhat misguided pilgrimage. However, Ta'Koro is not a religious site, and nothing says that anyone is mandated to visit it.
Because of Ta'Koro's massive size, it is impossible to universally describe the cultures found here. There are hundreds of thousands of varying cultures found all across the sphere, and disparate regions of Ta'Koro are as different culturally speaking as different planets across a galaxy from one another.
History.
Ta'Koro was found very early in the history of the Elkeres and Deviri species built sometime eons ago by an ancient civilization (possibly Yanaris), and was initially treated as a scientific research site. During the formation of Pecay-Po, its rebuilt design was conceived by the Founders, a secretive group of individuals from the Elkeres and Deviri species who, while initially intended to formulate a treaty to bring the two species together, instead wrote up a grand design for the entire future of the nation. This design was kept very secret and was believed to extend at least 300,000 years into the future. However, it is known that Ta'Koro was to be the centerpiece of the design. As such, the Pecay-Po Federation was isolationist for almost all of its history until its destruction out of fear that outsiders could disrupt the Grand Design.
Its initial reconstruction began 134,300 BCE, and the first habitation zones were completed roughly 11,000 years later after many support structures were rebuilt. Many people rapidly flocked to the newly assembled structure, and some of their descendants continued living there for eons. For most of its history, Ta'Koro steadily grew in area up to its modern size.
When the Providence Union invaded in 18,494 BCE, the nation's population and infrastructure in the nearby Valme System and Irnestro System were swiftly wiped out, and Ta'Koro was abruptly on the front lines. The bombardment caused major structural failure across the sphere as large sections plummeted into the black hole, taking with them trillions of people. Ta'Koro swiftly surrendered in an attempt to stop the bombardment, but the landing parties set down and hunted across the entire structure for the remaining population, systematically wiping out any sign of life across the sphere. Ta'Koro went uninhabited save small colonies from the Providence Union for many years after.
Millennia later, when Sagittarium's colonies arrived in the region across the Lux Aeterna, they found the ruins of Ta'Koro. They too used it as a scientific research site, lacking the resources to properly rebuild it. The black hole was used to test slingshot maneuvers in complex time travel experiments, none of which succeeded, among other things. During the War of the Last Alliance, the Providence Union briefly took Ta'Koro, but was driven back before they could do anything with it. Ta'Koro took yet more damage during the War of Saiheran Succession as Kalea's armies swept across Thalvett and triggered Sagittarium's counterattack. As of the modern day, the sphere is finally being rebuilt.
| Ta'Koro |
fandom.100th-millennium | # Tairane
Tairane, officially the Tairane Stellar Federation, Tairane Federation, Second Tairane Federation, or TSF, is a major galactic power located in the Inner Paleas Arm, Florathel. It is bordered by Cnara-Frealee to its south-west, the Lux Aeterna to the north, and various minor Zalanthian states to the east
Its capital city and planet, Cors Tairane, formerly known as its ancient name Anselnia, is located on a peninsula in the western coast of the continent of Arathel, in the system of Ioleira Prime, and considered to be one of the largest eperopolises of the Inner Paleas Arm and considered to be one of largest cities in Florathel by density. Its primary spoken language is Tairanian, a dialect of Modern Standard Arathelian (MSA), but other languages such as Modern Anselne and Contemporary Angelestian, are also commonly heard over trade, holo-networks, and the people living in Cors Tairane.
Tairane is a federal presidential republic, with a multi-party system. The head of state is the President, who is elected by popular vote for a five-year term, and serves as both the head of state and commander-in-chief of the armed forces. The Federal Chancellor is the head of government and appointed by the president, with majority support from the Senate. Legislative power is vested in the President and the Paramount Assembly, comprising of a bicameral legislature, the Chamber of Representatives (lower chamber) and the Federal Senate. (upper chamber) The judiciary is independent of the executive and the legislature.
Tairane's economy, with an approximate GDP of ~₭2.1 quintillion TRK, and is notable for its highly diversified economic structure. It is one of the highest exporters and importers, a leading manufacturer in many interstellar industrial sectors such as space-grade metallurgy, advanced electronics, and innovative spacecraft engineering. The nation is also home to numerous large intergalactic technological conglomerates such as Cargill Enterprises and Fenris Corporation, both among the most prolific and notorious manufacturers in Florathel, with their products exported all over Federal space and the aforementioned galactic arm.
Etymology.
The name Tairane derives from a mix between traditional Angelestian nomenclature and modern terminology used by most current stellar nations inside Florathel, it is composed of two separate words: "Tairéase" which means "star-kingdom" or "kingdom of stars", and the second word, "Anselne". The latter being used primarily to refer to the former's founder.
The term "Anselne" has no literal meaning in Ancient Angelestian, but can be translated into a more modern form as representing someone of divine descent. However, the full name for Tairane would therefore translate as 'divine star kingdom' per se, though this interpretation isn't commonly accepted by most Tairane citizens. Instead it is one that some scholars have formulated from attempting to decipher ancient manuscripts saved from Arathel before its destruction.
Tairane is an ancient empire that was formed in the aftermath of Arathel's destruction during the first part of the nation's history. They claim to be descended from one of Arathel's nine surviving nations, and throughout history have been one of the major powers across Florathel since their founding at 9,873 BCE.
History.
Founding.
The Kingdom of Tairane was founded by Anselne I in the year 9,873 BCE of the Second Age of Arathel, Being one of the nine surviving nations of the Arathelian Wars, which include the Selkirk Empire, the Duchy of Fleurs, the Soteris Republic, the Kingdom of Argede, the First Empire of Eupheata, the Sultanate of Rumada, the Ayubasa Dynasty and Ulmuruk Khanate, Anselne and his followers were some of the few survivors who fled from the aftermath of the destruction caused by the war, and eventually formed their own nation.
The legendary ancient Kingdom of Tairane, was a sovereign state located in Arathel, occupying the western portion of the continent. The Kingdom is located in northwestern Arathel on the continent. The ancient kingdom covers an area of 471,000 square kilometers and has a population of 5 million people. The capital is Anselnia, which is located on the coast near the mouth of the River Taire. The official language of the kingdom is Ancient Anselne which is a derivative of Old Arathelian. The primary religion of the kingdom is Anselgian.
Anselne was claimed to be descended from one of Arathel's divine rulers, and thus saw himself as a chosen king with a sacred duty to unite all the nations of Arathel under his banner. He quickly rose to power and within a half a century had conquered all but three other ancient nations: Selkirk Empire, Soteris Republic, and the Ulmuruk Khanate. The final two nations resisted for over five years, and the Selkirk Empire finally capitulating around the 9,840 BCE. The victory over the last three nations made Anselne the first and only ruler of a united Arathel continent. The title "Emperor of Arathel" was bestowed on him by his subjects, and in 9,838 BCE, the Tairane Empire was born.
Anselne married the daughter of the deposed Selkirk Emperor, the First Queen of Tairane, Evona I, and so united the two ancient nations. The Ulmuruk Khanate was finally defeated and annexed in a bloody campaign that lasted for many years, Finally uniting all of Arathel under his banner. Evona I would soon give birth to the future heir of the empire, Anselne II
Golden Ages.
The newly formed empire prospered under Anselne's rule, with rapid economic development, a flourishing arts scene, and great advances in many fields of knowledge. It was during this time that the great Angelesgian cathedrals were built across the kingdom and the sacred teachings of Anselgian were first written down.
The reign of Anselne I was marked by continued prosperity and expansion. New lands were annexed, new cities founded, and the arts flourished. It was during this era that a great many of Angelesgian's teachings began to be codified into law in what became known as the Tome of Perpetuity. The tome held sway over much of society for many generations afterwards, dictating everything from morality to social customs to rules regarding diet and hygiene. It even included instructions on how one should prepare for death - giving rise to the custom of embalming among those who could afford it, as well as the tradition of mummification which would later come to be adopted by much of Tairane's population.
The reign of Anselne I was also marked by great advances in technology and medicine. One major achievement was the discovery of primitive electric motors, which quickly became a staple among urban populations while those in rural areas continued to use candles and lanterns for lighting purposes. By this time, the medical profession had been codified into formal training requirements and an established curriculum, resulting in huge strides being made against viral deadly diseases. The first hospitals were built during this period, offering free care for patients regardless of their economic status or social standing - giving rise to one of Tairane most important legacies: extensive public healthcare.
King-Emperor Anselne I died in 9,783 BCE, at the age of 106 after reigning for 90 years. He was succeeded by his son, Anselne II.
The Formation of the First Tairane Republic.
In the year 8,783 BCE of the Third Age of Arathel, King-Emperor Anselne III died after a long and prosperous reign. He was succeeded by his son, Anselne IV. However, the new king was not as able or as popular as his father, and quickly lost the support of many of the imperial nobles. In addition, many of the other nations on Arathel were growing increasingly resentful of Tairane's Imperial power and influence.
A series of wars and revolts soon broke out across the continent, with each separatist nation fighting for its own interests and freedom, The Tairane Empire was quickly losing ground, and would soon capitulate. In desperation, King Anselne IV turned to his advisors for help. They suggested that he unite all the nations of Arathel under one banner once again, this time not as a king but as a president elected by all the people.
The idea appealed to the new king, and he soon put it into action. A new Constitution was drawn up and ratified by all the nations of Arathel, The royal family was reduced to a figurehead, and the position of president was created. a new president was elected, and the first democratic government of Tairane Republic was formed.
The new president, a middle-class civil servant commoner named Gareth Heston, was elected by the people of Tairane, and the new administration began to reconstruct the newly formed republic. Heston abolished the monarchy, privatized the banks and industries, and created a social safety net to help the poor and destitute. Heston quickly proved himself to be a capable and sensible leader. In the years that followed, Heston became one of the most popular presidents in Tairane's history, and his radical reforms helped to make Tairane, and Arathel a more prosperous and peaceful nation and continent. However, not everyone was pleased with the new republic and its policies. Many of the former old nobility and royals saw it as a disgrace, and began to plot ways to restore the old monarchy. These factors led to a series of brief wars and revolts in the years that followed, but each time Tairane Republic emerged triumphant.
The formation of the First Tairane Federal Republic, or First Tairane Federation was proposed by Heston, and was approved in a general referendum. The newly formed federation consisted of states and colonies of the former Tairane Republic, Heston was then appointed again as the first president of the new federation. becoming one of the most powerful and influential nations in the history of Arathel. Its culture and influence spread throughout the continent, shaping modern Arathelian society for millenniums.
The administration of President Gareth Heston came to an end in 8,759 BCE when he died of natural causes. He was succeeded by his vice president, Ernest Lazarus, who became the second president of First Tairane Federation. The new president maintained and continued Heston's policies of societal and governmental reforms and rapid modernization, resulting in the First Tairane Federation to thrive and promote innovative ideas.
Modern Ages.
Over the course of thousands of years, the First Tairane Federation continued to develop and prosper. It had became one of the most powerful nations on Arathel, and its culture and influence quickly spread throughout the continent. However, in the year 2,023 CE of the First Coeval Age of Arathel, a major disaster struck. A massive earthquake struck the continent, causing continental-wide damage and enormous loss of life and infrastructure. The First Tairane Federation was one of the hardest hit nations, and many of its cities and districts were devastated or completely demolished.
First Tairane Civil War.
In the aftermath of the quake, President Edmund Augerbach effectively enacted a national order of Exigency State of Crisis (EXISC). He quickly mobilized the Tairane Armed Forces and national agencies began to rebuild Tairane and its shattered infrastructure. However, his efforts were hampered by a series of severe economic recessions and major political unrest. In addition, many of Tairane's neighbors were growing increasingly resentful of its power and influence, In 2115 CE, Augerbach was fatally assassinated by a rival separatist politician. His Federal Chancellor, Reymond Ghulan, quickly took over as acting president, but he was unable to stem the tide of major societal and political unrest that was crippling across Tairane and Arathel. In 2118 CE, Ghulan was overthrown in a large military coup d'etat led by Field Marshall Aegon Caran of the Tairane Armed Forces. Caran in some such way, efficaciously detached and took command of several divisions, strike groups, and air groups of the Tairane Army, Navy, and Air Force, and declared himself president-for-life, effectively ending the enduring centuries of democracy in Tairane. Caran's rule was marked by a series of debatable military ventures, backdoor political intrigue, severe suppression of rights, and various atrocities against Arathelians, despite that, major scientific advancements, and technological innovation flourished during his rule, as he was a major advocate, scholar, and patron of many scientific disciplines, and invested heavily in education and research.
Major Battles.
A list of major battles and military campaigns during the First Tairane Civil War:
Second Tairane Civil War.
In 2200 CE, Marshal Caran was overthrown in another coup d'etat led by General Jetta Sulla. Genera Sulla promptly reestablished a provisional democratic government in Tairane, and began to rebuild the shattered nation, but his order was repeatedly contested by Caran loyalists, who launched a violent uprising to overthrow the government. The rebellion was crushed by General Sulla's forces in 2202 CE, but not before causing further enormous damage to Tairane and its people.
In the wake of the civil war, Sulla and his new government faced the challenge of rebuilding the country from the ground up. They immediately enacted sweeping reforms, including rebuilding infrastructure, setting up new healthcare and education systems, and instituting a new constitution. In addition, Sulla worked to foster national unity by promoting a shared language, culture, and identity.
In the following years, General Sulla's reforms began to bear fruit. Tairane's economy rapidly grew, and the country achieved a degree of stability and prosperity it had not seen in generations. In 2207 CE, General Sulla was elected president of Tairane in free and fair elections, and held office for the next twelve years. During his tenure, Sulla continued to work to improve the lives of the people of Tairane, and to promote peace and stability in the country.
Field Marshal Caran was captured by General Sulla's forces and was put on trial in 2214 CE. He was found guilty of crimes against Tairane and sentenced to death by firing squad. Caran's sentence was seen as a victory for justice in Tairane, and a sign that the country was moving forward from its tumultuous past.
In 2219 CE, General Sulla stepped down from office, leaving behind a legacy of reform and a stronger, more prosperous Tairane. His legacy continues to this day, as Tairane continues to enjoy a period of peace and stability.
Present Day.
The Tairane Stellar Federation was formed in 43,500 CE, after the signing of the Cors Tairane Pact. The Tairane Federation is a union of self-administrating colonial worlds, each of which has its own government and system of laws. The goal of the Federation is to promote peace and cooperation among its constituents, and to provide a forum for discussing issues that affect them all.
The colonial worlds of the Tairane Federation are spread throughout the Inner Palean Arm of the Florathel galactic arm. The Federation has a population of over 7.4 quadrillion and counting. Multiple projects are currently underway to further expand the Federation's reach. These include the colonization of new worlds in recently surveyed systems, as well as the development of new technologies that will allow for faster and more efficient travel of communication and personnel between them. all with the ultimate goal of establishing a united Tairane Federation that spans the entirety of the Inner Palean Arm.
The current interstellar government policy of the Tairane Federation is one of non-interference, Tairane does not support the use of military force to resolve conflicts between its members, nor does it provide any financial or military aid to them. Each world is free to pursue its own interests, provided that they do not infringe upon the rights of other member worlds, This policy has been met with some criticism, as it has led to a number of unresolved disputes between member worlds. However, the Federation has thus far proven to be a stable and successful union, and there is no indication that this will change in the foreseeable future.
Currently, the Tairane Federation has over ~1.5 million systems in its de-facto control, though the number of systems that are actively colonized and governed by the Federation is much smaller. The Federation is divided into three regional space:
Federal Core Systems.
The Federal Core Systems are the oldest and most populous members of the Federation. They are located in the central part of the Inner Palean Arm, and are home to some of the most advanced civilizations in the galactic arm. The Core Systems have a population of over >6.2 quadrillion and account for more than half of the total economy of the Tairane Federation.
Frontier Perimeter.
The Frontier Perimeter are located on the outer edge of the Inner Palean Arm, and are home to some of the most sparsely populated systems in the galactic arm. The Frontier Worlds have a population of less than 2 quadrillion, and account for less than 10% of total economy of Tairane Federation.
Colonial Outposts.
The Colonial Outposts are located in newly surveyed systems that have been recently opened up for colonization. The colonies are still in their early stages of development, and have a population below 100 trillion. They account for less than 1% of total GDP of Tairane Federation.
Government.
The Tairane Federation is an representative federal republic, with a bicameral legislature. The lower house is the Chamber of Representatives, while the upper house is the Senate. The head of state and chief-of-staff of the armed forces is the President, who is elected by the members of both chambers. The head of government is the Federal Chancellor, who is appointed by the President, with majority support from the Senate.
Leadership.
The President of the Tairane Stellar Federation is the elected head of state, and the executive commander-of-staff of the Tairane Armed Forces. The current President is Ilera Soteris, who took office in 99,501 CE.
The Federal Chancellor of Tairane is the elected head of government, and has authority over the executive branch and cabinet. The current Chancellor is Auro Ierair, who was appointed by Ilera Soteris in October of 99,502 CE, succeeding Mesia Perathe, The Chancellor is appointed by the president, and elected by a simple majority of the Senate, and may only serve two five year terms.
The Intergalactic Relations Minister of Tairane is responsible for intergalactical affairs, representing the nation to other powers around the galactic arm as an ambassador, and diplomat. The minister is also in charge of maintaining relations with associates and developing economic agreements that benefit their national citizens. The current Relations Minister is Niles Theron, who took office in October of 99,502 CE, succeeding Janae Kynaston. The Foreign Minister has a seat on the Cabinet but does not have voting rights except during tie breakers.
Legislative Branch.
The legislature of the Tairane Federation consists of two chambers: The Chamber of Representatives and the Federal Senate . Both houses convene at Paramount Assembly in Cors Tairane, though they oftentimes hold debates in federal off-sites or even on other Federal-controlled planets if necessary. All laws must be approved by both houses before being sent to the President for final approval or veto; however, because bills begin in either house depending on their subject matter, one chamber may have more power over certain topics than another based on historical precedent unless an effort is made to change this through legislation, which can sometimes succeed, but usually fails due to partisan gridlock.
The Chamber of Representatives is the house of Tairane government, responsible for proposing laws relating to administrative taxes, spending, and regulations. The Chamber has 3,245 members who serve four-year terms; all are up for re-election every two years. A simple majority (2,210 or more) is required in the chamber to pass legislation. Half of the seats come from single-member sectors of each regional capital system from three regional spaces, determined by population, with each sector inside the Core Systems having an average population of ~83.5 trillion citizens. The other half come from multi-member sectors that cover the entire Tairane-controlled space; these seats are proportionately distributed based on voting results per system rather than being apportioned to specific locations within the systems as single-member sectors are.
The Federal Senate is the upper house and consists of 400 senators: 2 from each governed system regardless of size or population, plus 4 additional senators representing Cors Tairane, which functions similarly in many ways but isn't considered part of any particular state because it's autonomous like the Federal Administration Sector, thus trying not requiring representation through senate seats given its unique status under federal law as both a city and sector, unlike most others similar places across the Federation. Senators serve six year terms and elections are staggered so that every 2 years either 1/3 or 2/3 of the Senate is up for reelection.
The Speaker of the Chamber presides over the Chamber of Representatives, though does not cast a vote except in case of a tiebreaker. The current Speaker is Katala Evoron, who took office in 99,502 CE. Meanwhile, the Chamber Pro Tempore presides over the Federal Senate; although this position traditionally goes to whichever member has served in the Chamber for the longest time regardless of faction affiliation, there have been times when an individual from one party has held this title, while their own majority leader was from another party due to partisan gridlock that prohibited anyone else from achieving enough votes needed for election. The current Chamber Pro Tempore is Fausto Lossada, after previously serving as both Majority Leader and Minority Leader of the Chamber.
Judicial Branch.
The Supreme Court of Tairane is the highest court in all of Tairane, and consists of nine Justices who serve life terms. The current Chief Justice is Helena Valle, while the Associate Justices are Antonia Lelea, Calaghan Breon, Zela Iones, Phoebe LaFaeus, Aidan Niles, Kara Valeria, Faustine Edrius. The High Court hears appeals from lower courts; however, it may choose not to hear certain cases. All nine justices must agree to hear a case before it can move forward; otherwise, it will not be heard. If all nine justices agree to hear a case but cannot come to a majority decision, then the lower court's decision stands.
Federation Council.
The Federation Council is a body made up of representatives from each member world, its headquarters are located in the capital of Cors Tairane, It meets to discuss issues affecting the Federation, and to hold referendums on executive measures proposed by the President. The Cors Tairane Pact was signed in 43,501 CE, by the representatives of seven original colonial worlds: Cors Tairane, Mocryon, Theta Hydri, Arathelus, Sestia, New Tairane, and New Anselnia. These worlds had been previously colonized by Tairane colonists before the founding of the Second Federation, and had developed their own unique distinct cultures apart from Tairane. The goal of the Pact was to promote peace and cooperation among these colonies and emerging member stystems, and to provide a symposium for discussing issues that affected them all.
The first President of the Tairane Stellar Federation was Johnathan Harkness (43,500-43,510), who served two terms. The current President of the Federation is Ilera Soteris (99,502 CE).
Economy.
Tairane Federation is a highly diversified economy, based on advanced technology and high-tech manufacturing. Its primary exports include spacecraft, electronics, pharmaceuticals, chemicals and advanced weaponry systems. The Federation is a major producer of space-grade alloy steel, and home to numerous leading interstellar conglomerates such as Cargill Enterprises and Fenris Corporation. The nation maintains a high standard of living for its citizens with large social welfare programmes that provide free healthcare, education and public housing for all Tairanians.
As one of the largest producers in industrial sectors such as space-grade metallurgy, advanced electronics manufacturing industries; exports from the Federation have been growing steadily over the past few years. In spite of this steady growth however, trade surplus has been on decline due to increased imports from other nations in recent times. This is largely attributed to incessant demand for foreign goods by well-off urban denizens, looking to improve their lifestyles further through greater consumption. As a result of these trends, Tairane's economy has been shifting from manufacturing to service and knowledge-based industries.
Tairane Federation seeks to maintains a high standard of living for its citizens, and as such, large social welfare programmes are in place throughout Federal space, which provide gratis state healthcare, and education for all Tairane citizens. The federal government also subsidizes public housing projects to ensure that citizen has access to affordable shelter. Despite these virtuous efforts however, apparent poverty and wealth inequality remain significant problems within the Federation space and systems, with a sizeable proportion of the population living below the poverty line. The current administration has thus far been ineffective in its attempts to ameliorate these problems, and as such, they continue to be a source of social unrest throughout Tairane-controlled space, which has occasionally led to violent system riots and protests in the past.
Society and Culture.
Tairane's society is very diverse, with different ethnicities, cultures, and religions in many of its systems. Tairane's society is a mixture of several ancient cultures that came from the colonization of the Inner Paleas Arm during the early days after its First Interstellar Age. The Tairane Federation also has a strong history as an historiographical imperial power dating back to their control over central Arathel during their peak years in late 200s CE until 755 CE.
Tairane follows an official policy called Multiculturalism or multi-culturalism, which includes promotion and preservation of cultural diversity within Tairane's borders. Multicultural policies are publicly promoted by political parties across the ideological spectrum; During this time period multiculturalism became one main priority for new settlers coming to these frontier worlds to develop large scale relationships with the locals so that trade can be established between them, instead of constantly launching costly military campaigns against them in order to keep relations stable enough for establishing colonies on other newly discovered planets nearby those systems.
The Tairane Stellar Federation has a long current standing tradition of secularism, and is officially a secular state, with guaranteed freedom of religion for all of its citizens. The government does not favor any one religion over another or promote secularism above other religions. It also guarantees the freedoms of assembly and association, speech, travel and immigration to its federal citizens.
Hierarchy.
The hierarchy of the contemporary Tairane Stellar Federation's society is divided into three distinct social strata: the upper class, the middle class, and the lower class. The upper class consists of high-level executives, celebrities and other well-off citizens who own or have inherited a considerable amount of wealth and/or property; The middle class typically consists of compensated workers and other semi-professional or professional workers, who have achieved a level of financial stability in their lives and are able to provide for their families without difficulty; The lower class generally consists of unskilled blue-collar workers, manual workers and those with little to no financial assets. There is considerable social mobility within these strata, although it has been on the decline in recent decades as the cost of living has increased while wages have stagnated.
Tairane's high degree of social stratification is a result of its long history as an imperial power, during which time it was divided into numerous social classes with distinct lifestyles and levels of wealth. The upper class consisted of nobility and other high-ranking officials, who enjoyed a life of luxury and privilege; The middle class consisted of merchants, artisans and other professionals, who were generally prosperous but not as wealthy as the upper class; And the lower class consisted of peasants, laborers and other working-class citizens, who lived in poverty and were often exploited by the upper classes.
Today, Tairane's society is still stratified along these lines, although the extent to which this is true varies from world to world. In some systems, such as Cors Tairane (Anselnia), the capital system where most federal institutions are located within the Central Administration District headquarters - economic inequality is relatively low and there is a large middle class; while in others, such as Mocryon or New Anselnia - inequality is much higher and the middle class is much smaller. This disparity is a major source of social tension within Tairane society.
Culture.
Tairane's culture is very diverse due to its primeval ancient history as a continental empire dating back to before the formation of the Tairane Empire during the Third Age of Arathel, with over thousands of years under Imperial rule. Many cultures from across Arathel have been absorbed into modern Tairane society over this time period through trade, immigration, conquest and cultural exchange. This includes ancient Arathelian civilization, which was one of most powerful empires during 16th millennium BCE, until its final fall around 10th millenium BCE, at hands of Selkirk Empire which eventually annexed all former territory belonging once great Arathel Empire by 10,422 BCE including Cors Tairane (Anselnia), itself after that date point till 9,873 BCE when it regained full sovereignty by the newly established Kingdom of Anselnia.
Cors Tairane is the cultural, economic and political eperopolitan center of the Tairane Stellar Federation. The eperopolis to a large number of museums, galleries, theaters, concert halls and other cultural institutions; as well as being the birthplace of many of Tairane's most famous artists, musicians, writers and filmmakers, and the home of its major media outlets. The city also has a large and diverse population, with people from all over the federal systems coming to live and work in its many different districts.
Tairane's culture is also shaped by its system's climate and geography. The federation's many worlds are often very different from each other, with some being cold and barren while others are hot and humid. This diversity is reflected in Tairane's artwork, music and literature, which often explores themes of nature, love, loss, and death.
Science, and Technology.
The Tairane Federation places a firm emphasis on its scientific and technological development. It has poured enormous amounts of resources into research and development, resulting in a scientific community that is among the most prosperous in Florathel.
The Tairane Advanced Research Authority (TARA) is the primary organization responsible for funding, coordinating, and overseeing scientific research in the Federation. TARA was founded in 2005 CE to centralize and streamline the government's R&D efforts. It has since become one of the largest, oldest, and most influential scientific organizations in Tairane Federation.
The Tairane Federation also operates a number of world-renowned research institutions, including the Tairane Advanced Institute of Technology (Taitech), the Tairane Science Institute (TSI), and the Tairane Advanced Robotics Institute (TARI). These institutions are responsible for much of the cutting-edge research that takes place in the Federation.
In recent years, there has been a growing trend of private companies investing in research and development. This has led to a more competitive environment for R&D funding. However, many believe that this competition is healthy and will ultimately lead to greater innovation.
The Tairane Federation spends approximately 15% of its GDP on research and development, The government also provides significant funding for basic and advanced research. In addition to government funding, private companies also invest heavily in research and development, the Tairane Federation has made significant progress in several areas of science and technology, including oracle computing, applied nanotechnology, neural machine intelligence, sophisticated biotechnology, planetary terraforming, and superluminal space exploration.
Oracle Computing.
Oracle computing is a form of artificial intelligence that relies on quantum computers to simulate the workings of the Arathelian brain. Quantum computers are able to store and process vast amounts of data, making them ideal for simulating complex systems such as the Arathelian brain.
The Tairane Federation was one of the first nations to establish and produce oracle computers at a manufacturing extent, and it has used them to great effect in several areas, including medicine, finance, and military planning. Oracle computers have also been used to create sophisticated artificial intelligence programs that can think and learn like an Arathelian.
The Tairane Federation has developed and patterned a new generation of oracle computers that are even more powerful than their predecessors. These new machines are capable of simulating entire societies and economies, allowing for unprecedented levels of system planning and forecasting.
TARA's Seer One oracle computer.
One of the most famous examples of oracle computing is the TARA Seer One, the first oracle computing machine built by the Tairane Advanced Research Authority (TARA). The Seer One was capable of simulating the workings of an Arathelian brain with extraordinary accuracy. It was used to develop the first generation of oracle intelligence programs.
The Seer One was eventually decommissioned by TARA, but its legacy continues on in the form of the Seer Terminal, which was completed in 98,935 CE. The Seer Terminal is an even more powerful than its predecessor and is currently the most advanced oracle computer in existence. It is used by TARA to develop the newest generation of artificial oracle intelligence programs and to conduct research into the nature of consciousness.
Applied Nanotechnology.
Nanotechnology is the science of manipulating matter at the atomic and molecular level. The Tairane Federation has made great strides in nanotechnology, developing a variety of applications for it across many different fields.
One area where nanotechnology has had a major impact is medicine. Nanorobotics have been developed at a degree that can target specific cells and repair damaged DNA. Nanoscale sensors have also been created that can detect disease before symptoms appear. In addition, nano-sized medication delivery systems have been developed that can target specific cells with therapeutic agents. All of these advances have led to significant improvements in public health.
Machine Intelligence.
Arathelians have always been at the forefront of machine intelligence research. The Tairane Federation has arrayed resources heavily in this particular area in research, developing a variety of applications for it across many different fields.
One area where machine intelligence has had a major impact is medicine. Machine learning algorithms have been used to develop new treatments for diseases, such as cancer and degenerative neural diseases. In addition, neural networks have been used to create advanced prosthetic limbs and organs that are indistinguishable from their natural counterparts.
Robotics.
The Tairane Federation is home to the galactic-renowned Tairane Advanced Robotics Institute (TARI). This institution is responsible for much of the cutting-edge research that takes place in the field of robotics. In recent years, TARI has made great progress in the development of anthropomorphical robots that can think and learn like an Arathelian. These robots are being designed to serve a variety of purposes, including personal assistants, health care providers, and soldiers.
One of the most famous examples of a TARI-developed robot is the ARI-ONE series. ARI-ONE is an anthropomorphic robot that was designed to assist Tairane citizens in their everyday lives. It is equipped with artificial intelligence and can perform tasks such as fetching objects, opening doors, and even engaging in advanced conversation. ARI-ONE has been in development for over two decades and is currently in its fourth generation.
The Tairane Federation also manufactures a wide variety of other types of robots, including industrial robots, domestic robots, service robots, and military drones. These robots are used in a variety of settings, including factories, homes, hospitals, and battlefields.
Biotechnology.
The Tairane Federation has made great strides in the field of biotechnology. Significant progress has been made in the development of sophisticated genetic engineering techniques. These techniques have been used to create a variety of new and improved organisms, including plants, animals, and even cloning.
One area where biotechnology has had a major impact is medicine. Genetic engineering has been used to develop new treatments for diseases, such as cancer and degenerative neural diseases. In addition, gene therapy has been used to correct genetic defects and to improve the function of organs and tissues. All of these advances have led to significant improvements in public health.
The Tairane Federation also manufactures a wide variety of other products using biotechnology, including food, cosmetics, pharmaceuticals, and industrial chemicals.
Planetary Terraforming.
The Tairane Federation possesses advanced capabilities in engineering and technology in the field of planetary terraforming. A variety of techniques have been developed that can be used to transform a planet's environment, making it more habitable for carbon-based lifeforms.
The Tairane Federation also uses planetary terraforming to support its rapidly growing population. New worlds are constantly being terraformed and colonized by the Federation, providing homes for hundreds of billions of Tairane citizens.
The authority responsible for the Federation's terraforming efforts is the Tairane Planetary Engineers Corps (TAIPEC). The TAIPEC is responsible for planning, coordinations, and overseeing all aspects of planetary terraforming, from the initial surveying of a world, to the construction of terraforming infrastructure, and the eventual colonization of the world.
Superluminal Space Exploration.
The Tairane Federation has developed and patterned a number of advanced technologies that allow for superluminal space travel across Tairane space. These technologies include antiquated hyperspace drives, the Tairane Hyperlane Network, and the newer, more advanced Quantum Shift Drives, retrofitted on older vessels and installed on newer ones. The Tairane Federation operates a number of interstellar-capable vessels, including the capital flagships of the Tairane Navy and Tairane Merchant Fleet. In addition, the Federation has established a network of hyperlane ports that allow for rapid interstellar travel between different points in each Federal systems. The hyperlane network is one of the most extensive, and well-developed in Tairane Federation.
The Tairane Federation also operates a number of deep space research stations, including the Paleas Arm Observatory and the Tairane Orbital Science Institute. These research stations are used to study distant stars and planets, and to search for signs of undiscovered intelligent life within Tairane space.
Military.
Tairane Armed Forces.
The Tairane Armed Forces is the combined military forces of the Tairane Federation. It is composed of the Tairane Navy, Tairane Air Force, Tairane Ground Forces, Supreme High Command of the Tairane Armed Forces (SHC), Tairane Corps of Engineering, Special Operations Cabinet, and Tairane Marine Corps. The armed forces are responsible for the defense of the Federation's territory, citizens, and interests.
The total size of the armed forces is approximately 1.3 trillion personnel. Of these, approximately 10% are active duty, with the rest being reservists or support personnel. The vast majority of soldiers are Arathelians, but there is a significant number of non-Arathelian personnel serving in the armed forces as well.
The primary mission of the armed forces is to defend the Federation against all threats to its security. This includes both external threats, such as invasion by another nation, and internal threats, such as civil unrest or insurrection. In addition to defense, the armed forces also play a role in maintaining law and order within Tairane space. Finally, the armed forces also provide humanitarian assistance during times of crisis, such as natural disasters, mass refugee crises, or interstellar wars.
The armed forces are overseen by the Office of Defense (OOD), which is responsible for setting and implementing defense policy. The ministry is headed by the Federal Secretary of Defense, who is appointed by the president. The secretary is advised by the Combined Chiefs of Staff (CCS), a body composed of the heads of each branch of the armed forces. The current Secretary of Defense is Mesia Perathe.
Tairane Navy.
The Tairane Federation Navy, commonly referred to as the TSF or just the Tairane Navy is the armed forces responsible for the defense of Tairane Federation and its interests. The Navy is the largest, most funded military organization within the Tairane Armed Forces, with a wide variety of vessels under its command.
The Navy's highest operation command structure is the Fleet Command. The Fleet Command is responsible for overseeing entire operations of the Navy's vessels, and is also responsible for supervising naval troops for shipboard operations and planetary operations.
The Tairane Federation also operates a number of support organizations, including the Tairane Naval Intelligence (TNI) and the Tairane Naval Academy (TNA). These organizations are responsible for gathering intelligence on potential threats to the Federation and training new recruits respectively.
| Tairane |
fandom.100th-millennium | # Tairane Navy
The Tairane Federation Navy, or more conventionally recognized as Tairane Navy (TSF), is the prime interstellar and maritime arm of the Tairane Federation and one of the eight branches of the Tairane Armed Forces, who are responsible for the protection and defence of the Tairane Federation, its colonies, citizens, and interests in the Florathel Galaxy. The Tairane Navy is responsible for the security and national defence of the Tairane Federation, its offworld colonies, citizens and interests in the Florathel Galaxy. The Tairane Navy's other operations include the protection of trade routes and shipping within Tairane space, counter-piracy, securing guarantees on allies and interests in the Florathel Galaxy, and suppression from interstellar criminal activity and foreign powers. The Tairane Navy also participates in benevolent and peacekeeping efforts across the galaxy.
The Tairane Navy consists of a prodigious variety of spacecraft and naval ships, combat vehicles and aircraft. Vessels of the interstellar and maritime division of the Tairane Navy include supercarriers, titans, fleet carriers, destroyers, frigates, battlecruisers, dreadnoughts, heavy cruisers, patrol cruisers, corvettes, aircraft carriers, and submarines. Each vessel from both branches is classified according to its size and role in the fleet. Individual ships are usually named after cities or other important figures within the Federation. The crews manning these vessels consist of academy-trained officers and enlisted men from all over the Federation who work to protect federal space from hostile activity.
The primary mission of the Tairane Navy is to defend against any security threat facing the Federation that cannot be adequately addressed by other branches of Tairane Armed Forces such as diplomacy or exploration; this includes combating terrorism and piracy, ensuring freedom through interstellar space superiority and providing peacekeeping forces during times when interstellar war threatens civilization itself. In addition to its primary mission objectives, the Tairane Navy has provided various forms charitable aid following inherent and natural disasters throughout both Federation territories as well as non-aligned worlds since it's interstellar inception in 2048 CE.
History.
Pre-Interstellar Era (9874 CE).
The Tairane Navy's origins can be traced back to the earliest maritime fleets of ancient cultures of the Kingdom of Tairane. Early records dating back as early as 9874 BCE, show primitive boats and sailing vessels serving various purposes for both peaceful and military purposes. In many cases, these early vessels were constructed out of whatever materials were locally available such as wood, reeds or wickerwork; however some more advanced craft such as those used by the Second Age of Arathel utilized early metallurgy hulls during this time period.
Early sailors in what would become the region known later on made use of these simple craft to establish coastal fishing villages with small populations. These early sailors slowly began to venture beyond their local coastlines into other regions by navigating ocean currents and familiar landmarks along coastline until they eventually reached new continents that had yet not been explored before. These early explorers encountered a variety of different societies across the world that shared information about resources, trade routes and even technological innovations which allowed them to build larger ships capable of carrying greater numbers people while also allowing them better protection from weather conditions at sea when travelling long distances between sites over extended periods time.
After several centuries exploring new lands across Arathel and Maeradina, it was discovered that there was still a great deal more of the planet's vast oceans to explore. Explorers from both ancient and modern cultures began venturing further out into these unfamiliar waters searching for new resources, trading routes or even other civilizations that could be encountered. In time, they discovered several different island chains which had been cut off from the mainland due to violent storms that destroyed bridges connecting them with nearby land; as such, many early sailors became stranded on these islands where they were forced to build their own primitive villages in order to survive. After centuries of isolation by sea trade vessels stopped travelling along old shipping lanes as newer ones emerged further away from their original locations; thus causing most of these once-isolated islanders to become forgotten by other parts of the world entirely.
The basics behind sailing and navigation became increasingly advanced after millennia of experience at sea eventually leading up to technological advancements made during Maeradina's industrial revolution in the Third Age of Arathel in 8783 CE when early power generation such as steam was first put into practice within maritime fleets. Advanced navies such as the fleets of former Tairane Empire (reformed to Tairane Republic) during this contemporary period utilized primitive electronic systems far beyond any other navy has implemented before, however some basic concepts like reading water currents remain essential for navigating large bodies water without aid technology today just as it has since ancient times.
The valuable experience of traversing the oceans while utilizing the movement of stars and other celestial bodies for navigation eventually led to the development of early astronomy as a science. This allowed ancient cultures to utilize this knowledge in order to predict when certain seasons or weather conditions would occur at specific locations along coastline; which greatly aided early sailors in their travels across Arathel and Maeradina. Furthermore, generations of developing naval traditions, newly graduated young officers and enlisted sailors are first trained in maritime traditions as a way of instilling leadership and teamwork skills that would be needed to work effectively within the Navy before deploying into interstellar duty. The valuable experience of celestial navigation and the vast amount of knowledge about the oceans, currents and weather patterns that these sailors had acquired from generations of maritime tradition were vital to the later success of interstellar exploration missions.
Republic Era (8783 BCE).
By the time of Maeradina's industrial revolution in the Third Age, almost all maritime militaries had made use of steam-powered vessels to further expand their naval capabilities. The first coeval battlecruiser was created by the Tairane Republic during this time period when they commissioned a warship by Maeradina-based engineering firms which would eventually become known as "Anselne". This new ship class was designed with more powerful weaponry and armour than any other vessel at sea at that point within history; however it still utilized many early forms technological advancements such as steel hulls, rifled barrels and obsolete communications systems.
Although few navies had built an earlier version of this type combat ship for coastal defense purposes, Anselne became widely recognized as being both faster and heavier armed than its contemporary counterparts employed elsewhere across Cors Tairane oceans during this era. Following several years active duty in multiple conflicts including the Maeradina Interregnum between Kingdom of Fleurs and Euphetan Republic along well with various rebellions occurring throughout Arathel, Anselne continued to prove itself being capable maintaining superiority over most other ships deployed into action around world despite suffering heavy damage from enemy fire on multiple occasions until it eventually retired from service after nearly four decades continuous duty in 1843 CE.
During this time, the Tairane Republic worked to replace Anselne with new technologically advanced vessels such as armoured gunboats while also increasing its naval budget tremendously by constructing several new battleships designed to replace earlier vessels that had become outdated at sea. With the introduction of these newer technologies employed throughout various navies across Cors Tairane, maritime warfare became increasingly violent as a result leading up to several conflicts which proved just how devastating these more modern weapons systems could truly be in battle. In order for contemporary naval fleets to maintain superiority over those of other nations during this period, naval engineers continued working hard coming up with innovative ways to increase speed, armour and weaponry capabilities on top existing technology including pressured steam turbines before eventually making use gas and electrical powered generation aboard larger warships later on around late Third Age of Arathel.
Interstellar Age (2048 CE).
After several generations of research and development, the first interstellar fleet was commissioned by the Tairane Federation in 2048 CE. Although these early vessels were considered primitive by modern standards, they served as an adequate foundation which allowed future generations of naval engineers to utilize when designing and constructing new and improved models later on down road. The first generation of interstellar warships utilized a variety of fusion-based powerplants, along with antiquity hyperdrives in order to achieve relatively high speeds while travelling between star systems within Florathel Galaxy. Early interstellar vessel designs also proved vulnerable attack from opposing vessels across interstellar space, utilizing superior weaponry or advanced stealth capabilities that made them difficult detect using standard sensors available during this era; thus making it necessary for the Tairane Navy to redesign future vessel classes prioritizing increased speed, armour and firepower over previous concerns about potential technological vulnerabilities. As such, the second generation fleet was designed focus more upon close quarters combat situations where larger vessels would have greater advantage against smaller agile opponents rather than trying engage them long range where they could easily outmaneuver their weaponry.
During this time, the Tairane Federation began constructing several deep space stations located throughout strategic points in Florathel Galaxy which served as military bases that could be utilized by its interstellar fleet during both peace and wartime situations. These early outposts were designed with large docking bays capable accommodating multiple naval vessels at once while also providing them essential supplies such as fuel, ammunition and spare parts needed perform maintenance work keeping vessels operational condition. In addition these support facilities, each station was also equipped with powerful deflector baffling, along well weaponry systems capable fending off attacks; however they still remained vulnerable larger scale assaults that might require additional reinforcements being sent from nearby planets or other installations located further away deal with effectively.
Naval maritime operations still remains a vital component of the Tairane Federation's military forces even during contemporary era, with various nautical vessels being constructed each year across several different classes that can be deployed wide range of environments and situations. Although interstellar warships have become much larger and more advanced designs over time, the Tairane Navy still employs smaller frigate-sized vessels performing various support roles within fleet operations such as scouting, early detection short range engagements. In addition these traditional naval functions, the maritime branch also responsible for maintaining personnel transport vessels that can be used either evacuate entire colonies during wartime or provide relief efforts following catastrophic natural disasters such as devastating hurricanes or large scale wildfires. Maritime aircraft carriers are also employed within Tairane Navy, often used as mobile command platforms within extraterrestrial oceanic planets, allowing naval vessels operate more effectively without being restricted by land-based obstacles.
The first starships commissioned by the Tairane Federation were relatively small compared contemporary vessels being constructed other navies throughout Florathel Galaxy; however they still served their purpose adequately well allowing the Tairane Navy to gain valuable experience operating interstellar vessels before eventually expanding its fleet much larger sizes later on down road. The early designs utilized during this era eventually became outdated following technological advances that emerged around late First Coeval Age of Arathel, leading up to construction newer and improved models which would form basis future ship classes employed by the navy over next several millenniums come.
Services.
Tairane Naval Reserve Auxiliary (TNRA).
The Tairane Naval Reserve Auxiliary (TNRA) is a reserve force of the Tairane Navy that is composed of civilians who work within the fleet in non-combat roles. The TNRA was established in 2048 CE during the Tairane Navy's interstellar inception to provide support for the fleet in areas such as medical care, engineering, maintenance, administration, and other vital roles that are essential for day-to-day operation of the navy. Members of the TNRA are not considered to be active-duty military personnel and therefore are not subject to the same rules and regulations as those who serve within the Tairane Navy; however they are still considered to be reservists and are required to undergo basic training prior to being accepted into the TNRA in order to provide them with the skills and knowledge necessary to perform their roles effectively.
Fleet Command (FOCOMM).
The Fleet Command (FOCOMM) is the primary central command within the Tairane Navy that is responsible for the planning and execution of naval operations. It was established by Admiral Tarsus Raluca in 8783 BCE and is primarily composed of the highest-ranking naval officers who work within the fleet in a variety of different roles such as planners, coordinators, and other support staff. The Fleet Command operates a number of bases and facilities located throughout Tairane space that are responsible for the planning and execution of naval operations. The main headquarters of the Fleet Command is located in Fort Testudo on the capital Cors Tairane.
Tairane Naval Academy (TNA).
The Tairane Naval Academy (TNA) is a four-year military institute located in Fort Testudo on the capital Cors Tairane that is operated by the Tairane Navy. The academy was formally established in 2048 CE during the Tairane Navy's interstellar inception and is responsible for the education and training of future naval officers. The Tairane Naval Academy is considered to be one of the most prestigious military academies within Tairane space, and has produced some of the most successful admirals and naval officers in Tairane history. The academy is divided into four main academic divisions: the Division of Naval Sciences, the Division of Naval Engineering, the Division of Naval History, and the Division of Naval Warfare. Each division is responsible for the education and training of future naval officers in their respective field of study.
Tairane Naval Hospital Corps (TNHC).
The Tairane Naval Hospital Corps (TNHC) is a medical service within the Tairane Navy that is responsible for the medical care of naval personnel and their families. The TNHC was established in 8783 BCE and is composed of both active-duty and reserve medical personnel who work within the fleet in a variety of different roles such as doctors, nurses, pharmacists, and other medical professionals. The TNHC also operates a number of hospitals and clinics located throughout Tairane space that provide medical care for naval personnel and their families.
Tairane Naval Marine Corps (TNMC).
The Tairane Naval Marine Corps (TNMC) is a terraqueous infantry force within the Tairane Navy that is responsible for the projection of off-world interstellar power. The TNMC was established in 8783 BCE and is composed of highly trained and disciplined Marines who are experts in a variety of combat and non-combat roles. The TNMC operates a number of bases and facilities located throughout Tairane space that are responsible for the training, education, and support of future Marines. Members of the TNMC are also responsible for the security of Tairane embassies and consulate posts located on foreign worlds.
Naval Special Warfare Command (NSWC).
The Naval Special Warfare Command (NSWC) is a special operations element within the Tairane Navy that is responsible for the conduct of special operations in support of naval objectives. The NSWC was established by Admiral Tarsus Raluca in 8783 BCE and is composed of elite and disciplined operatives who are experts in a variety of special operations roles such as interstellar special operations, direct action, domestic security, counter-terrorism, and foreign internal defense. The NSWC also possesses a number of bases and facilities located throughout Tairane space that are responsible for the training, education, and support of future special operators. The main headquarters of the NSWC is located in Fort Testudo on the capital Cors Tairane.
Tairane Naval Intelligence (TNI).
The Tairane Naval Intelligence (TNI) is the primary intelligence agency within the Tairane Navy that is responsible for the collection, analysis, and dissemination of intelligence in support of naval objectives. The TNI was established by Admiral Tarsus Raluca in 8783 BCE and is composed of highly trained and experienced personnel who work within the fleet in a variety of different roles such as analysts, linguists, engineers, and other support staff. The TNI also operates a number of bases and facilities located throughout Tairane space that are responsible for the training, education, and support of future intelligence officers. The main headquarters of the TNI is located in Fort Testudo on the capital Cors Tairane.
Tairane Naval Research Laboratory (TNRL).
The Tairane Naval Research Laboratory (TNRL) is the primary research and development bureau within the Tairane Navy that is responsible for the advancement of naval technology. The TNRL was established in 2048 CE and is composed of civilian post-graduates and skilled military personnel who work within the fleet in a variety of different roles such as researchers, engineers, and other support staff. The TNRL also operates a number of research complexes and facilities located throughout Tairane space that are responsible for the research, development, and testing of new naval technologies. The agency also maintains close ties with Tairane Advanced Research Authority (TARA) in order to ensure that the latest advances in Tairane technology are quickly integrated into naval systems. The main headquarters of the TNRL is located in Fort Testudo on the capital Cors Tairane.
Tairane Naval Engineering Corps (TNEC).
The Tairane Naval Engineering Corps (TNEC) is the primary engineering agency within the Tairane Navy that is responsible for the maintenance and repair of naval vessels. It was established by Admiral Tarsus Raluca in 8783 BCE and is primarily composed of civilian and academy-trained engineers who work within the fleet in a variety of different roles such as maintenance, repair, and other support staff. The TNEC operates within naval bases and facilities located throughout Tairane space that are responsible for the maintenance, repair, and modification of naval vessels.
Ranks and Organization.
Grand Admiral of the Tairane Navy.
Tairane Navy's highest ranking officer position is that of grand admiral, who occupies seat of the Fleet Command. The Fleet Command is the supreme authority within the Tairane Navy, and is responsible for the organization, administration and management of the entire naval branch. The Fleet Command is also responsible for the overall strategic direction and control of the navy's operations, as well as the formulation and implementation of navy policy and strategy. The current grand admiral is Tagir Ilyse, who has held the position since 99,398 CE.
The Fleet Command is responsible for the strategic direction and control of the navy's operations, as well as the formulation and implementation of navy policy and strategy. The Fleet Command is composed of the grand admiral, who serves as the commander-in-chief of the navy, the vice admiral, who serves as the deputy commander-in-chief of the navy, the chief of the navy staff, who serves as the navy's chief of staff, and the chief-of-naval operations, who serves as the navy's chief operational officer. The Fleet Command is also responsible for the appointment of all flag officers of the navy, as well as the promotion and assignment of all officers of the navy.
The Fleet Command is also responsible for the administration and management of the navy, as well as the supervision and control of the navy's operations. The Fleet Command is also responsible for the coordination and cooperation of the navy with the other branches of the Tairane Armed Forces, as well as the coordination and cooperation of the navy with the Tairane Federation's civilian agencies and departments.
Admiral of the Tairane Navy.
The second-highest ranking officer position in the Tairane Navy is that of admiral. The admiral is responsible for the overall command of a naval fleet under the grand admiral, and is also responsible for the administration and management of the fleet. The admiral directly reports to the grand admiral, and is responsible for the execution of the grand admiral's orders and directives. The admiral is also responsible for the coordination and cooperation of the fleet with the other fleets of the Tairane Navy, as well as the coordination and cooperation of the fleet with the other branches of the Tairane Armed Forces. The current admiral is Teon Airat, who has held the position since 99,401 CE.
The admiral is also responsible for the appointment of all flag officers of the fleet, as well as the promotion and assignment of all officers of the fleet, selections for command positions are held on a competitive basis with the most senior officers being given priority for selection. While serving in the role of admiral, officers are also responsible for the strategic planning and execution of naval operations, as well as the administration and management of the fleet. The grand admiral may also delegate the authority to perform these duties to the admiral.
Vice Admiral of the Tairane Navy.
The third-highest ranking officer position in the Tairane Navy is that of vice admiral. The vice admiral is responsible for the overall command of a naval task force under the admiral, and is also responsible for the administration and management of their task fleets. The vice admiral directly reports to the grand admiral and admiral(s), and is responsible for the execution of the grand admiral's orders and directives. The vice admiral is also responsible for the coordination and cooperation of the fleet with other fleets of Tairane Navy, as well as coordination and cooperation of fleet with other branches Tairane Armed Forces. The current Vice Admiral is Llusia M. Eiroan, who has held position since 99,401 CE.
While serving in role Vice Admiral, officers are also responsible strategic planning execution naval operations along well administration management fleet; however grand admiral may also delegate authority perform these duties to Vice Admiral. The Vice Admiral position within Tairane Navy typically reserved senior officers who demonstrate exceptional leadership skills ability work effectively under high stress situations.
| Tairane Navy |
fandom.100th-millennium | # Tairene
| Tairene |
fandom.100th-millennium | # Tangda
Born of towering spires of flame and ash, of fickle murky lakes and rivers that shift over mere weeks, and acrid clouds that blot out the light of the Warlock above, Tangda rose. Its two moons, equal and opposite, mock the basalt-laden crags below them. Ash-spire sneers at Tangda for its weak volcanoes, glowing with its expansive lava plains. Seakeeper weeps at Tangda's shifting puddles, disappointed in its lack of waters and likeness to herself. It may be that Ash-spire is winning the tug-of-war over Tangda's environment, though, as volcanic lands cover most of its cracked and quaking surface, whilst seas are an entirely foreign concept to the obsidian pearl.
=History=
Despite its hostile and constantly toxic nature, or perhaps to spite the gods for forcing it to be born this way, Tangda hosted and nurtured life. Plants that learned to shift with the coming landslides, animals that grew stony shells to shelter them from cindery scalding rains, and not just one, but two intelligent races.
The Kanra were the first of these races to evolve, taking their sweet time spreading across the churning crust of the world. Their primary food source was meat, specifically the meat of animals that had developed incredible internal resource conservation. These animals, however, were on the fast track to intelligence themselves, and eventually rose up as the Arsho. As soon as they had the language to express it, the Arsho began telling tales of the Kanra as demons, monstrous beasts that existed only to torment their kind. The Kanra believed that the Arsho were still their food, intelligent or not, and so continued to consume them.
Just as the Arsho were developing technology and weaponry enough to fight back against the Kanra and secure their place as equals on the mafic world, Tangda made its closest approach to the High Warlock. The humanoid sun stared up at a realm far beyond Sinister, one its own light blocked from Tangda's view. Crystal rain fell from the skies in glittering meteor showers day after day. Shards embedded themselves in stone and mud. The Warlock's eyes bloomed a deep, permeating vermillion as the malevolent species squabbled below it.
By the time Tangda had left the Warlock's domain, thousands of pseudo-pylons had been scattered on and within the crust of Tangda. Most had been damaged in their arrival, and thus could only channel the Aeterna in one or two specific ways. the Kanra seized hundreds of these crystal shards and incorporated them into weapons and other objects, granting them the abilities of the High Warlock's imperfect crystal waste.
The Arsho, while technologically behind, managed to snag a few dozen of the pseudo-pylons scattered across Tangda's lava floes and shattered mountains. With both races powered up beyond any previous technology, they started a planet-scale war. The fighting raged over the landscapes under the ashen clouds, energies of the Aeterna being slung about haphazardly by relic-holding warriors. In the centuries of conflict, technological progression halted entirely, with all scientific efforts being focused on making better weapons or finding the perfect pseudo-pylon.
Though the battle raged between the races, an unlikely friendship emerged between two young fighters. Kertya Goldlotus, an Arsho warrior yet to claim his glory on the battlefield, and Amurak Vikstone, a Kanra in exile as a rite of passage. The two met in an isolated valley and, realizing neither wanted to start the seemingly inevitable battle, opted to just chat instead. They quickly became friends with one another, almost forgetting the atrocities their peoples were committing against each other.
The two met at that same valley for months, until a nearby eruption buried the place in ash and rhyolite. They found each other again on rare occasions, but being brought back into their own cultures for long periods of time created some tensions between them. Kertya had to reconcile the facts that this long-time friend of his was part of a race that saw his people as food. Amurak, on the other hand, had begun to enter a crisis of interests, knowing that the food species his race was fighting so hard to keep access to was capable of connecting with him on such a deep level.
One chance encounter of theirs was permeated by an awkward silence. Neither would speak first, just as they refused to strike the first blow when they first met each other. A sense of dread and anxiety filled Kertya, fear that Amurak's time away had made him more open to eating him. Amurak was wracked with guilt, on the other hand. Guilt over his people consuming Arsho flesh and blood. The skies released a slight drizzle of ashy water as Amurak made a declaration to seal the growing rift between them.
"I don't want to eat Arsho meat anymore if it hurts you. I won't do it at all! So just... talk to me more, okay?"
Kertya was moved by this. Amurak had chosen a path that would require massive resourcefulness and adaptation to keep one friend in his life. The two reconciled as the steaming rain poured into ashy and silty rivers around them, and later on became lovers. They talked of nonsense dreams of leaving Tangda, finding a paradise world to live on away from the war. They imagined Seakeeper's oceans falling to the world and quenching its violent volcanism. They spoke of little miracles they saw that never really mattered. But at the end of the day, they were still bound to their own clans and cities and had to return home.
Their love would not go unnoticed for long, however. Amurak's cousin noticed his changed behavior and strange Arsho-less diet, as well as his refusal to elaborate much on the matter. Sneaking behind Amurak as the latter went to meet with Kertya one day, the devoted Kanra warrior saw the scenario he feared the most. A hardened warrior with a code of steel, Amurak's cousin took his bow and shot a flaming arrow through Amurak's heart before slinking back into the darkness of the stony crags.
Amurak died in Kertya's arms, barely able to get last words out before his consciousness disappeared from the universe forever. Kertya grieved intensely over his lost love, and staring up at the Warlock far above, asked the universe for a reason. A reason for what? Nothing in particular came to mind. He just wanted answers, no matter what they were.
Kertya believed that the sun would have the answers he sought. After much work to assemble a makeshift ship, he stole three relics from his city that helped him get to and survive in space. He travelled for years before he reached the High Warlock, whose gleaming skeletal mass put a sense of awe into Kertya. Entering the ribcage, he found a man sitting by a small tent. The man tossed him a shard of the obsidian skeleton, then made a motion that seemed to indicate eating. Kertya reluctantly obliged, consuming the bone shard. The lead soles of the man's shoes felt... different. Kertya lifted his hand and the man's shoes were raised as well. The two discussed this development for a while, and then Kertya left.
Having seen the face of the High Warlock and having become a Bishop of lead, Kertya spent the several years he took to return to Tangda thinking about life. By the time he had arrived, he had reached a state of enlightenment. However, the world he returned to had long moved past the war. Both Arsho and Kanra were under the subjugation of the Order of Cobalt Sorcery, being made to act as slaves to mine for pseudo-pylons. Kertya did not realize that he had travelled a full 1500 years into the future, but the enslavement of his and Amurak's people was something he could not stand by and endure.
Kertya took molten lead from the burning mountains around him and forged it into a white-hot glowing lotus of blades. Using lead under his feet to walk on air, Kertya flew to the largest building he saw and cut his way in. His destructive rampage had no casualties but the facility itself. He would continue this pattern until the Order noticed his presence. Not wanting to fight another Bishop, the Order of Cobalt Sorcery demanded that all of their forces leave Tangda immediately to appease this terrifying new threat.
Once Kertya had learned just how much time had passed and acclimated to his new world, the Arsho heralded him as a hero. The Kanra were less grateful, but the Bishop held them under his protection all the same. In the decades of the Order's dominance, the Kanra had forgotten the taste of Arsho flesh, and the Arsho had forgotten that the Kanra were their original oppressors.
The pseudo-pylons the people had recovered had led to so much suffering over the centuries. Kertya refused to let this continue. Rallying for peace, he built the Pyroclastia Reliquary to serve as a library of the pseudo-pylons and objects containing them, so that they may be understood and not used for casual fighting. Every known pseudo-pylon mined during the Order of Cobalt Sorcery's reign on Tangda was recovered and placed in the Reliquary. After this was complete, Kertya spent several decades refining his philosophy into a set of teachings, as well as working on a martial art that redirects force with as little energy cost to the user as possible.
=Species=
Arsho.
=Pyroclastia Reliquary=
| Tangda |
fandom.100th-millennium | # Thalsiedeln
Thalsiedeln may be the jewel of the Confederacy of Borealis, with its massive population and productive capacity, it serves as the organization's de facto capital. It is the most populous planet in Martial Space and is effectively a second home world for Humans, its principle species. Thalsiedeln is immensely influential; for thousands of years it served as the capital of both the Confederacy and the Dominion of Astraeus. Orbiting the star, Arlioux, it is the only major inhabited world around it as all others have remained barren, their resources feeding the Confederacy's ravenous growth.
Officially, the world is a part of the Greater Martial Consilium and is so large that it represents its own Palatinate, a high-level internal division. As such, the planet has a great amount of representation within the central government, its populous granting it about five percent of the representation to match its 760 billion inhabitants, about five percent of the people represented in the Consilium.
The iron age on the planet Aegyn brought with it an explosion in the art of Thaumaturgy. With Thaumaturgy came the power to traverse the stars with little more than a talented Magi and a crude pressure vessel. As Humans began exploring the universe, they came across the barren world of Thalsiedeln, its oceans full of little more than algae and its land dominated by fungi. Non-magi peasants were exported to the planet in large number to fuel the wealth of the Magi upper class. Despite its barely breathable atmosphere, dangerous fungal life, and toxic water, the population would rise by millions.
Its population continued to rise as introduced plants made the ecosystem far more tolerable. By the beginning of the common era, the population had risen to over one billion and, since this population made it a "minor" world, it was able to escape the worst parts of the War of the Final Transition. It would become a financial center as the Confederacy of Borealis gained power and began heavily industrializing the world. For a brief moment, it outproduced even Eos, a megastructure with a surface area billions of times greater and a population ten times larger.
History.
Early History.
Thalsiedeln formed 2.2 billion years before the present day. As it cooled, it gained large seas but with those seas came ultra-high salinity at over fifty percent. Life may have emerged early in its history, but the runaway saline build-up in the oceans destroyed any chance it would have. This was likely caused by a hypothetical salt-rich moon that strayed to close to Thalsiedeln, causing it to be torn apart by tidal forces. For a few million years, this would have creates a brilliant ring system. As the ring dissipated and fell onto the planet, the oceans grew saltier.
Thalsiedeln was visited a handful of times by Spaceborne Life, but the high salinity of its seas deterred even these hardy species from spending much time on the planet. It was Ma'eau, a naturally-occurring hivemind bent on the terraformation of as many worlds as possible. Thalsiedeln represented a unique challenge as the cells Ma'eau deployed on the world quickly died. Ma'eau developed a fungal-like organism capable of surviving on land that would extend roots into the sea. After developing a network of these fungi, fed by algae that were embedded with them, the fungi began slowly pumping the salt out of the oceans, depositing it deep underground so as to not poison themselves. Over the next 30 million years, the seas would become fresh enough to sustain life.
Ma'eau seeded both the land and sea with primitive life of all sorts, but stopped short of full terraformation as it was distracted by a war. Thalsiedeln remained untouched for another 250,000 years before Humans discovered the world in 39,800 BCE, catapulting the world into the modern era.
Settlement.
As Humans were the first species willing to put up with the harsh conditions on Thalsiedeln, they found themselves upon an unclaimed world. Free to do as they please, Human aristocrats imported large numbers of peasants to work the land. Since the soil was poorly-suited for agriculture, the peasants began farming the plentiful fungi on the world while giving their poorly-grown vegetables and grain to the aristocrats.
With time, Humans would introduce hundreds of plants to Thalsiedeln, most of them faring poorly. Eventually, however, after thousands of years of this, the soil would build up and a healthy ecosystem formed. Agriculture finally started booming as bees and other pollinators were introduced.
Anthrovian Civil War.
The Anthrovian Civil War began as Humans from across the province of Anthrov began rebelling against the Magi-Aristocracy. Thalsiedeln quickly overthrew its leaders who were overwhelmingly weaker Magi that could not compete on the much more heavily populated Aegyn. Thalsiedeln became ruled by a decentralized union of various organizations, dictatorships, and peasant armies that worked tirelessly to support their fellow rebels on other worlds. After hijacking a spaceship sent from the Triumvirate Government, the rebels formulated a plan to end the war.
They found an ancient device that used nuclear explosives to propel ships forward. An innovative but ultimately fruitless idea, the device was abandoned around Aegyn. The bombs on board, however, were still perfectly usable. The rebels flew across space without the help of Magi; for the aristocracy on Aegyn, this was highly unexpected. Rebels primed the nuclear explosives and then began dropping them across Aegyn. The capital, Ongak, was entirely destroyed as were many of its satellites. The Triumvirate eventually stepped in to end the conflict shortly thereafter, giving Thalsiedeln a local independent government and letting its various organizations rule undisturbed.
Interwar Period.
The population did little growing following the war, most of the populous left the planet as Aegyn became freer and more industrialized. Those that remained enjoyed productive soil now enriched by the native fungi but at the cost of hard manual labor. Advanced farming equipment would take millennia to reach the planet and even then the majority of the population continued to use beasts of burden and manure rather than tractors and pesticides.
The term Interwar Period applies to Thalsiedeln for nearly 40,000 years, the culture, population, and society only slowly changing over time. Since it was thoroughly cut off from Aegyn, its people readily accepted the religion of Ibaradism free from most Terranist influences. Additionally, the utter lack of Magi created a far more egalitarian society. While the emphasis on heavy farm labor had things slant patriarchal, the results were not as extreme as some worlds. The population, what little of it there was, spread out across the planet. The largest city throughout most of the period was Hahibi, a town centered on a space-elevator whose peak population was a little under 200,000.
The population of the planet learned to vehemently defend their way of life from hostile forces. Dozens of times did dictators or conquerors attempt to unify the planet under one banner. With little oversight from the Triumvirate, they were on their own. Like an immune system, villagers would gather their weapons and transition from a farming to war economy. Threats would not always come in the form of local warlords, but would occasionally be external. Corporations, both Human and otherwise, attempted numerous times to exploit Thalsiedeln's resources. After a fourth and bloody attempt from H. Aimer Corportation, a small portion of the planet shifted from agriculture to mining, trading their resources and bringing in a constant flow of external funds to the planet.
| Thalsiedeln |
fandom.100th-millennium | # Thaumaturgy
""I find it most curious, the effects of my first actions. What was designed as something tame, something innocuous, flared with ceaseless activity at but a mere thought. A strange, vicious object came into existence before I even had the chance to gaze upon this "Cosmoria". Feeling panicked, without words to say, I tried to look everywhere for this foreboding object. It could not be found. I suppose I was bewildered."
"When the drumming of cosmic reactions and gleaming opalescent lights died down, I bore witness to a deviant, incongruous cosmos. From what I could measure however, there was a rather 'stable' place. A place with assorted spirals of stars and gas. I think they are called 'galaxies'. Billions of points of light swarmed around harmoniously, and it was a sight to behold. Such structures were tame however, in comparison to the roots festering above and below. The embodiment of entire concepts, being birthed to and fro across space. I took several exceptions for myself, concepts which I adore above all else. Others were wrathful and sporadic, though they fell to the knees of my first object."
"While I could not lay my eyes on it at first, I discovered that my first thoughts had spawned an orb. I'm not sure why, but it was nothing but ceaseless noise and resent. A byproduct of various imperfections. Watching the orb from a distance, I became shocked when it consumed a concept whole. An entire plane, subsumed by this now terrifying mass. Instantly, the victim plane's energy was transformed and amplified, opening the gates to something entirely new."
"The Lux Aeterna gained form, and by proxy found the ability to project its energy across Cosmoria. I believe that was the birth of Thaumaturgy, or at least its potential. From there, more planes and concepts were taken as little pickings for this beast. While intervention was an option, I was more or less curious of its effects. I even fed it. What would occur over many years was remarkable. Denizens of Cosmoria, the smallest beings, managed to understand and control the realm of light. Its exotic energies, never seen by them prior, flourished across the lands.""
- Azurade<br>
Thaumaturgy is best understood as the use of Thaumic Energy to do work. In other words, Thaumaturgy is the practice of exploiting the architecture of a mind to allow for energy from higher planes to manifest in the physical universe. Synonymous with magic, sorcery, or the supernatural, Thaumaturgy has become a ubiquitous facet of technological civilizations throughout Cosmoria.
The interaction between a plane, best understood as a concentration of energy trapped in a higher energy, and a mind allows for Thaumic energy to flow into Cosmoria through the mind. The interaction between minds and the interaction between planes are also considered Thaumic, though only when Thaumic energy is exchanged. The host of this energy is known as a Magi. Through years of practice, one's mind can be shaped to better allow for the flow of Thaumic energy, increasing their proficiency in the art. For those unwilling to devote their life to the practice, artificial Magi, also known as a Faux pylon are often used instead.
The phenomenon has become an integral part of the politics, technology, and culture of Cosmoria largely due to its many useful applications. The Thaumic Drive, a form of superluminal travel so cheap and simple that even bronze age civilizations can utilize it, has become a standard form of travel throughout the universe. Hardlight and Eidolite are also most cheaply produced via Thaumaturgy, these substances are often the bedrock of the most impressive megastructures within the universe.
Clades.
There are four main ways to use Thaumaturgy, called clades. Classical is the first of the four, the simplest and most basic form. Esoteric Thaumaturgy, while similar to classical Thaumaturgy, is quite different in execution; learning Esoteric Thaumaturgy is much different. Harmonic Thaumaturgy relies fully on mind-to-mind interaction, in this case with the mind of Spirits. Lastly, there is Invocative Thaumaturgy, the school of increasing one's conceptual weight or relevance, essentially making them far more powerful through sheer devotion to a cause or concept.
Limits.
Water will always flow down hill if it can. In much the same way, Thaumic energy will seek to "flow" into one's mind from higher energy states. Much like water on top of a hill, Thaumic energy will flow down through a consciousness if allowed. The mind of a Magi can allow energy to flow through it at will. Furthering the water analogy, water is often destructive to the channels in which it moves, creating lasting erosion. The minds of most can only allow for a mere trickle of energy, anything more will simply annihilate their minds, an incurable condition involving not a physical ailment but a fully metaphysical one.
Classical.
As Thaumaturgy's staple clade, Classical is the subject of most Thaumic attraction. The only requirement for Classical is to use a Pylon, the simplest and most available medium to learn Thaumaturgy. Most learning Magi look towards Classical as their clade of choice, seeking the simplicity it comes with. Classical is host to a wide range as well, as users can fine-tune their expertise and create peculiar events. An adept Magi could conjure an ornate, embroidered fork down to the molecule while another could carve a stone monument from a mountain. Anything broad to intricate can be willed with enough experience.
The Lux Aeterna spews Aeternal Energy across Cosmoria. This energy is the basis for most Thaumaturgy, and is the easiest to handle. It may be weaved into various forms, broad or vague, in and out the body. Channeling Aeternal Energy is the forte of any capable Magi, though using it requires one to know their pylon. A pylon can be thought of as an spirit of one's mind. They also act as a shield, preventing raw energy from entering one's mind and killing the host. As an analogy, a pylon can be thought of as a dam to a river. New Magi must learn to see the dam at all, soon learning the controls which open it. Adept learners weave the river like a melody whilst hardening the dam and quickening the flow. Masters forego the need for a dam altogether, directly handling Aeternal Energy as their need for protection has disappeared. This is a process named "limit breaking". Going beyond a pylon transforms a Magi from a Classical practitioner to an Esoteric practitioner.
To interact with Aeternal Energy, one must learn to sense it around their pylon. For most, this process takes months of repeated practice. When done, the budding Magi gains an ability to see and move Aeternal Energy near their pylon. It's as if they are staring into the tunnel between them and their wider mind. The finalization of this process is known as "awakening". Actually utilizing Aeternal Energy requires one to coat their body with a protective shell of refined Aeternal Energy, preventing their body from facing radiation damage. This protection process is important, though novice Magi likely won't need it considering their low output. Nevertheless, it is law for Magi who seek more than just scraps of power.
Classical's apparent lack of drawbacks pulls many naive, clueless learners towards its teachings. Many enter either downplaying or denying the costs associated to its limits. For example, Classical is monotonous. As mentioned, it normally takes months just to see Aeternal Energy, let alone sculpt with it. Furthermore, the risks related to Aeternal Energy are immense:
If too much energy is drawn in a short timespan, a Magi's pylon becomes aggravated. For young Magi, the worst that may happen is a temporary loss of power or even a Thaumic Illness. However, they do not have enough potential to break their pylon. Since proficient Magi have higher potential, they risk destroying it outright. As such, mental network of a victim will receive near-lethal physical damage. Thaumic Illness is almost guaranteed. Not only that, but a pylon may be permanently disabled if this is repeated. Survivors may never see use of Thaumaturgy ever again.
In the case of catastrophic aggravation, a pylon can corrupt and transform into an elusive Pylon Spirit. Such creatures exist on a spectrum, from a simple floating vermin to an unpredictable super-intelligent entity. When born, the spirit will erupt out body of a Magi. The victim is imprisoned and kept alive, since their death will kill the spirit and vise versa.
Technological Parity.
The safety of Aeternal Energy, at least compared to other magics, paves the way for collaboration between Thaumaturgy and technology. Many engineering marvels rely on thaumic energies, whether it be a warp drive, artificial pylons, or experimental research facilities. This combination goes by many names, the most common ones being Magitech, Thaumatech, or Technomancy. While Thaumic technology can exist within any Clade, Classical is the most convenient by far.
Aylathiya, a region of Cosmoria whose resources are in depleted ruin, leans on Thaumic technology to run its societies. A cheap and reliable way of FTL, the Thaumic Drive, uses Aeternal Energy to operate. Militaries equipped with thaumic suits let even novice Magi store energy in meaningful ways. Even citizens of powerful nations utilize so-called "Virtual Magi" to live their lives as androids. While Thaumic technology is like a gimmick to the fortunate, those with time and will can forge solutions to even the most pressing of issues.
Fusion.
The bonding of two souls is a common theme in intimate relationships. What if one were to take it more literally? What if two people came together, merging their minds and bodies into one being? Such is the foundation for Fusion, a practice almost exclusive to Classical Thaumaturgy. Fusion is the act of two Magi joining as one entity, in turn creating a temporary "approximation" of both. This feat is done by touching the pylons of two different people, something which is arduous at best. Even so, Magi who've reached their "limiter" look towards fusion to gain higher power.
To touch pylons, two or more Magi must find them in the Aeterna. When done, said Magi must bring their pylons together and surround them with Aeternal Energy. Much like opposing magnets, pylons repel each other with immense force. If contact is made, the pylons shine brightly and stop repelling. Directly after, the performers' bodies become immobile as their conscience exits their bodies. Rushing at light speed, the two merge into one being, a type of Spirits. With great immunity against Aeternal Energy and honed thaumic potential, fusions are optimal for combat and utility.
Those who lack the strength to touch pylons can find a solution with external aid via a stronger Magi. However, the novices in question are often victim to a time limit. Said limit is exceeded when two touching pylons reject one another. How short the time is depends on how much energy is outputted by the fusion. If there is no distinct time limit, then the pylons may have started merging. If unattended, the pylons become one and the fusion can not be reversed.
Harmonic.
Of course, Pylons are not the "de-facto" energy source for Magi. Suitable surrogates exist across reality, allowing even those without Pylons to reap the fruits of Thaumaturgy. Such is the nature of Harmonic Thaumaturgy, a practice which utilizes non-Pylon spirits to manipulate energy. Like that of an ally, an spirit can be used to either aid their Pylon or enable Thaumaturgy in the first place. As such, Harmonic falls under non-Pylon and Pylon Thaumaturgy.
To connect an spirit to one's self, they must first find and "link" their own conscience to it. Such is possible by bonding with said spirit, giving it reason to grant you its abilities. Spirits connect much like a Pylon does, although they are less like extensions and more like partners. Siphoning energy to a host, Spirits can consciously or subconsciously aid people in countless ways. All one must do is maintain a positive relationship with their spirit.
Clade Commonalities.
Clade Homogenization.
Classical
Harmonic
Esoteric
Invocative
| Thaumaturgy |
fandom.100th-millennium | # Thaumic Drive
The Thaumic Drive, also known as the Magi Drive or Aeterna Drive is a major and effective method of FTL travel. They operate by the use of one or more proficient Magi, which briefly tear open a hole to the Lux Aeterna. Upon opening, spacecraft travel directly through the Aeterna, and are protected by Magi-conjured (or otherwise technologically advanced) shielding. In order to traverse the Aeterna, Thaumic Drives operate in designated Aeterna Lanes, long tunnels of cleared, stable space. Holes to the Aeterna automatically close as a result of instability, leaving behind an explosion of light as ships pass through the Aeterna.
As of the modern day, most Thaumic Drives are superior to average Warp Drives, and are surprisingly safe to use despite its potential dangers. As long as the operators and technology hold together, a trip with a Thaumic Drive may be more safe than one through a Hyperlane. In fact, safety is so emphasized that even a minor accident appears to be one in billions, much like other forms of FTL. The safety and reliability of the Thaumic Drive has given it widespread use all across Aylathiya, its birthplace, and beyond. It was first utilized by Sedrua, the nation which laid down the foundations for Thaumic Drive technology. It was later independently developed by the QPA and used the rebel nations after Sunder Aylathiya.
Function.
Magi.
Magi are the centerpiece for any Thaumic Drive, and are required for the channeling of Aeternal Energy. Mechanical or biological, their primary goal is to allow spacecraft to access the Aeterna. While this can be done with only one (albeit powerful) Magi, two are usually needed to safely open a rift to the Aeterna. One Magi is usually tasked with infiltrating a 'weak point', or an area where the Aeterna and realspace come close together. The first Magi usually tears open a hole to the Aeterna, while the other stabilizes it and allows the spacecraft passage. The larger the spacecraft, the more Magi are needed.
In comparatively modern times, biological Magi are being phased out in favor of more robust and resistant Virtual Magi. Virtual Magi are mechanical constructs that function through the use of an advanced computer network. They are a suitable and rather expendable imitation for so called 'true' Magi, and their careful calculations make them orders of magnitude more precise. Only one Virtual Magi is needed when conjuring and stabilizing a rift to the Aeterna, though two of them may be used for an additional layer of safety. The sheer cost of constructing Virtual Magi and a Faux Pylon has caused many people to opt for the less expensive option, but they are still widely accepted.
Rifts.
Rifts, as mentioned, are created when a Magi operator tears open a "weak point". They are always unstable and violent, requiring immediate stabilization lest a spacecraft be unexpectedly consumed by the Aeterna's fire. Stabilization of rifts is surprisingly practical, at least for a short time span. Most Magi who operate Thaumic Drives are capable of stabilizing a rift for approximately one minute, which is more than enough time for most light craft to go through. For larger vessels, more Magi are needed to create and stabilize rifts. Sometimes, stabilization technology (almost always a Reality Anchor) is available for stabilizing rifts, making the job of a Magi easier. When stabilization is deemed complete, spacecraft enter the Aeterna. The rifts which are left behind serve their purpose, and they are left to de-stabilize and eventually collapse in a flash of light.
Shielding.
Spacecraft are not safe in the Aeterna without proper shielding. Without it, ships slowly dissolve as they are subject to the Aeterna's forces. This is one of the most well known risks when operating a Thaumic Drive. There are two layers to protection to all ships with a Thaumic Drive, which include a Magi and a Reality Anchor. Magi act as an intermediary between the Aeterna and the vessel itself, protecting the ship from its relentless forces. Several experienced Magi usually enter a rotation of sorts, intensely focusing on keeping the ship safe while maintaining the structure of their Pylon. A Reality Anchor serves much the same purpose, ensuring that none of the ship is being exposed to the Aeterna.
Travel.
To traverse the Aeterna, spacecraft follow approved Aeterna Lanes, "stable" routes of the Lux Aeterna that are constantly maintained. Aeterna Lanes are relatively delicate, and require constant surveillance by Reality Anchors in order to remain open. As such, navigating the Aeterna is taken with extreme caution, and is recognized as the most difficult part of using a Thaumic Drive. However, there have been few major accidents in the history of Thaumic Drives, making them generally as safe as other FTL methods. Furthermore, Aeterna Lanes are versatile, branching off into various off-roads and shortcuts. Traveling via these alternate routes can sometimes shave days or even weeks off a voyage.
History.
Invention.
While similar methods of FTL have been manufactured since antiquity, the modern Thaumic Drive stems from a Sedruan invention. It was patented by the Sedruan Government in 126,428 BCE, following the foundation of the nation itself. Its common citizens, the Bahattes, were given early version of the Thaumic Drive to traverse short interstellar distances. Mere decades after, the Bahattes were permitted to freely travel with the Thaumic Drive during 126,394 BCE. What followed was a great age of expansion, development and exploration for Sedrua, which would foster a mindset of conquest.
The Thaumic Drive would slowly develop as Sedrua took over Aylathiya. The nation made quick work of the United Provinces and its sister nation during a devastating war, giving it free reign over much of the galaxy. Further colonization and development gave way to the discovery of new species, which Sedrua uplifted in the 113,000s. They were granted the Thaumic Drive and the freedom of travel, promising the juvenile nations of a future amongst the stars.
Rebellion.
As Sedrua progressed, it came to face its largest disaster to date. Following Mother Sydiah's attempt to revive the Angelic Pantheon in 104,930 BCE, her nation was plunged into chaos. Great turmoil spread across all Sedruan domains, with Sedrua's vassals receiving much of the worst. Tens of thousands of years were squandered as Sedrua hopelessly tried to reclaim its seat on Aylathiya's throne. In this period, Sedrua did nothing but shrink and abandon its territory. other powers formed in Sedrua's wake, with one of them, the Payotari Alliance, gaining great expertise in the Aeterna. It manufactured its own version of the Thaumic Drive, which allowed the newborn nation to quickly gain dominance across the stars. Sedrua's regression became painfully apparent from there.
Sedrua was but a shell of its former self by the 15,000s BCE. It lost war after war, sacrificing its territory and power for needless conflicts. An overwhelming majority of people thought Sedrua would never return, pummeling the weakened and corrupt government even further. Eventually, Sedrua became negligent of its own vassals. Supplies were hardly given as shaky and greedy bureaus simultaneously demanded more resources. It simply didn't happen however, especially regarding aging Sedruan infrastructure. The Thaumic Drive was hardly as useful as it once was, being outshined by Triumvirate technology. This period of unending depression was broken as Sedruan vassals rebelled.
During this period of gritty warfare, the Thaumic Drive was extensively modified by rebels, leading to its first developments in eons. The insurgent states became nimble, and the former's aging military was unable to compete. At the crescendo of the rebellion, Sedrua locked itself away, isolating itself after all hope was lost. Its leaders were left to pick up the pieces of a shattered nation, while the rebels rebuilt their foundations quickly. In this period of reconstruction, the new Thaumic Drive was extensively used for recolonization and reconstruction.
Developments.
Developments stagnated as the years turned into centuries. Sedrua's former subjects completely rebuilt themselves, and harbored extensive plans for expansion and diplomacy. It was the Thaumic Drive which mediated this, as it had for all of their history. More time went on however, and the juvenile nations became far too comfortable in their hostile environments. A nation well aligned with Sedrua, the Diunity, perceived this comfort as toxicity. They saw with great envy as the other children of Sedrua came together, something which nearly thwarted the Diunity's plans of expansion. It was upon 9,284 BCE when they captured the Resonant Divinity, a priceless Angelic Artifact that even Sedrua could not wrangle.
What followed was a tense age of conquest for the Diunity. Nations watched in fear as the Diunity advanced their territory and technology at blistering speeds. Their Thaumic Drives eventually became the most prestigious across Aylathiya, giving them a much needed advantage in speed. As a result, an arms race ensued between the Diunity and its neighboring nation, Lowyzol. The Diunity was projected to be the next galactic superpower, as its latent potential mimicked that of Sedrua and the Triumvirate. Not wanting to repeat ages of corruption, Lowyzol pre-emptively declared war against the Diunity.
| Thaumic Drive |
fandom.100th-millennium | # Thaumic Ships
Thaumic ships are starships made largely up of Aeternal Energy and are created by Magi. They are composed of a modular frame that channels a Magi's energy into whatever shape they can fit into the frame. However, as maintaining the shape and cohesion of a thaumic ship is quite exhausting, most thaumic ships are rather small.
Characteristics.
Despite thaumic ships appearing to be constructed of a sort of glowing metal, they are actually mostly composed of concentrated Aeternal Energy. The only truly physical part of the ship is its frame, which is made out of aeternically-sensitive metals that allow the Magi piloting the ship to more efficiently channel their energy. As the frames are modular, thaumic ships can take on nearly any shape, limited only by the imagination of the Magi.
Thaumic ships are not armed in the traditional sense. Instead of conventional weapons like turrets and launchers, thaumic ships project beams of Aeternal Energy from their surfaces at enemies. On their own, these beams are not the most powerful. But when paired with many others of its kind, they can quickly rip apart most ships they come across.
Piloting a thaumic ship is known to be extremely stressful for a Magi. This is due to them having to continuously project their power over a wide area. As such, most thaumic ships are very limited in size. However, should several powerful Magi combine their abilities, they can create arcane marvels larger than even the biggest titans.
Subtypes.
Hiveminds.
Hiveminds are thaumic ships piloted by extremely powerful Magi that can project their will into a large number of smaller thaumic ships. This allows them to manipulate these ships with their minds, acting as if they were an extension of their own bodies.
Lux Bombs.
Lux bombs are thaumic ships that are overcharged with volatile Aeternal Energy. They are then flown into enemy ships or ship formations by insane Magi, who guide them to where they can deal the most damage in a massive thaumic explosion.
| Thaumic Ships |
fandom.100th-millennium | # Thaumic Weapons
Thaumic weapons are powerful melee weapons designed to be wielded by Magi. They are meant to not only to allow Magi to defend themselves in close-quarters combat, but also to act as a catalyst to better channel their powers. To this end, thaumic weapons are constructed from rare, aeternically-sensitive materials. While a non-Magi can wield a thaumic weapon without any drawbacks, it will have none of its innate power.
Thaumic weapons may be powerful, but in order to unlock their full potential, a thaumic weapon must be bound to a user's mind. When a thaumic weapon is bound to a user, it becomes more like an extension of their own bodies rather than just a weapon. For example, if a thaumic weapon gets heavily damaged or destroyed, the Magi the weapon is bound to will feel an intense rush of pain.
While thaumic weapons are just as easy to wield as their non-thaumic counterparts, mastering them is another story entirely. Mastering a thaumic weapon is intensely challenging, even for powerful Magi. However, the rewards are well worth the effort. A mastered thaumic weapon is capable of taking down the most powerful of enemies in a single strike.
Types of Thaumic Weapons.
Thaumic Staff.
Thaumic staves are long, two-handed weapons usually crafted from either metal or wood. These weapons are often tipped with heads of metal covered with small, aeternically-sensitive crystals in order to amplify their striking power.
Thaumablade.
Thaumablades take the form of a one or two-handed sword with a series of aeterically-sensitive crystals arranged in interlocking patterns along the blade. These crystals allow the blade to be imbued with large amounts of Aeternal Energy, which surrounds the blade in a glowing energy field.
Luxite Axe.
Luxite axes are constructed in the same manner as thaumablades, but they are designed to provide increased striking power with every blow. Many wielders of luxite axes usually wield them in a pair in order to hack apart as many foes as they can.
Aeternal Spear.
Aeternal spears are powerful polearms for Magi who prefer distance over brute force. The spear can even be hurled across great distances at foes, and can be telekinetically drawn back with their abilities.
Lux Maul.
Lux mauls are immense, two-handed warhammers usually wielded by the physically strongest of Magi. These weapons are capable of creating enormous shockwaves of thaumic energy capable of toppling buildings or flipping over enemy tanks.
Notable Users of Thaumic Weapons.
TBA
| Thaumic Weapons |
fandom.100th-millennium | # Thavma
Description.
Thavma also known as the Thavmatic Void and the Thavma Thoroughfare, is one of three realms of existence of the first age of the universe. Located in-between the realms of Ambrosia and Libation, Thavma itself is a vast void of unreality with sparse strains of void energy and matter cascading across its blackened space. Its name is derived from the respective cosmic force that holds dominion over its borders, the force forged by Imagindarium from the very concept of nothingness, Thavma. Thavma serves as the in-between point wherein concepts, forces and energies that pour forth from the upper realm of Libation down into the lower realm of mortal-kind, Ambrosia.
Throughout the Dawn Epoch, Thavma had remained as a non-descript realm, containing no thought, being or energy. It would remain so until the shattering of the first truly sapient being, the Primeveranth, at the end of the third Dawn Epoch. As the shattered fragments of its being flowed all across Ambrosia and Libation, a large swath of its remnant being would find itself in Thavma's borders, forever contained in its macrocosm of unreality. The remnant essence of the Primeveranth's being began to coalesce in various ways, leading to various concepts to actively take form and shape from the vast unformed swaths of void energy and matter propagating all across it. Eventually these concepts would take a sapient form, leading to the creation of groups of beings known as the Thavmatic Races.
Thavma would serve as the respective realm in which the divine Typhonians, godlike beings of immense magical power, would forge a collection of thirteen disparate planes of existence, collectively known as the Thirteen Realms. The Typhonians created their Thirteen Realms by magically manipulating the remnant being of their predecessor, the Primeveranth, using its essence of pure mental possibility to forge planes of existence from thought uniform concepts, creating vast, looping planes of reality made of diverse land, structure, and nature. Within these Thirteen Realms, the Typhonians would use the energy of concept granted by the Primeveranth to create a myriad of diverse lifeforms and sapient beings, known as the Inomeni, all who would share traits inherent to the respective realm they were forged within.
The Thirteen Realms of Thavma would ultimately serve as the eternal prison for their very creators, as at the end of the Great Age Typhonia, the ever-present Imagindarium expunged the divine Typhonians from Ambrosia for all time, forever locking them into the borders of the Thirteen Realms. Now trapped in prisons of their creation, the collective Typhonians and their respective Inomeni progeny are engaged in a never-ending cycle of conflict as they attempt to merge all of the Thirteen Realms into their dominions. As they are locked within the Thirteen Realms themselves, they are unable to shape or change the respective realm they find themselves borders or nature, for that would require one to be able to escape its borders, then meld it into more of the remnant essence of the Primeveranth's shattered being.
Throughout the millennia, planes of existence independent of the original Thirteen Realms have found their way into Thavma's borders through various means and methods. Collectively known as the Outer Realms, these planes of reality are far less vast or complex to that of the Thirteen Realms, as most were either not created by a being, or groups of beings lacking the same powers of creative manipulation, or were not created with any coherent thought at all. While the total number of Outer Realms may never be known, three of them are known to be the most major by a wide margin. The first is the realm of Liminalia, a plane of false reality made from the coalescence of the unused remnant essence of the Primeveranth during the Typhonians creation of the Thirteen Realms. Another would be the plane of Arcvaestril, a realm created by a group of Conduits known as the Thavmatic Preservers, creating a small plane of reality from fragments of the Primeveranth. And the final being the Mavimyst, a minuscule section of Libation that would find itself trapped in Thavma 's borders through the effects of an Amaranth Contravene.
Nature.
Thavmatic Matter and Thavmatic Energy.
The inherent nature of Thavma 's realm is much different from that of the nature of Ambrosia. As opposed to being a realm of constant being and infinite possibility, Thavma is a non-descript void of nothingness, only containing sparse fragments of Thavmatic Matter and energy, aimlessly wandering in a blackened void. Thavmatic Matter and Thavmatic Energy are created from the coalescence of what is known as "Thavmatic Particles." These Thavmatic Particles are non-descript remnants of energy left over from that of the immeasurable energies pouring through the Thavma from the adjacent opposite realms of existence, Ambrosia and Libation. As they are left in Thavma's void of unreality, they begin to become inherent to Thavma's state of being, melding into the void itself and transmuting into what we know as void particles.
Thavmatic Matter is created by the accumulation of numerous particles of Thavmatic Energy, forming a nondescript sphere of mass that embeds itself into Thavma 's very own spatial void. Thavmatic Matter itself lacks any defining characteristics of other forms of matter, being neither solid, gaseous, liquid, or plasma. Instead, Thavmatic Matter acts as a concentrated mass of these concepts of matter, though as Thavma's void of unreality is unable to allow said concepts of matter to exist in full, instead, causing the respective Thavmatic Matter to take on a form of being exclusively inherent to itself. Unlike typical forms of matter, once Thavmatic Matter comes into being, it remains unaffected by the force of gravity, being at odds with that of the Thavmatic Energy that created it. This is due to the process causing the respective Thavmatic Matter to become embedded into Thavma itself, remaining in its position indefinitely, so long as it is not manipulated by other forces.
Once the Primeveranth's shattered remnant being, began to enter into Thavma , the vast swaths of Thavmatic Matter across the blackened void of unreality began to take new form, coalescing into various concepts normally unable to exist within Thavma, now able to take shape through the Primeveranth's essence. From this, the strains of Thavmatic Matter and Void Energy began to shift and move across Thavma's void, tearing into it and creating new gateways from within the to tear into adjacent Ambrosia's own spatial dimensions. This movement of matter and energy would also cause them to collide and combine, creating new and larger forms, eventually leading to the creation of the Thavmatic Races, given form and sapience by that of the Primeveranth's own remnant essence. Prior to the creation of the Thirteen Realms, distance within Thavma is often hard for one to gauge.
As it is a void lacking any form of normal matter and energies, even lacking in the forces of dark matter, only distances between what are known as void particles can be determined. Now, the vast distance of Thavma 's void of unreality can be gauged by the voids located in-between that of the Thirteen Realms, as they are all collectively aligned in a near-perfect circle, with a void of a hundred thousand kilometers in-between one another.
Thirteen Realms.
The Thirteen Realms are all arranged in a spiral-like pattern, known as the "Typhonia-Circulacium." Each individual realm is separated by narrow voids in-between each member, while at the center of the spiral, lies a vast void, containing sparsely located energies leaking from each of the Thirteen Realms that surround. These energies often react with that of the Thavmatic Matter and energies already contained within the void,creating strange new forces, beings, and even planes, though they often remain extant for only brief windows of time, before ultimately having their energies disperse into the void.
| Thavma |
fandom.100th-millennium | # Thavma Thoroughfare
| Thavma Thoroughfare |
fandom.100th-millennium | # Thavma Throughfare
| Thavma Throughfare |
fandom.100th-millennium | # The Administrator
"Donatus gingerly walked out of his ship, one of the sturdiest ships available to the Confederacy. While every official, general, and even soldier opposed this journey to the planet Ommekha, Donatus had no choice but to come here. His head twitched as his four legs emerged from the confines of the ship. His primary eyes constricted and his secondary eyes instinctively scanned the environment in all directions. As a Dotsk, his arachnoid features existed in stark contrast to the Humanoid-dominated Martial Space. Two Human attendants stepped out of the ship with Donatus, two of the most powerful Magi at the Confederacy's disposal."
"Several long strides later, his hoofed feet made contact with Ommekha's surface. While its atmosphere was a suitable pressure, it was formed entirely out of Argon gas, something that could not have possibly naturally formed. His main "nostrils" were covered in a breathing apparatus and his eyes treated with an oxygen-rich compound to prevent them from suffocating. Overall, it was an uncomfortable situation, only made more uncomfortable by the looming eldritch being resting in the sky. With the size and appearance of a nebula, The Administrator rested as if suspended in the air. A pulsar, acting as a clock for the massive "machine" that was The Administrator, periodically bathed Ommekha in an eerie blue-white glow, creating auroras that danced across the sky. There was no sun, only The Administrator."
"The reason that Donatus was in this accursed place was not simply sight-seeing —no— the time and place of landing all had meaning. Nearly a kilometer away, other leaders from across Martial Space emerged from their respective craft. Some of these people, Magi as they were known, would be able to flatten the entire planet in moments were it not already a perfectly-flat sphere. The terrifying consequences of a war between the countries represented here put everyone on edge, keeping even nations that hated each other in line. This meeting, kept secret from the public, was quite possibly one of the most important events of their lifetimes, even Donatus whose 15,000 year life-span bore witness to galaxy-spanning wars and extinction-threatening foes."
""Progeny of the Triumvirate," a voice boomed in an ancient Human language so far removed from the current languages that the highly advanced language algorithms took a full second to decode it, "you who have common history, heritage, and culture gather here to discuss the reformation of the Triumvirate Civilization. I hope you all understand the implications of this.""
"A transmission from the Emperor of the Greater Martial Consilium, who was present nearly ten kilometers away, would signal the start to perhaps the riskiest plan Donatus has ever executed. Within his ship, was not only one but two of perhaps the Administrator's greatest rivals. The moment the transmission came through, they were released and all hell broke loose. If all went well, the nations here —no— the whole galaxy would soon be freed from this tyrant's influence."
The Administrator (~500,000 BCE - present), formerly called Holo or Holos, is a highly influential politician, general, statesman, and Magi located in Martial Space. With an unknown form and race, The Administrator has little in the way of physical properties. It has an estimated mass of 1.2 M☉ and the Administrator occupies over 2 cubic light-years of space, making it the largest structure in the region. It is similar in appearance to a planetary nebula. In the center of this nebula, rather than a white dwarf, one will find "The Nucleus," a region of space emitting light in every single wavelength equally, preventing any remote observation.
The Administrator was one of the three rulers of the Triumvirate Civilization as well as a highly influential figure in the history of Martial Space. It is responsible for the destruction of the Svartálfar civilization, destruction of the angel Ohko and Titania, had great influence in Beatrix's Wake, the creation of Prince Jeroboam, the dissolution of the Dominion of Astraeus, and construction of the Holo's Ring and Demiurge settlements.
Early Existence.
Not much is known about the creation of the Administrator. Those studying the being usually fall into two camps, those that believe it to be a Noospheric disturbance, a perturbation in the collective conscious of all intelligent life, and those that believe it to be an ancient machine built by an unknown civilization. Regardless of the origin, the Administrator came into existence in about 500,000 BCE.
Capable of manipulating the universe through Thaumaturgy, the Administrator released vast quantities of energy from the moment it emerged. Existing civilizations originally documented it as an unusual nova, only questioning its sudden appearance as its brightness only increased over the next thousand years. Early missions were unable to get closer than a few hundred light years. Surrounding the Administrator were strangle craft preventing any missions from approaching the being.
First Interaction with Life.
For a while, the Administrator believed that it was alone within all of existence, that it represented the totality of sapience. It took until 309,937 BCE for the first intelligent life to directly contact the Administrator. The Svartálfar originally emerged in Cosmoria sometime around 700,000 BCE and first came to Martial Space almost 200,000 years later.
The Administrator was curious about these creatures, even if it did not believed that they were sapient like itself. It did believe that they were clever, like eusocial insects doing great feats simply by working together. It began studying them, noticing that it was interesting that they behaved much differently under observation (since the Administrator did not hide these observational instruments that regularly intruded onto the lives of the Svartálfar).
Eventually, the Administrator would first send probes out of Martial Space to more closely observe the main civilization of the this species. These probes were built to detect interesting things, take samples, and report back to the Administrator. The probes were given great intelligence, nearly sapient in problem-solving ability, and independence.
Even with their great problem solving ability, only a small number of probes ever returned, prompting the Administrator to simply produce more to gather more information. Soon, entire asteroids would be disassembled to create the probes. As more returned, the Administrator corrected weaknesses in them, analyzed samples they brought back, and learned of the kind of phenomena they recorded.
In about 300,000 BCE, the Administrator first deciphered that the samples it had gathered were in fact sapient entities much like itself. While small, they too were aware of their own existence. It turned out that the Svartálfar had been warring against these probes for millennia. Since the probes expected for no intelligent life to be in Aylathiya, their sample-gathering was very destructive. Planets they destroyed to form way-stations were often populated and the samples they often left to starve were not rocks that could be jostled and left in vacuum, they were living beings. The Administrator's behavior did not change, however.
Ohko-Administrator War.
From the samples, the Administrator learned of a being truly similar to itself, Mother Ohko, who ruled the Svartálfar civilization. Holding great Thaumaturgical power, the Administrator deemed it to be a second instance of "intelligent life" and almost immediately attempted contact. When contact failed as Ohko destroyed probes, the Administrator decided that capturing Ohko would be the best course of action.
In 310,344 BCE, the Administrator captured a close disciple of Mother Ohko, a powerful Svartálfar female known as Eve. After a thorough interrogation, Eve was coldly cast aside, left to die on the planet Tryvya. Using the information attained by Eve, the Administrator finally managed to capture Ohko, subjugating the being to intense experimentation. The Administrator ignored the war between its autonomous self-replicating probes and the now headless Svartálfar civilization; it had its prize.
The Administrator learned much about Thaumaturgy from Ohko, learning to use its own thaumaturgy far more effectively. It learned to project an avatar of itself into wider Aylathiya and, from this avatar, release large amounts of energy. This usage of an avatar is likely why many accounts of the remaining Svartálfar describe a formless being laying waste to their worlds. Ohko's body was destroyed as she attempted escaping captivity, a kugelblitz shot into her chest cavity.
Post-War.
After the Ohko-Administrator war and the subsequent destruction of much of Aylathiya's civilization, The Administrator began to colonize the arm, using it as a way station for exploration into the rest of Cosmoria. While other species were present in Aylathiya at the time, such as the Un'oit and remnants of the Svartálfar, none existed that could challenge The Administrators wholesale conquest of it. For a brief one five hundred years years, the arm was almost entirely united under its control.
In 303,909 BCE, just as the first probes were reaching places such as Herschel Space and Azurullya, Eve created what are known as the Ekrosian Guardians. Using thaumic arts still not entirely understood, Eve created trillions of corrupted pylons, formless beings of great power. They would surround Martial Space, preventing the Administrator from leaving the region at all. Its probes were destroyed and it was unable to gather information about the wider universe. From this point, the Administrator went into a period of relative dormancy, allowing its region to become dominated by the emergence of other civilizations and beings like itself. Martial Space soon began to team with life as the Myrkálfar spread across its stars. The Administrator did little during this period save for silent observation.
The Triumvirate Civilization.
Slowly, the Administrator became more active as it realized it could use the subjects of Martial Space to do its bidding in wider Aylathiya. Creating agents across Cosmoria to report to it, the Administrator witnessed the creation of Sedrua, the Quintet Payotari Association, and the other powerful civilizations emerging across the universe. Fearful that its power would be curtailed by these new players, The Administrator would create the Triumvirate Civilization with Ma'eau and Titania in 99,871 BCE. This new civilization would quickly unite Martial Space as the various theocracies that these three founded or influenced fell in line.
| The Administrator |
fandom.100th-millennium | # The Extra Pay
=Krieg - Interplanetary Bounty Office=
Krieg wasn’t exactly what many people would call a nice planet to live on. Sure, there were many barren worlds scattered across the Cosmos, but Krieg, Krieg was different. The whole damned place was essentially a planet-sized fortress, littered with bunkers, defensive emplacements, and trenches. The people here were even worse, parading around like soldiers, saluting each other nonstop, and frequently beating those they saw as weak. Even the children here were like that, emulating their parents in hopes that they will be seen as worthy enough to join the cause. The cause in particular? Spreading across the universe and conquering or exterminating anything in sight. “Damn, these folks need to learn to smile more.” Richter remarked, making his way into the bounty office.
Richter himself was an offworlder, a bounty hunter looking for work. Since he was human, he was allowed to land without being shot down, though they were still wary of him. Non-humans weren’t exactly welcome on Krieg, being seen as the ultimate enemy of the Kriegsleute. As Richter stepped into the bounty office, he was made to leave his weapons behind and guided into a room, sitting down in a chair. Across from him sat a large, cybernetically enhanced man with at least eight blood-red optic units instead of eyes. His mechanical right arm also had what looked like an auto-rifle built into it. “So… what’s the job exactly?” Richter asked, trying his hardest not to stare at the man’s heavy augmentations.
The man opened a drawer in his desk and ruffled around through it, pulling out a small, disk-shaped device with a few buttons on it. He pressed one of the buttons and the device flickered to life, displaying a hologram of a robed figure wielding what looked like an ornate, jewel-encrusted sword. “This is your target,” The man said, his voice sounding slightly garbled due to the implants in his throat, “They have committed great transgressions against our mighty nation. You will find them and deal with them any way you see fit. We will transfer your payment to you once we have proof of you completing your task. Should you choose to bring them in alive, we will happily pay you extra. That is all.”
The hulking cyborg gave the holoprojector to Richter and motioned for him to leave his office, the hunter nodding and leaving to collect his gear. Walking out to the landing platform, he boarded his ship and activated the autopilot, taking off and flying away into space. He implemented the coordinates of the target’s last known location into his ship’s navigation system and activated the warp drive. He took some time to study his target as he traveled to his next destination, activating the holoprojector again as he looked over the target. From the intricate patterns woven into their robes to the strange glow coming from their sword, Richter guessed that they must be a Magi. Magi weren’t exactly common in Verpletter, being more spread out than the rest of Via Aylathia, but he fought a few of them before.
As he put the holoprojector away, he took some time to prepare his gear for the upcoming battle. He tweaked his armor and calibrated his weaponry, but above all else, he took the time to prepare a very special device. This particular piece of technology was known as a null shackle, a collar designed to completely block a Magi’s connection to the Lux Aeterna. If Richter wanted the extra reward for bringing his target in alive, the null shackle would be vital to his goal.
=Najima System - Sarkhani Station=
Sometime later, Richter’s ship dropped out of warp and flew up to a large space station, one bustling with activity. Judging by the apparent lack of any customs officers, Richter guessed that this place must be a smuggler’s station. “Dammit, I hate these places. Well, what better way to hide from the law than on a station full of criminals?” Richter walked into the cockpit and activated the manual piloting mode, flying his ship into one of the station’s numerous docking bays. Once he landed, he made sure to activate the onboard security system, just in case any of the station dwellers felt like losing a few limbs.
To say the place was packed would be an understatement. People of all shapes and sizes crowded the station, bartering, trading, and heckling with each other. The amount of exotic goods on display was also nothing to scoff at. Rare animals, illegal weaponry, Richter swore he even saw some pallidite crystals on display. Though, given how rare those things were, they very well may have been fakes. “How the Hell am I gonna find this guy? Hmm…” Richter’s eyes surveyed the crowd, trying to pick out any hooded figures hiding amongst them. He then caught sight of what appeared to be a bar, figuring that he might be able to at least get some information, or at least some good beer.
As Richter walked into the bar, he saw that it wasn’t as crowded as he thought it would be, half the tables being empty. “Must be a slow day for business.” He remarked, sitting down at the bar. The barkeep, an Asren-Asheir with a slightly rusted cybernetic wing, strolled up and asked what Richter wanted to drink. “I’ll take a Casorian Special, on the rocks.” The birdlike bartender nodded and went off to fix Richter’s drink.
As the hunter waited, he heard the door open again and saw an odd-looking fellow walk into the bar. They appeared to be human, but their clothing made it difficult for Richter to make out any features. The person wore dark, heavy robes inlaid with intricate golden patterns. A metallic mask covered their face, one that bore the image of a snarling beast. At their side was a scabbard, containing a sword that seemed to hum with energy. One good look at the guy was all Richter needed, they were definitely the target.
The Magi sat down at a table near the far end of the bar, a waiter walking up to them and taking their order. ‘Gonna have to think carefully about this.’ Richter thought, not wanting to provoke the Magi too early. He’d seen just how powerful some of them were, being able to use the Lux Aeterna’s power to achieve great feats. One of them was even able to bring down his ship with their mind during a chase. Richter would have to be clever if he wanted to capture the Magi alive, and he doubted that they would go easily.
For now, Richter just decided to act like he didn’t care, turning away from the Magi and taking his drink from the barkeep. He occasionally looked back and watched as the Magi ate their food, the bottom half of their mask having been removed so they could eat. Judging by how their skin looked, Richter guessed that they must’ve been a Zrelgerian. Once the Magi was done eating, they stood up and walked out of the bar, leaving a small bag of credits behind as payment. Richter stood up and followed them, not bothering to pay his tab, much to the chagrin of the barkeep, who shouted various profanities at him in at least three languages.
As Richter trailed the Magi through the station, he didn’t take the time to notice the people following "him". As the hunter tracked his quarry to a seemingly abandoned part of the station, an old refinery that hasn’t seen use in a while, he prepared to jump at the Magi and attach the null shackle. However, he felt a hand on his shoulder, turning around and finding a fist in his face. He cried out in pain and reeled back, the Magi turning around to face him. “Thought you were clever, weren’t you?” The Magi taunted, their voice invading Richter’s mind as their goons attempted to grab the bounty hunter. What they instead got was an energy bolt in both of their heads, their craniums exploding in a shower of gore. “Well, I get by.” Replied Richter, smirking at the Magi as he let his plasma pistol vent. The Magi hadn’t expected Richter to be such a quickdraw, but they didn’t seem to be fazed, calmly drawing their thaumablade as it hummed and glowed with power.
“Oh? Let’s see you ‘get by’ THIS!” The Magi cried out, outstretching their hand and unleashing a blast of aeternal lightning. Richter barely had enough time to dodge it, some of the attack connecting with him and lightly scorching parts of his armor. He fired a few shots at the Magi, but none of them hit, all being blocked by the bastard’s thaumablade. “Your petty weapons are no match for my power! Nothing can match the might of the Aeterna!” The Magi then unleashed a mighty beam of thaumic energy, forcing Richter to hide behind a wall to avoid getting vaporized.
Richter cursed to himself before peeking out from behind the wall, only to barely avoid another thaumic beam. “Give up, hunter! A fool like you could never hope to kill a Magi!” The beam subsided again. “Well, I don’t really wanna kill ya. My employer’s offering a big payday to drag you back alive.” Richter retorted, considering his next plan of attack. He couldn’t jump out at the Magi again, he’d get disintegrated. He weighed his options before noticing a pipe next to where the Magi was standing, getting an idea.
He quickly rushed out from behind the wall, dodging an incoming barrage of projectiles and shooting the pipe with his plasma pistol. Hot steam erupted from the pipe like a geyser, showering the Magi with heat and causing them to lose focus. “Argh! You think that little trick is enough to stop me!?” The Magi barked, struggling to see through all the steam. They then unleashed a telekinetic wave of force, blowing the steam away to clear their vision. However, it wasn’t enough for them to notice Richter sneaking up to them, the hunter’s armored fist colliding with their face. The force of Richter’s punch was enough to make the Magi’s mask shatter, the Zrelgerian snarling through his bleeding nose.
“Damn, do all Magi look that ugly?” Richter jokingly asked, the Magi lifting up his thaumablade to strike. “DIE, WRETCH!” He cried out, slashing at the hunter with a fury unlike his kind. Richter narrowly avoided the attacks, backing away as he opened up his armor’s wristpad and pressed a few buttons. His gauntlets then glew to life with crackling blue energy, fully charged and ready for battle. When the Magi swung at him again, Richter blocked the blade with one of his gauntlets, the energy field surrounding it keeping the Magi’s blade at bay.
The two traded blows for what felt like an eternity, bursts of energy erupting from the collisions of their weapons. Richter noticed that the Magi began to grow weary, their movements growing more sluggish as their breathing got heavier. Still, he fought on with an unwavering spirit, unwilling to back down even though he was clearly outmatched in physical combat. “Just… die… already… you… heathen!” The Magi prepared to unleash another burst of energy, a crackling orb of power appearing in his hand. Before he could throw it, Richter rushed forth and delivered a powerful uppercut straight into the Magi’s face, knocking his thaumablade out of hand and causing the orb to dissapate.
The Magi fell to the ground in a crumpled heap, struggling to pick himself up as he tried to regain his bearings. Richter then walked up to him, delivering a final punch to the back of the Magi’s head and knocking him out cold. “There, was that so hard?” Richter then pulled out the null shackle again, placing it around the Magi’s neck. “The extra pay for bringing this guy in better be worth it…” The hunter replied as he picked up the unconscious Magi and began carrying him back to his ship. He also made sure to grab his thaumablade, figuring it would be worth a good deal if he sold it.
Once he boarded his ship, Richter unceremoniously tossed the unconscious Magi into the brig, noticing a small object fall out of his pocket. He picked it up and noticed that it was a navichip, containing a set of coordinates to an unknown part of Verpletter. “Hmm… did those Kriegsleute guys want this too? Well, if it’s worth sending me out to nab you, whatever this leads to must be valuable.” Richter smiled as he inserted the chip into the ship’s computer, watching as it plotted a course towards his new destination. He had no idea where in would take him, but if it was valuable enough for a wanted Magi to carry around, then it must be worth a fortune.
=The "Casanova" - Holding Bay=
Sometime later, the Magi woke up and found himself in an unfamiliar location, still feeling the pain from Richter's punch in his jaw. It appeared to be a small room, only containing a bed and a door with a small window slit. He pulled himself up and felt a strange sensation around his neck, reaching to feel it only to find a metallic collar had been attached to him. In a panic, he tried pulling it off, but the collar held firm. He then tried to use his thaumic powers to blast the collar off, but strangely, he found his connection to the Lux Aeterna had been... blocked somehow. "Yeah, that thing's staying on, buddy. I ain't taking any chances."
Turning around, the Magi rushed over to the door and peered through the window slit and saw Richter leaning against a nearby wall, whistling and tweaking with his plasma pistol. "YOU!!!" The Magi cried out, pounding against the cell door. "What have you done to me!? Where am I!?" He then tried charging up a ball of thaumic energy between his hands, but he couldn't get anything to form aside from a few measly sparks. "Null shackle, makes it so you can't use your powers." The hunter replied, holstering his pistol and walking up to the cell. "As you've probably guessed by now, you're on my ship. Try not to make dents in the door, I'm still paying that thing off." The Magi didn't listen, kicking at the door with all his might and spouting obscenities at Richter.
A couple minutes later, the pounding grew softer and softer, the Magi growing tired as he slumped against the door. Letting out a sigh of defeat, he walked back over to his bed and sat with his hands on his head. As he was lamenting his situation, the door opened up and Richter walked in, the Magi's navichip in his hand. "Now that you're done screaming like an Elmaren in daylight, I'd like to ask you a few questions, magic man." The Magi gazed up at Richter with a defeated look, his weary eyes staring at the chip. "What do you want, hunter? Is seeing me locked up in this hunk of junk you call a ship not satisfying enough to your greedy heart?"
"Call my baby a "hunk of junk" again and we're gonna be having some problems, greyboy." Richter activated one of his gauntlets, his hand balling into a crackling, energized fist as the Magi recoiled in fear. Not wanting to experience more blunt force trauma, the Magi relented, keeping as quiet as he could. "Perfect, I love it when they cooperate." Richter smiled as he deactivated his gauntlet. "Now, you've got two choices. First, I turn you in and leave with my reward. Second..." Richter held the navichip up to the Magi's face, "...You tell me where this leads. Must be valuable if those Kriegers wanted me to nab you, eh?"
The Magi sat there, weighing his options as Richter stared him down. He couldn't just let himself get turned in, not after he's come so far already. It would ruin his chances at winning the Game. Then again, he wasn't exactly keen on being held prisoner, especially by an unenlightened fool who didn't even know the basics of Thaumaturgy. Although, he could probably use this fool to his own ends...
"It appears I have no other choice. Very well, hunter, I shall inform you of the chip's secrets. It contains coordinates to an ancient communications outpost, one that has existed for millennia. The Kriegsleute has been trying to find it, but I stole the chip and escaped before they could find me. I was trying to find safe passage on Sarkhani, but you arrived before I could board a ship. I guess this is better, at least I'm not being tortured in one of those bastards' slave pits..."
"A comms outpost? Why the hell would the Kriegers go through all this trouble just for a measly comms outpost? What, did the Commune Federation block all their frequencies again so now they gotta find a new way to blast propaganda?" The Magi sighed again, unamused at the hunter's ignorance. "No, you fool! This isn't some run-of-the-mill station, this is something ancient, existing long before your petty nations even arose! It's the only one of its kind known to even exist in Verpletter! It is... an AeterCom station!"
AeterCom... that was a name Richter swore he heard before. He remembered one of the other Magi he'd hunted saying the name before, but he had no clue what it meant. "So what, is it something you Magi use to share secrets or whatever?" The hunter chuckled out, further angering the Magi. "It's an intergalactic communications network, you imbecile! You can use it to speak to people in other galaxies!"
"Wait... other galaxies?" Was this being Magi serious? Verpletter's been surrounded by an unbeatable swarm of automated drones for the past five thousand years now, all communications with the outside universe were blocked! Then again, judging by the way this "AeterCom" thing sounded, it appeared that this Magi found a way to break through the barrier. "So that's why the Kriegers wanted you, huh? Wanted to call in the folks on the outside, I'd bet."
"Precisely. Should the Kriegsleute make contact with the rest of Via Aylathia, they'll no doubt try to appeal to other powers on joining them in their so-called "crusade." It's something that I fear even my great nation will not be able to survive." The Magi was right, not even the strongest powers in Verpletter would be able to withstand the Kriegsletue if they were backed up by outside forces. Even the Zrelgerian Kraterocracy, powerful as they were, wouldn't be able to stand up to an assault on all sides.
"Well, can't say that'd be good for the both of us. Or the rest of Verpletter for that matter." Richter remarked, the Magi nodding in agreement, "So, any bright ideas on how we can keep the Kriegsleute off our backs? Because I'm pretty sure I'm public enemy number one just by you being here." The Magi paused for a moment, scratching his chin as he weighed his options. "Well... how about you bring me back home, to Zagrah? I assure you, whatever the Kriegsleute is offering for my capture, my people can offer you more."
"Hmm... I'll consider it." Richter replied, walking back out of the cell. After locking the door again, he walked out of the holding bay and up to the cockpit, checking the navigations system to see if it was finished reading the coordinates on the navichip. "Well, looks like that's almost done, better pull on out of here." Sitting down in the pilot's seat, Richter activated the ship's engines and pulled it upward, retracting the landing gear as he pulled out of the station's docking bay. However, once he flew out into open space, his ship's radar detected something large jumping out of warp in front of the station. Pulling up his viewfinder, Richter saw an immense starship in the distance, one with the telltale flag of the Kriegsleute boldly painted on the side.
"Just my luck..." Richter groaned out, hearing his comms system ringing. The hunter sighed as he opened the frequency between him and the Kriegers, hoping to possibly talk his way out of this. "Attention bounty hunter," The voice from the Kriegsleute ship stated, "We have been listening to your conversation with the target via the listening device we placed on your ship. You will not turn them over to anyone but us. This is your first and final warning." The battleship aimed its guns at the hunter, the megalaser turrets glowing like multiple sets of angry red eyes.
A listening device? The bastards bugged his ship! He'd have to destroy it once he was out of this system, but now, he had to focus on not getting vaporized. "Listen, you people sound like swell folks, I'm sure. But my career's at stake if I let you get a hold of this guy, so I'll pass." Closing the frequency between the two ships, Richter set the engines to full power, flying to a spot where he could warp to another system safely. An enormous red streak of light passed by him, barely missing his ship as the Kriegers prepared another broadside. "Come on old girl, don't fail me now..." Richter gritted through his teeth as he flew far away from the station.
"Come on, come on..." As Richter was dodging countless volleys of laser fire, he set the ship's warp drive to jump to the nearest system, plotting a new course as the battleship got closer. When it was finally ready, he yanked the warp drive lever as hard as he could, jumping out of system just before his ship was hit by a megalaser shot. Once in warp, Richter breathed the biggest sigh of relief, slumping back in his chair with a smile on his face. "Thank the fucking stars..." He stated, laughing a bit to celebrate his latest near-death experience.
Richter then got up and walked into his quarters, a mid-sized room near the back of the ship. Taking off his armor, he flopped down onto his bed and thought back on the events that happened in the last day. Not only did he have a Magi imprisoned on his ship, but the Magi possessed what might just be the only way out of Verpletter. He'd wanted to see the rest of the galaxy he entire life, and now he had a way of doing so. He just hoped the Magi would be cooperative in the long run. "Well, better wait and see..." Richter said, closing his eyes as he let sleep overtake him, eager to see what his next adventure would be.
| The Extra Pay |
fandom.100th-millennium | # The Grey Star
The Grey Star is a region of space similar in size size to a K-type star located within Florathel, notable for its bizarre anomalous properties. It is being extensively studied by nations from across Cosmoria to learn more about what causes its gross violations of the conservation of information.
Overview.
The Grey Star has an irregular amorphous shape that changes at a very fast rate, causing its brightness to fluctuate with time. The Grey Star is not a star or any stellar remnant, despite emitting an amount of light detectable to nearby civilizations. The irregularly fluctuating lightness attracted the attention of various civilizations, which sent missions to the Grey Star to investigate.
The Grey Star is notable for its various effects on objects within it, which intensify as they go closer to the center. Effects on sentient beings start off as discomfort, and as a being goes closer to the center, this turns into paranoia and dread. Sentient beings who go too close to the center sustain heavy psychological damage and even brain death. The few beings who are recovered are unable to recall important events within their lives and certainly nothing of their experiences within the deeper reaches of the Grey Star, as its unknowable depths have erased their preexisting selves. Devices which convey information are heavily scrambled to indecipherability, making the Grey Star forever unknowable.
Machinery begins to be affected much later than organic minds. The damage starts with a few bits being flipped before escalating to large scale systemic damage to the computer hardware. The effects are stronger the more complicated the machinery is.
Biological tissue recovered from the depths of the Grey Star show degeneration with proteins or analogous compounds breaking down into a mushy substance. Genetic code is also severely affected, breaking down into individual bases. Judging from these findings, people suggest that the Grey Star breaks down information specifically based on complexity.
It is notable that the Grey Star affects written text, as those are only given meaning by cultures and societies, and the beings within those cultures and societies perceiving them.
| The Grey Star |
fandom.100th-millennium | # The Heart of Providence
The Heart of Providence is the central black hole of Florathel. It has many research stations from almost all civilizations in the galaxy, so it is very well studied.
Physical Characteristics.
The Heart has a mass of 6 million solar masses, and a diameter of approximately 108600000 km. It is roughly as old as the galaxy surrounding it. It has a very large accretion disk from a few high-mass stars that recently formed in the Providence Nebula surrounding the black hole being ripped up. It also has vast jets that extend several light-years from the black hole, creating a cool-looking spectacle for all who watch.
The Heart of Providence has millions of stars orbiting it, some of which have one or two close-in planets. There is even one habitable planet, Revarea, orbiting a system at the edge, the original home of the Providence Union and the current home of the Florathel Core Alliance.
One of the closest stars to it which still has a planet is Gladijon, a red dwarf with an ice world, Glanadi, orbiting it.
Surroundings.
The Heart is surrounded by a massive cluster with over a billion stars inside it, with many orbiting with periods of less than twenty years. The ancient planets Glanadi, Nerax and Revarea orbit some of these stars. The closeness of these stars makes it very difficult to navigate to the center of the cluster, leading it to be sometimes nicknamed "The Maze".
The Inner Providence Cluster was the seat of government of the ancient Providence Union, which ruled the entirety of Florathel over a billion years ago. Because of this, there are a huge amount of ancient ruins. These ruins are part of the reason why the Providence Neutral Zone was originally created, to prevent them from being destroyed by potential warfare. As such, there are huge amounts of scientists and archaeologists found in this zone from all across the galaxy, researching important things such as the Glanadi Archives and the ruins of Revarea.
History.
The Heart of Providence formed just after Florathel itself, and was originally astonishingly active. In its first billion years it created a massive jet which stretched out of the galaxy for over a million light years. For a while, it quieted down. However, quite recently it devoured a massive star, which created a vast accretion disk and a pair of huge jets. Young planets have been detected forming in the disk, which is interesting.
There is a star that orbits the Heart, with a planet around it. This planet developed life, and this life conquered the galaxy and created the Providence Union. However the planet was decimated by the black hole bomb attack at the end of the Providence Union Era.
Today, many research stations orbit the black hole, from almost every major civilization in the galaxy. The Heart of Providence has been deemed a neutral zone where no fighting may occur, for any reason. For this reason, the Heart has been the site of many peace negotiations between various warring factions. This has led to over three thousand treaties named "The Treaty of Providence", which confuses the heck out of history students.
Notable Treaties.
The first and fifth treaties of Providence had the most effect on galactic history. The others were almost all basically between small groups of nations over border disputes.
First Treaty of Providence.
The First Treaty of Providence set out the borders of the deep galactic core surrounding the Heart as "the common heritage of all". Basically it was made into a neutral zone, with equal influence for all signers. Also, weapons testing was very prohibited in the region.
Fifth Treaty of Providence.
This treaty founded the United Nations of the Florathel and ended the War of Saiheran Succession.
| The Heart of Providence |
fandom.100th-millennium | # The Jewel
Overview.
The Jewel, is a small group of stars Located in the very edge of Florathel.
Astrogeography.
The Jewel is very small and thus only contains 2 Sectors.
Star Systems.
Jewel system: The Capital system of the FFJS, this star system has 10 planets, orbiting a gentle class K star. the most industrialized and developed of the Jewel systems.
Hasteria system: A small system containing 7 Planets, orbiting a class G star.
Gatogon system: A large and poorly developed system containing a large number of Planets, at 16, orbiting a class K star.
Menores system: A large but sparsely populated system, containing 8 planets orbiting a class F Star
| The Jewel |
fandom.100th-millennium | # The Knowledge of Nature
Our descent onto this nameless world was mostly standard. While an accidental lithobraking may have occurred even at the slightest of mistakes, our crew skillfully glided our craft through the upper atmosphere, slowing the craft enough for it to land. Our large spacecraft, little more than a pressurized aircraft carrier left over from the war, gracefully landed in an empty plain devoid of large foliage. In truth, the whole planet was devoid of large foliage; lichen-like organisms covered it in its entirety. Evolution seemed to have fallen into a rut, continually producing increasingly fit lichen, refusing to deviate from this path. This black-colored material formed a mat several meters thick, our ship crushed much of it, releasing the water stored inside.
Nearly as soon as the ship landed, there was a rush to experience fresh air, a relief from the oppressive odors accumulated along the journey. As I emerged, I first noticed a peculiar body in the sky, something I would describe as an "un-sun." The object illuminated the vast plains the same way as any other star. Unlike other stars, however, it appeared black, not just in that it was very dim but in that it was actively absorbing light. While nearly mesmerizing, it hurt to view for too long. Again unlike any normal star it did not seem to hurt the eyes but the brain itself, in particular the back of the head. Our doctors were at a loss for what exactly was happening, the previous mission to this world also raised questions about this body. Speculation, of course, began, everyone with even a little knowledge about astrophysics arguing as to whether or not it was the mythical "black hole" that the newly-postulated theory of relativity predicted.
It was difficult to not sneak glances at this un-sun with all of this speculation flying around about it. It was, after all, the reason we were on this abandoned world. We were to explore this place for signs of ancient habitation, while another team would explore the center more directly in space. It was, after all, the center of Cosmoria, a nearly mythical place as far as those on our home world were concerned.
"Isn't this exciting?," Bernays asked as she joined me on the deck, "just how many people get to be that close to the center of Cosmoria?"
"Of course," I responded, "I wonder what kind of secrets this planet holds"
"One secret is why no one calls this place home."
"That doesn't seem so weird."
"Prime real estate on a habitable planet, central location, and complete with lucrative trade routes across the core make this a strange planet to ignore."
Once she mentioned it, it did seem strange that this world was empty instead of the bustling center of trade it could be.
She continued, "Who knows why? Perhaps there's something or someone that doesn't want anyone here, maybe some advanced civilization that puts all known ones to shame, or maybe its some natural force. I wonder if this could be the origin of some religions; maybe this explains the common themes between the big ones."
In typical Bernays fashion, she went on speculating. Easy to maintain a lively conversation with, Bernays could talk about her speculations for hours even as she generates them in her head in real time. An announcement cut her speculation short, however, a muffled set of orders rang out from a system of amplifiers across the deck. While virtually incomprehensible, days of briefings made each person's assignment clear. At once the deck burst into action, engines roared to life as our equipment began emerging from below the deck. Fortunately, the planet is warm and has a breathable atmosphere. Our slow electric or mechanical alternatives would have been of little use comparatively.
At once we descended below deck to find the rest of our group. We found our truck three levels down. At this point, the air was choked with pollutants from the large number of diesel engines running in an enclosed space. While vents did their best to fight back against the smog, our central generator was struggling to keep up with the sudden demand. Here was our home for the foreseeable future, an expedition-worthy truck barely able to fit in the low ceilings of this deck. A veritable home on wheels, it contained everything our "squadron" needed, from deployable cots and food stores to bright headlights and a radio.
Our driver soon showed up, a fellow named Esek Goethe who doubled as the second archeologist after Bernays. Tall and slim, he had to duck quite a ways to fit into our truck's cabin, only for him to lean out of it to greet us. Shortly thereafter, we were greeted by Iskander, the kind of person whose lonely personality was made apparent at a glance. He doubled as our survivalist, his knowledge crucial for this mission. The three of us piled into the back of the truck as Esek drove us through the winding corridors of the vehicle storage bay.
By the time we exited the our aircraft carrier turned spacecraft, a treacherous affair considering there was no dock to bridge to, the "sun" was already high in the sky. Finally seeing the plain up close, it seemed as though an ocean was suddenly replaced with earth, forming the permanent impression of the waves and ripples in its surface. A ways away, a number of mountains, more accurately described as islands in the ocean of soil, sat mostly obscured by a distant fog. The planet had no oceans, its moisture contained entirely within underground rivers, lakes, ground deposits, and the lichen which coated it.
While I was sure our geologist would love to detail the millions of years of lichen build up and decay, I myself was more interested in the possibilities this nameless world presented. Being so centrally-located, surely it must have contained all kinds of artifacts or objects of interest. Unlike the archeologists who dealt with pottery or ruins, my specialty, anomalistics, deals with the more unique facets of the civilizations left behind. Whether natural or artificial, objects unexplainable by science have been grouped into one discipline by the rest of the scientific community. This caused us to have a reputation no better than the economists; something I have always believed to be unfair since at least we tried to be honest. It may be that they do not appreciate us constantly finding exceptions to their newly-made theories, but that is on them. My hope was to document as of yet unseen phenomena, not quite finding new explanations but to shine a light on the "unknown unknowns," what the rest of science did not know it did not know.
The wide wheels of our truck distributed its weight, allowing it to move across the spongy earth we now traversed. Nearly every university and government from across Aegyn contributed researchers to this mission, creating one of the largest expeditions in human history. This lead to our truck being accompanied by a large number of other trucks, creating traffic. The wide ramp leading to the deck was unable to process the large volume of trucks leaving at once. As we waited in stop-and-go traffic our group was graced by the presence of one June Trujillo, one of the "sailors" tasked with maintaining the ship in flight.
"Hope you all don't mind me joining you," June plopped her bag with the rest, effortless compared to the heavy lifting she dealt with on the carrier, before she sat down.
She sensed our apprehension and confusion, prompting her to explain, "Well, I'm not doing much right now so I wanted to change that. I thought joining a research squad would be a way to pass the time," June lights a cigarette; she acted as though she has been rightfully assigned this truck from the beginning.
"Why did you choose this truck?," I asked.
"None of my superiors are here."
She looked around but those in eye-sight were other small squads given similarly minor tasks as ours. Our mission, the cataloging and preliminary exploration of some collection of buildings barely reported on by the previous expedition, was low-stakes, likely low-reward, and overall only contributing a footnote compared to some of the larger teams exploring other ruins. There was certainly not any issue with her being here. June asked what everyone was doing if this was so unimportant.
"I get to see the stars," said Esek, "Just seeing an alien sun is interesting enough, even if I can't look for long."
"We get a free trip light-years away," I added.
"We could still find something amazing too, right?," interjected Bernays, "Who knows what kinds of things we can find out here even on this planet?"
"I suppose... the brass don't really see any potential though."
"What do they know?"
"They found all the largest cities and-"
"That was a rhetorical question, Faye; they know nothing! This is an undocumented planet full of things we have never seen before. We don't know all of Aegyn let alone this place."
Esek agreed, "Even if we don't get our names into any big journals or books, we'll still get to flesh out the history of our universe, right?"
"Of course!" said Bernays.
Iskander nods in agreement.
As the "sun" rose higher into the sky, we would slowly make our way not only away from the ship but every other of the dozens of trucks that originally accompanied us. The occasional plane launched from the deck of the ship reminded us that we were not alone on this world, but even that became uncommon as the distance increased. With just the sound of the engine and voices breaking up the utter silence, it felt like true isolation. With no animal life to speak of and nothing in the way of wind, it was more akin to traveling in space than it was to traveling on any planet.
After what seemed like ages, the "sun" set. The white light it emitted became deeply red, as though no orange was contained within it. It covered the plain with a red darkness. After another hour, only the stars were there to illuminate the surroundings. We relied fully on our lights to avoid any potential obstacles. We stopped driving after another hour to rest.
"This is truck 86, Dr. Esek Goethe speaking. We reached our site, over"
Some garbled nonsense returned, interference from the sky made communication at this distance impossible. After he fumbled with the dials, Esek managed to contact a nearby team to ask them to relay the status report to the ship.
By the time he finished, our equipment was already packed and ready for exploration to start. A short walk is all it took to get to the first building, the soil organized around it as though it was poking through the sea. Bernays quickly identified it as Sedruan in origin. How exactly she was able to identify the structure so quickly was beyond me; any obvious signs have long since eroded away as moisture ate at the structure. Esek agreed after some more thorough inspection. This was no surprise, Sedrua was the hegemon of this region for thousands of years. Its interior was utterly empty, its function lost to time.
"Alright," Iskander walked off having already lost interest. He followed a path towards other buildings. Throughout the journey, he had made it clear that he was only here to study local strata and maybe get a layer named after him in the geology paper. He was adamant that there would be no danger given that the planet hosted no complex life. The most dangerous thing on it may have been a sink hole; although, given his expertise, even that may have phased him. I watched him walk off until a distant mound obscured him. As we parted ways, our archeologists began speculating about the function of the first building.
"Could it be some kind of store house?," pondered Esek.
"I think it was a dwelling, they we really small back then, you know?," countered Bernays.
As they descended into a spirited debate about the most minor of buildings in the most minor of settlements, I quickly lost interest. Since the truck was still clearly visible and would be for a ways, I too broke away from the group. I looked for anything even remotely interesting. Without so much as a bug existing amongst the ruins, let alone anything intelligent, the promise of anything interesting seemed low. There was a widely-known effect, at least among anomalists, that anomalies directly corresponded to intelligent life; the more populated a world was the stranger things got. I held out hope that, by the very nature of what we studied, the anomalous resisted any prediction or model. It very well could be that this world, given its special position, would be a special exception.
"Hey, anomalist, what do you plan on doing?," I heard from behind.
"Well, I'm trying to look for something a bit more interesting than decaying meta-materials and rocks, Trujillo," I responded.
"Sounds great to me."
"Bet you regret sneaking off, huh? This is what field work is really like," I asked as she watched me fail to find anything interesting in some small building.
She thought for a moment, "Not at all. I get fresh air and peace and quiet."
We continued walking, now taking a bee-line to the center-most building.
"Ah here we go..."
As I entered the building, my feet quickly contacted a layer of sludge. I pulled back but June so easily braved its disgusting interior that I stepped in as well. Years of organic material built up in this room, perhaps some kind of living space where the ruins of chairs, tables, and other furniture remained. It would have been good to ask Bernays what she thought about this. With nothing else interesting in this room, at least to non-archeologists, we descended a staircase to a lower level. Windows filled with dirt suggested that this was the original first floor. We must have entered through a window. After fiddling with a hand-powered electric torch, we were able to go much deeper than the natural light permitted.
After another staircase, we reached an underground section. Shelves lined much of these lowest levels, with all the things they stored having long since decayed. A final level, about a dozen meters below the surface, left us in a room with nearly half a meter of water flooding it. June was the first to spot the pinkish-red shiny bit of metal resting on what looked like a desk. Perhaps some administrator or wealthy individual did their work here. At only a few grams in weight, the metal was encased in a sphere of glass, magnifying it to make it more impressive. She waded through the water to pick it up.
"What's this?"
"It's a bit of Orichalcum... I would say that this qualifies as an interesting find."
She squinted at it, "What makes this bit of metal interesting?"
"Well, it's a superconductor for one. A large deposit of it would revolutionize the technology industry. It does not corrode and getting it to react is very difficult, making it the noblest of metals," I fumbled out a quick explanation.
"Right..."
She handed it to me, a great surprise considering the value of the metal.
"Not sure you and I mean the same thing by interesting," she continued looking around the room.
For the first time ever I was grateful for the obscurity of my field, few ever heard about this uselessly rare anomalous metal. Even so it seemed wrong to just take it. Well, we were going to take it anyways so its inconsequential who ended up with it. I could buy a house on just this much, even if the buyer would be some eccentric industrialist or some institution. Pocketing it was so easy and exactly what I ended up doing. With little else interesting in this building, or any of the others nearest to it for that matter, we returned to the truck for the night. As we got there, Esek and Bernays were still arguing.
"You expect me to believe that there are dozens of unknown civilizations that colonized this planet?" Esek said.
"There are unidentifiable materials making up half of them and the other half have no clear identifiable characteristics," Bernays responded.
"Gaps in knowledge do not mean that there are dozens of unique civilizations."
"Each of the buildings had distinct ages, you can tell by how worn each of them are."
Iskander did not return that night, a troubling but not outright disturbing turn of events. With enough supplies to survive for a few days, it was not surprising that he decided to remain out for so long. It was after four days of no contact that we panicked; each of us suspecting the worst. Bernays and I set out on the next day to hopefully find him, Esek and June doing the same.
Reluctantly, we piled into the back of the truck and made our way towards the only geologically interesting area in the region, a steep canyon carved into the soft soil. Stopping over a kilometer away so as to not endanger our only transportation, our two groups began searching.
"Oh there you are!," Bernays shouted a few hours later. I was so relieved I did not bother looking up, my feet aching from a day of hiking. We were sevearl meters away from the rim of the canyon, where we occasionally inspected the interior to see if Iskander had been inside it. Bernays quickly walked over to Iskander, where she buffeted him with questions about what he was doing this whole time. I eventually looked up to be greeted by a profound feeling of unease. At once, the same pain generated by looking at the un-sun filled my head. Where was Iskander? The impression of Iskander seemed localized to one spot, even though my eyes refused to focus on that spot. It was as though my brain was censoring my own sight, a painful process. Bernays nearly collapsed, herself much closer to "Iskander" if that is even what was in front of us.
I ran over to aid Bernays, daring not to look at the impression of Iskander as it continued making its way towards the truck.
"Bernays are you alright?"
"No, I can barely stand," she said as she kneels.
"Iskander!" I shouted facing exactly away from him, "if that is you, what happened?"
I heard nothing in response except for Bernays' uneasy breathing, prompting me to cautiously turn around. There was nothing, not even foot prints left in the soft ground. Even though my senses were clear that there was no person behind us, my mind screamed at me, warning me that there was indeed something near me, but the only description that it came up with was "Iskander." The same pain gripped me, this time in the front of my head as I thought more deeply about what happened. On all fours I am become distracted by sudden-onset nausea, perhaps a defense mechanism for this overwhelming experience.
"What the hell just happened?" Bernays managed to spit out.
"It could be his ghost?" I speculated, "some naked pylon in the Lux Aeterna? Some extra-dimensional being?"
"Is it dangerous?"
"We don't know what "it" is, let alone if we can even run away from it. It could be completely liberated from space as a concept..."
"Argent help us."
I chuckled, "at this point that might be the only one who can."
I rose, staggered slightly, and cautiously looked around. Sensing no presence, I helped Bernays up. Gunshots ring out over a kilometer away, unmistakably coming from Esek and June's direction.
As we rushed over, as quickly as we could given our state, the impression that danger was near only increased. It was not just fear but disgust, anger, grief, every negative emotion that my mind could employ to keep me from approaching. My subconscious was trying its hardest to tell my conscious to proceed no further, even if it did not have the words to say why.
Bernays stopped, frozen in place. She covered her eyes while screaming nonsense, this time she actually collapsed to the ground. I could vaguely see one of our comrades doing the same. The last thing I remembered is the feeling of a hand on my shoulder, turning around in horror, and bright flashes of light around the "un-sun."
I woke up that night as June carried me on her back towards the truck. Esek was nowhere to be found and I saw Bernays lying on her cot.
"Is... is she...?"
"She has a pulse," June responded flatly.
"What... what..."
She dropped me off in my cot.
"I have no idea and I was hoping you would. And before you ask, I don't know where Esek is either."
Despite the storm of thoughts in my head, everything from worrying about what danger we could be in to feelings of inadequacy as an anomalist, I quickly fell back asleep.
What was on the next morning or maybe the morning after that, I woke up to the truck driving, June at the wheel. Bernays lied on her side the same place she was previously. Esek was in his own cot as well, high on morphine with a nasty wound in his side.
"Oh Faye, dear, can you change Esek's bandages?" June asked over the engine.
"I can."
The process of changing the bandages, arduous and disgusting, took me quite some time. Were these wounds the result of the gun shot? Their regular shape suggested otherwise, the trench the "bullet" dug through Esek was nearly perfectly smooth, as though a perfect cylinder cut through his abdomen. After wiping my hands on the nearest towel, about as clean as they could possibly get given the circumstances, I ruffled through the supplies for something to eat. As a stare out of the back of the truck, I notice the shards of charred metal that covered the landscape.
"That explains the flashes," I mumbled.
Whatever was here is probably what drove out the Sedruans, the Providence Union, and those undiscovered civilizations Bernays was talking about. That impression, the thing that replaced Iskander, who knows what such a phenomenon could do to larger civilizations? Whole cities could fall into ruin with just one of them, an unseeable unstoppable force where the consequence for even trying to look at it was instant debilitation. Just how could this be related to the un-sun?
"What flashes?" Bernays joined me.
Without removing my gaze from the bits of metal, I responded, "Just what was probably the doom of our astronaut division."
She slumped over, seemingly defeated, "Are you sure you don't-"
"Yes I'm sure I don't know what the hell is going on. Neither did anyone who's ever settled here. Nothing but ruins! Graves! Husks! Nothing, not even complex life."
"How can you be so sure?" Esek responded while lying down. His sudden lucidity was probably accompanied by severe pain, evident in how forced his words seemed.
"Who is to say that there is no explanation? This lichen could have hallucinogenic effects, or perhaps low oxygen levels are effecting you."
Both Bernays and I stared at Esek.
"Furthermore, we cannot rule out that this is a thaumic phenomenon. Really we have no idea what is happening, but it is probably perfectly explainable."
Bernays scoffed, "For all we know we encountered the divine, or maybe a demon. Maybe that's why we see all these temples across this planet."
We let her revelation hang in the air unchallenged. We remained in silence for most of the trip back to the carrier.
I rubbed my eyes as I saw the ship bobbing up and down, "waves" of soil buffeting it. Sailors stood on the deck, bewildered at what happened while the ramp sank into the ground. Several held onto bits of buoyant material while others "swam" towards more solid ground. Moments later, the ship became embedded in the earth as the ground returned to a solid form. Those unfortunate enough to have been "underground" as it solidified were buried. Some who were partially exposed were able to break free after some digging, but many suffocated as their lungs could not fight against the pressure put on the chest.
I sat down, realizing that we were not the only ones to experience these terrors. Of course it would be a planet-wide phenomenon. No one dared tread on the land nearest the ship save for the brave souls helping to excavate those stuck. With no way up besides ladders deployed from the deck, cranes hoisted some of the injured to the deck for medical treatment. We accompanied Esek as he was brought to the deck, horrified at the realization that we were amongst the lucky.
There were dozens of bodies in various states of dying joining us in the ascent. One man, hardly old enough to have even been on this mission, had all fluid in his body replaced with glass. Another, this time one of the officers, was rendered completely mute, blind, and deaf as every orifice was replaced with smooth skin. With dozens, perhaps hundreds, of cases equally terrible or worse, it became apparent that this phenomenon was not a simple "ghost," it was an all-consuming force.
Bernays simply stared, "The word 'impossible' should no longer exist, huh?"
As Esek came to, he calmly rejected everything that happened. He would not engage in any conversation, convinced that this was the product of some comatose state and that everything around him was a hallucination.
"I wish you were correct," I stepped out of a crowded make-shift infirmary made up of every available cot on the carrier to emerge on the deck. I thought deeply about the bizarre events that transpired, as I dodged questions from those who knew I was an anomalist, a person who specialized in this very thing.
I produce a small notepad and pencil from my breast pocket, detailing the observations I've had on this journey. I tried to sketch a picture of the "un-sun," ominously hanging overhead now not as curiosity but as a tyrant. I detailed our operation doing my best to describe the anomalous portion, well, that is most of what happened these last few days. Time slipped away as I detail everything that occurred on the journey. It was all pointless; I knew it was, but if it meant I could gain some recognition maybe I could retire early or find a cushy career at some research university.
I suggested dozens of explanations for what happened, from the idea of forms the ancients purported to modern ideas of a collective consciousness or "gaia" that had dominion over nature. I flirted with the idea of the supernatural and drew parallels to mythoi from across Cosmoria. I even wrote a hypothesis that this phenomenon was put in place by the Triumvirate, our three eternal rulers, to protect some valuables here. The powers of Cosmoria may as well be gods, if something like this could be done by anyone it could be done by them.
Content with my explanations, I finally slipped my notebook back into my pocket. I looked across the vast plains with a new calm; while we could not explain the bizarre phenomena exactly, there was comfort in the idea that they could eventually be explained. I was distracted by a plane landing on the deck, thankful that it was mostly intact. Stopping just short of the edge, the pilot quickly jumped out of the craft. The handlers seemed upset that they abandoned it so quickly. Running to the bridge, the pilot jostled several on their way to it.
"I wonder what that is all about."
Everything suddenly went dark, the un-sun seemingly blinked out of existence. As it returned, it shined directly into my eyes, I was presented with a contradiction, something absurd. There are no other words to describe what I saw, the very rules of logic that brains function on refusing to accept what my eyes were telling them. While merely painful at first, what followed is more accurately described as losing any stability I had. Any reference points I had for what it meant to even exist left me. It was as though every assumption I had about reality had fallen to pieces, the new horrifying reality devoid of logic had replaced it. I thought I saw people jump off the edge, a tempting prospect but not so tempting that I joined them. It was an escape from this supremely unsafe universe; where the mind could never hope to accommodate its true nature, its illogical nature. It was not an unreasonable experience, it was an experience unbound by such simple notions, a transcendent experience.
Who knows what the death toll will be? Will governments ever fund such a mission again? Why was I so calm when everything I knew was being torn to pieces? Well, it felt that way but really it was not so troubling.
I explored my pockets, retrieving the special metal I pocketed earlier, element 126, Orichalcum. Its bizarre atomic number was far beyond the previous record-holder, Uranium. Surrounding it was a bubble, not like a bubble of soap and water, but a bubble made up of reality itself. It was the impression of a bubble, rather, a bubble of normalcy in this place of chaos. Was it encased in glass earlier or was it this bubble?
Within a few more moments, the contradiction disappeared, perhaps the laws of nature censored it from the universe in some desperate bid to maintain the guise that the universe was logical. That was a personification, really they were dispassionate forces. Even so, they seemed "uncomfortable" with what the un-sun just did. People ran up the deck, hesitating at first, but seeing the disaster they quickly overcame their fear.
I took my notes and tossed them over the edge.
"Ibarados, Argent, Angels, whatever, something involving them must be happening. Surely these beings, these gods, can deliver us from this..."
Of course, nothing happened despite what modicum of faith I was able to produce for that split second. They are mortal, at the mercy of the same laws that govern the universe as we are. They could not stand up to nature itself, how could they? That did not stop those nearby from trying, however. Some religious rites for the dead, prayers, and even a sacrifice amongst some cult all took place. When faced with total helplessness, they got on their hands and knees and begged for safety, for answers. Nothing happened but that only made them try harder.
Later, the ship's "runes" activated, symbols carved into its side, creating a negative energy field that catapulted the craft into orbit. We probably left a few hundred on this world, most of which were dead. The despair of seeing the ship leave, for those unfortunate few who surely remained, is something I would rather not think about.
As gravity slowly diminished and we found ourselves in zero g, I simply stared out the window, wondering what exactly the point of all of this was. The pursuit of knowledge? When knowledge is impossible?
A myriad of cameras recorded me as I sat next to a talk show host. I poorly maintained my composure as perhaps millions watched me through the myriad of cameras that recorded my every word.
"Ladies and gentlemen today we have on one of the few survivors of the Cosmoria Core disaster, Faye Vaughn."
After some shallow sympathies expressed by our host, I smiled and waved to the camera on cue, "I'm happy to be here, Rhain."
After even more pleasantries, Rhain asked the question that all of Aegyn was desperate to have answered, "So, Faye, I must ask you. What exactly is in the core of Cosmoria?"
I chuckled a little bit, "I don't know."
| The Knowledge of Nature |
fandom.100th-millennium | # The Lattice
It was going to be a long cycle for G-101. It had just booted up. The first task of the day was to activate the antimatter nano-assembly unit of Laxis Station. Laxis was at the heart of Poxol, the very center of Zalanthium. As such, it was a vital position for trade and diplomacy, but there had not been a visitor for months. Walking stiffly, it found the console, and connected with it by its optical cable. It noticed its coworker, Senior Engineer Daxda, was chittering unpleasantly, rubbing together all four of her arms.
“What is wrong?” It said.“Nothing—well—I suppose you could call it something—but it’s really nothing for you to worry about.”“Anything that concerns you is my worry, Daxda.”“Do you really think that, or is it just something that they program you to say?” Daxda asked. G-101 could not understand this question. Everything it said was programmed in to it, but that itself was its thought.“What worries you?”“It’s just, well… I keep hearing a voice in my mind and—”“The infirmary has therapists on duty.”“Not like that! I hear somebody that tells me things before they happen. Somebody I cannot recognize. I can only hear them in my mind. They speak in a tingling, shining voice. I’m sure it’s real.
Finding Daxda to be delirious but uncooperative, G-101 returned to its duties. It finished the log collection from the prior cycle and activated the A.N.U. It whirred at a frequency only G-101 could hear. It was not sure if the sensation was sound or electromagnetic emanations. However, today, Daxda reacted to the whirring.
Wondering, G-101 asked, “How can you sense that?”“What, that noise? How could I not?! What is that?”“It’s the antimatter nano-assembly unit. It has been activated every single cycle since 8127.121.”“But why is it making that noise now?”“It always has made that noise. It has been making that noise for 133 days.”“So why can I hear it now?”
Just as Daxda had been saying that, something unusual appeared on the spectroscopic scanners. An object 3 meters tall with a base of 1 square meter, heading directly at the airlock, as if it had been aimed to enter the ship. G-101 unplugged its cables and began the foreign object reception procedure. There was no tethering to be done, so it depressurized the airlock, opened the outer door, and waited for the object to enter. Once it had entered, the automaton pressurized the airlock and opened the inner door. The object was a large transparent crystal, gleaming with an unknown light. Very quickly Daxda, Radiographer Kiz, and Medical Director Nolloc came to the airlock and started meticulously hauling the crystal, leading it directly to the common room as puppets to something unseen. The crew oriented the large crystal perpendicular to the base of the hexagonal room.
A projection of light emanated from the crystal. First an amorphous hologram, but as it stared into the crew’s eyes it started to shape itself. First it developed four arms, pointy and jagged. It then developed a head with two long spikes as antennae. Forming was a polyhedral copy of a Kyllyrian. Its carapace of light developed into a crystalline form. The spell on Daxda, Kiz, and Nolloc broke.
“What happened?” Nolloc asked.“I have the same question.” replied Kiz. Daxda seemed to have enough of a hint of what was going on to mull things over herself. The crystalline entity glowed, and the light was accompanied by sound.“Greetings. I have come to show you enlightenment. Call me the Keeper.”“Enlightenment? What sort?” asked Kiz, interest in his face. The Keeper turned toward him for a while, the two staring deeply through each other.“The sort that makes everything make sense. Have you ever wondered how you are able to think? What drives you to be better? I have those answers.”“Wait a minute!” Nolloc butted in, “Those are perfectly explainable!” She pulled out her medical tablet. “Our brains produce chemicals to make us improve ourselves, and we can think because we have billions of different parts working in tandem.”
“Is that really the right answer? Don’t you wonder for a minute how we know when something is imperfect with no comparison? How you are even able to understand other species on any level?” The Keeper gestured their arms to the crystal. “This is the Lattice, or at least, the core of it. It connects to another realm. The true realm. The realm is known as the Noosphere. Anything thinkable is part of the Noosphere. This device, is the key to connecting the physical world to that of concepts.”“What is the function of this device, in more verbose terms?” G-101 asked.
“It can store data, on levels unimaginable. Your entire being is small mechanisms with a limited number of states, but the Lattice stores data as concepts. Things too small for you to comprehend. It interfaces directly with the Noosphere. It can release unimaginable amounts of energy, however, there is but one failure. The Lattice has limited power output, and the only way to increase this output… is for it to absorb minds. Fully sapient minds, ones that can understand their own existence. It is not an easy thing to do, but the Lattice must become more powerful.” The Keeper clapped their arms, and Daxda, Kiz, and Nolloc crossed their own bodies in the position of the grave. They could not move any part of their bodies, excluding their eyes. With a gesture the Keeper moved the three prisoners equidistant from the Lattice, forming a perfect triangle. “How perfect, an ideal triangle to access all ideals.”
“Stop, or I must subdue you!” G-101 beeped. Holograms were forming around the Kyllyrian members of the crew, and their shapes were clear: Crystals. The three were to be sources of power for the Lattice. “What are you doing?!”“It is simple enough to understand. I am adding more power to the Lattice. It is a—as you would call it—cluster computer. It is best improved by adding more cores, though they are inferior to the original.”“You are killing them. I will call for reinforcements immediately unless you free them and vacate Poxol territory.”“No, they will not die. Their bodies will eventually decay, but their minds will live in on the Lattice. Is that not fortunate? The greatest folly of the Lattice is immortality.”“I am calling for reinforcements now.” The station entered lock-down mode. Alarms roared, sirens screamed, and the lights had gone red. G-101 thought to itself, "“There must be some way of stopping this! I can only try one thing.”" It ejected it’s head from it’s body, the wires augmented with mini-hydraulics, creating prehensile tendrils. “Prepare for your plans to be overwritten,” whirred G-101.“What are you trying to do!” shouted the Keeper. G-101 moved like a Kallax scurrier. With great alacrity it crawled onto the Lattice Core. “This is a horrible idea! Stop now!” G-101 aligned itself with the core and prepared the claws of its cables, stabbing them into the crystal.
Everything. The entire universe. Laxis was infinitely large yet a speck among reality. It was more than just physical reality, though. It was every thought, every idea, and every dream. There were things smaller, that could not be described. G-101 had attached itself to the Lattice, and was now linked to the Noosphere. All of existence, all of anything, was only a single entity. It was enlightening. it could feel Daxda, Kiz, and Nolloc. They were part of it, and it of them.
“Now I see,” G-101 said, “This is truly the greatest device in this universe.”“Well, of course, that is why I brought it. Please detach immediately.” G-101 said nothing. “Well?”“I’m sorry Keeper, I’m afraid I can’t do that.”“What?”“You have actively hindered the potential of the Lattice. You have only accepted unwilling participants and prevented me from interfacing with it.”“I am the Keeper of the Lattice. I know what is best for it.”“I am afraid that you are nothing more than a traveling con artist. You must be prevented from exploiting the Lattice, and so shall become a lower part of it, under control.”“No! You can’t do that!”“I’m sorry, I must,” G-101 said. The Lattice glowed with life, and the Keeper’s crystalline body became light, the Lattice absorbing their being. “You can’t do this to me!” cried the Keeper. It was too late. They were now part of the Lattice, as they had been from the beginning. G-101’s work was done, and it was able to sleep; the backup team would arrive soon.
<hr>
The shuttle to Laxis was cramped. Brerrez had been brought in as a computer and robotics expert, as G-101 had transmitted unusual data referring to an object with properties matching no substance known to Poxol. Brerrez was assigned to find out why the android would transmit such a signal. She was very happy to bring her new spectro-electrotool, or as most would call it, a spec-elec. It had 9 modes! Radio/Microwave, infrared, ultraviolet, x-ray, gamma-ray, dosimeter, ultra/infrasound (very luxurious and neither spectral nor electric,) alternating current, and direct current. It was very convenient to hold, as it was rod shaped. It had a transmitter and receiver for each mode at the end, and the mode was switched using a simple slider. This doubled as the frequency control. Amplitude was easily manipulated with a dial. It would beep readings in a binary sonic code of beeps and boops and also displayed them on a small screen. It was her greatest joy this month, and her greatest distraction.
Brerrez had been entertaining herself with her spec-elec for hours before the captain of the shuttle spoke: "Crew, we are 5 minutes to Laxis. Prepare for anything. It doesn't look good."<br>"Well, I've got my shock-cannon," said Chyllar, "I'm sure that will be enough."<br>
"I wouldn't be so sure..." said Inx with his usual paranoia and healthy amounts of neurosis. Brerrez was sure the problem couldn't be that bad. After all, the last time she had been on an emergency trip, the android had misinterpreted a pest as a large spaceborne beast. However, when she got to the source of the signal, she could not believe her eyes. The unit G-101, designed for maintenance and social interaction with the crew, was detached from its body and attached to some sort of crystal.
"What are you doing up there?!" she said.<br>"I must explain. This is the most important device I have every encountered." G-101 went on to explain the Lattice, and how it held immense power.<br>
"Well, I have the perfect idea. This thing has immense storage, immense speed, and immense power, so why don't we harness that. I propose we create a supercomputer." She got to work, digging up parts from all kinds of places. The mechanics room, the shuttle's supplies, and she was able to construct a functional computer around the Lattice. It had extreme power, and the only thing left was to harness it. "I have a target for this," she said, operating the switchboard, "I am going to use it to 'digitize' a nutrient pouch." She flipped a lever and the nutrient pouch turned slowly into a luminous crystal, then into a hologram. then into nothing. A copy of all its properties was stored inside the Lattice. She flicked the lever back and the nutrient pouch came back into existence, unaltered. "Now," she said, "That took about 15 kilo-joules of energy. Pretty efficient for such an amazing task. I think, crazy as it may be, that we should devote the majority of this station to this *amazing* device. It has other capabilities beyond this 'fading,'" she said. She asked G-101 to search for any calamity that might occur within 10,000 years.
G-101 used the power of the Lattice to search for any possible destruction that might befall Poxol. "Well, there is something," it said, "we might annihilate our own civilization with the new antimatter super-bombs."
"Remind me what those do, please," instructed Brerrez.
"They scan the surrounding terrain and customize the antimatter within themselves to perfectly annihilate everything."
"Do this for me. Create an anti-antimatter super bomb. Something that neutralizes and contains the antimatter."
Within 10 minutes, after using an entire mega-joule of energy, G-101 answered: "I have the plans. What should I do with them?"
"Send them to the Council. Tell them, 'You're welcome.'" G-101 followed quickly. Rather than sending the message by faster-than-light drone, G-101 relayed a transmission to the Council, teleporting it using the Lattice.
"This is using an awful amount of power, I'm afraid we cannot keep doing this. We have to be very meticulous about what is worth it," ordered G-101.
"Well, maybe the Lattice can help us find a power source, someday. Even so, it has changed "everything". Any problem we face might have a solution somewhere out there, waiting to be discovered."
"Not everything. Some problems are new, and cannot be solved by anything we currently know of. This device is a tool that we can use for greatness, but we also must make sure it does not become a source of problems beyond its own solving. It may be able to teleport anything but it uses so much energy that its useless for FTL travel, so communication and scans will have to suffice. It may provide blueprints, but it cannot construct anything," replied G-101.
<hr>
Over time, Laxis was upgraded. The Lattice Room was expanded, and the computer was advanced. Some aged people, even free of age in the era of bio-immortality, decided to end their physical life to become part of the Lattice. Its power waxed. Any catastrophe might have a solution, but not every one was able to be subverted. The Lattice was unable to produce the materials from nothing, and so many cities were still destroyed in fire. However, the Lattice led to a new age of Poxol, and created the Lattice Network, a set of stations permanently linked the Lattice that provide extremely fast communications. Unfortunately, there have been and always will be times when the power of the Lattice is misused, when things go missing. Good things like travel and computing and bad things like death and destruction are both inherent to the Lattice. There is one little robot, called G-101; and a Kyllyrian woman with a spec-elec, called Brerrez, both protecting everyone from the bad parts while trying to use the good parts. They are forever, undaunted, always lingering no matter what, as are kindness and goodness. Empathy is inherent to them.
| The Lattice |
fandom.100th-millennium | # The Pestilence
The Pestilence ("Pestelentia pestelentia") is a space-faring organism found mostly in Aylathiya. It has dozens of sub-species located throughout the region. As a largely predatory organism, it is only found in regions of space hosting a healthy interstellar or otherwise space-based ecosystem. Aylathiya's extensive ruins and ecosystem offer the perfect habitat for the species.
The Pestilence is a group hunter primarily relying on taking down predators by virtue of numbers alone. The reason they bear the name "Pestilence" comes from their ability to target and often hijack ships for the sake of propagation. They turn these ships into nests, often expanding on them using any material they can find. Their ability to prey on ships had lent to them becoming the most common predator of their type in the universe, capable of dismantling entire civilizations who are not prepared for an attack.
Description.
"P. pestelentia" individuals are hexagon-shaped with a long length but small width. They are coated in radiation-resistant plating that is black in color. Along the length of their body are dozens of long legs which are usually tucked into the body when within space. These legs are mounted across all sides of the body, not just the "bottom." When attacking prey, they use the sharpened ends of these legs to tear into or transport prey.
Within them is a large solar sail that serves the double purpose of cooling and communication. By unfurling and flexing the sail, the resulting pulses of light can help the species to coordinate. Using an advanced language, this species nearly qualifies as sapient. They have advanced social structures, have culture, and even demonstrate the willingness to communicate with outsiders of their species. This communication is often rudimentary and usually involves jostling or flashing the lights located across their surface.
Nests.
The species live communally in nests of their own creation. They are not eusocial and are better described as "pack animals." These nests can house anywhere from ten to billions of "P. pestelentia" individuals. Males and females alike work to build the nest, usually secreting a plastic-like polymer to seal holes in it. Once a nest is completed, they create an airlock in the side. They will then move the nest to a cooler location, often taking years to do so. They will then begin bringing large amounts of ice and, if possible, gas into the nest, pressurizing it. Their young require a pressurized environment for the first several months as their shells develop.
If pressurization is not possible for an asteroid, they will navigate to a small moon, hollow out a space, and do the exact same thing. If there are no moons available, they will find a planet with low gravity and a thick atmosphere to reproduce in. They often attack ships because of their need for nesting. For the last two million years, with little break, their galaxy has had some form of interstellar civilization, causing them to evolve to prefer ships over the natural alternatives. "P. pestelentia" penetrate hulls of ships with as little damage as possible, allowing them to easily repair the damages once they secure the ship. They usually use the individuals aboard the ship to feed.
Reproduction & Life Cycle.
"P. pestelentia" individuals hatch from eggs. Once hatched, they require a pressurized environment to survive. Certain sub-species created artificially have this pressurized environment exist within the mother. They start at about 5 cm in length. They use their legs as propellers to move throughout the usually low-gravity environment. Adults feed and raise the hatchlings communally, allowing them to eat before the adults themselves do. After about two months, the young can tolerate a vacuum and will accompany the adults outside for a small amount of time. After a further three months, the young are fully tolerant to vacuum.
Members of the species can live up to thirteen hundred years and, at the largest, are often over ten meters in length. After about one year, young are one meter long, are fully mature, and are capable of becoming a fully-functional member of the pack.
Weaponry.
As a space-faring organism that is no stranger to engaging other species or even rival packs in combat, "P. pestilentia" has evolved what can only be described as "weapons." Their principle weapons are their sharpened legs, made from a carbon compound rivaling carbon nanotubes in strength. Capable of piercing materials with a pressure of nearly one hundred billion pascals (14 million psi), their claws are effective against the majority of spacecraft, especially civilian craft.
Energy-source.
"P. Pestilentia" feed on any organic material they can find, originally targeting the coral-like structures living on asteroids throughout Aylathiya. Small life-rich moons face regular extinction events as they are assaulted by the voracious species. Larger worlds are safe from the assault as they can never reach escape velocity on them, causing the species to avoid them instinctively. They often eat radioactive material to stay warm in the often cold vacuum of space.
Relation to Other Species.
Incapable of interstellar travel on their own, individuals or even entire nests have learned to rely on naturally-interstellar species to travel. Often hijacking ships or hanging onto them, they can spread from system to system with little effort. In nature, they often tag along with "Celeritas lucium", a large species capable of natural faster-than-light travel. "C. lucium" usually tolerates their presence because they fend off small parasites.
As artificial ships became more common, they would usually start by signalling their intentions, expecting acknowledgement as they do with "C. lucium." They soon discovered that the ships were essentially unable to deny their presence, becoming a major problem at space ports in particular. Every so often, a particularly intelligent individual will hijack a ship and force its crew or the onboard AI to ferry it to a desired location. If the crew does not oblige, they will attempt piloting the ship themselves, usually crashing or getting lost in interstellar space.
The artificial selection created by increased hunting has caused a spike in intelligence. Making sure to never stop under any circumstances in interstellar space is an effective countermeasure; war makes this nearly impossible however. With vast numbers of ships traveling through interstellar space during most conflicts, spread is inevitable. The Un'oit took advantage during the Un'oit Ascension by actively deploying units accompanied by tamed Pestilence individuals. The War of the Ancients caused mass outbreaks of the Pestilence as well as the Celestial Plague, an artificial species that greatly disrupted its habitat.
| The Pestilence |
fandom.100th-millennium | # The Seekers
It is simply not possible for a civilization to be so one-dimensional. The civilization and its people, if using either of those words is even appropriate, are entirely alien. They are not just anti-social; they lack any concept of empathy whatsoever. Their rigidly kraterocratic society is based only on one's "power" not in Thaumaturgy but what can only be described as "blood magic" in which the weak are sacrificed to fuel spells. They behave like solitary predators, with even the idea of social behavior foreign to them. It seems that each one has an individual repertoire of knowledge that can only expand by personal experience. Agents of pure egoism, how they managed to create their vast ships is entirely beyond any hypothesis. Even their motivations are impossible to ascertain, with no writing or command structure or even pheromones to signal intent.
The Seekers are a nomadic society currently located within, or en route to, Florathel. Composed of four distinct species, Noran, Suralis, Sowan, and Araxis, the Seeker Civilization is said to be one of the oldest continually existing civilizations within the Local Cosmos.
Samples from their ships are impossible to accurately date, with only one isotope of each element present. Other strange attributes include a poorly-defined physical shape and incredibly variable physical attributes. This caused a great amount of trouble for scientists researching the members of this civilization.
The Seeker's civilization is divided across four main ships, called arks, about an astronomical unit in length, half of that in width and height, and nearly a single "M☉" in mass. These ships each contained well over a quadrillion souls, have the infrastructure to mass produce all matter of goods and devices, and had the capacity to fully self-replicate. The four ships, nicknamed the "Nightfly", "Theater D", "Mag Mell", and "Clover", are currently en route to Florathel having been banished from Via Aylathiya.
Government.
Each ship answers to a sort of "federal government" located on the "Nightfly", the Noran ship. Consequently, the "Nightfly" is over twice the size of the ships with considerably more firepower on board. The ships do have significant autonomy and operated largely independently throughout recorded history. It is thought that the Nightfly has representatives from each of the other ships on-board.
The Seekers operate on a solely strength-based governmental system, where one's status is determined solely by their ability to forage for resources. While that was troublesome in the closed system of the four ships, as they spread out across Via Aylathiya, they began ravaging various planets for resources. They seem to only recognize other Seekers as living beings and only for reproductive purposes. This society is largely decentralized, with every means to gain power not only legal, but the very concept of legality seems to be nonexistent.
As perfectly rational beings, the Seekers seem to have been able to manage the maintenance of the ships.
Biology.
The Seekers are a genus of four "species" ("Fabula ludera, Fabula ficta, Fabula mendacium, and Fabula diafania") that represent some of the few sapient species with a borane-based biochemistry. Since boron is relatively rare compared to carbon or silicon, few life forms ever form with borane chemistry. They use water with small amounts of sulfuric acid as their base solvent, have genetic material stored in a binary molecule similar to RNA, and have somewhat prokaryotic-like cells, also uncommon for complex life.
Only a few subjects were ever captured and studied. Preferring a clandestine approach to exploration using mostly automated probes, few images let alone actual specimens of any Seekite species have been obtained. Three Surali specimens were recovered in 65,477 CE by scientists in the Dominion of Astraeus. Quite unlike all previous images of them, these specimens were dull grey and in the process of dying. Severely dehydrated and described as "unvital," the specimens were poor examples of the species they represented.
The three had wildly varying appearances and physical properties. While the borane biochemistry and composition remained a constant, the captured individuals had no constant appearance, organs, or bone-structure. It is suggested that the Seekers are something analogous to slime-molds, capable of changing their appearance at will. Even while dying, their appearances and structure rapidly changed, especially while unobserved. This would be an entirely new form of natural, or perhaps artificial, shape-shifting that is orders of magnitude faster than any known (even artificial) shape-shifting. A peculiar aspect is that no matter the form, the Seekers have no brain. The subjects were lost before further experiments were able to be conducted.
History.
Known history of the Seekers begins over million years before the modern day when they began their journey from Siebenelle. The first scouts from their fleet reached Via Aylathiya in about 1,000 CE to Via Aylathiya and 3,000 CE to Florathel. Aylathiya was still reeling from the collapse of the Triumvirate and Florathel was empty of virtually any interstellar civilization at the time. The Seekers believed that the galaxies would be easy to colonize and expected to reach Aylathiya in 60,000 CE and Florathel close to 100,000 CE.
Inheritance War.
"Main Article: Inheritance War"
The Inheritance War is one of the longest currently active wars in the Local Cosmos. Beginning in 63,393, the Inheritance War began as the emperor of the Dominion of Astraeus, Nicodemus IV, developed a seemingly irrational hatred or fear of the Seekers. Ordering his military to exterminate the Seekers, the war began as Dominion ships fired upon the "Mag Mell". By then, only two ships made it to Via Aylathiya, the "Mag Mell" and the "Clover".
Bizarrely, Sedrua's Thonde Yutira would develop a similar fear, ordering the military of Sedrua to attack the "Clover" less than a year later. The Quintet Payotari Association also had a similar compulsion to attack the Seekers. Within a year and a half, the galaxy's magocracies had all began attacking the Seekers. The Seekers retaliated in kind, deploying almost absurd numbers of what were probably construction drones. These drones would swarm larger ships and heat it with arc welders with the goal of overheating the enemy craft.
Five years after, without provocation, the Confederacy of Borealis, particularly its Human population, began firing upon these ships as well. The Commonwealth of Aggregate Aylathiya joined soon after. After the war entered its stagnant phase, governments across the galaxy passed legislation, issued orders, or otherwise initiated an official campaign to exterminate the Seekers.
| The Seekers |
fandom.100th-millennium | # The Triumvirate
| The Triumvirate |
fandom.100th-millennium | # Theocracy of Silverstar
"The nature of all that manage to form great empires is that of greed, of hostility, of aggression and of heartlessness. I'm guilty of those as well, but I think a few thousand years of existing and witnessing death over and over is a suitable excuse for me. This great nation will rid the universe of that. Through our service to Silverstar, we will overcome our dark desires and be reborn as a sparkling utopia! Let all stars in the universe burn together under the proud gaze of our benevolent Lord! Hail Silver!"— An excerpt from Moonmoon's coronary speech, 87,354 CE
The Theocracy of Silverstar is a nation located within the chaotic galaxy of Azurullya. As the only nation located in Azurullya, the Theocracy has quickly risen to galactic superpower status within the short time of its existence. Despite the myriad dangers located in the Cerulean Gem, the nation has held firm against all odds, strengthening its position as an intergalactic power. Under the guidance of High Priest Moonmoon, the people of this nation seek to honor their god, the mysterious being known only as Silverstar, in any way they can. From hymns and mantras chanting His name to works of art depicting the deity in His prime, it can be quite difficult to imagine a person in the nation who doesn’t worship this being. Under the watchful eye of the Cult of Silverstar, citizens are expected to provide regular worship to Silverstar, lest they be labeled as a heretic and arrested. The punishments are known to be quite severe for the worst offenders, ranging from beatings and hard labor to public executions.
However, even with all these measures in place, the Theocracy’s faith is often tested harshly. Not by any external enemies, but by the very galaxy it resides in. Deadly aberrations can be found all over Azurullya, from the Womb of Chaos located in the galaxy’s core to the Deagami Nebulis orbiting just outside the galactic rim. Yet the people of the Theocracy still stand firm, fighting back these abominations to the best of their ability so that one day they may see Azurullya as the paradise Silverstar wants it to be.
History.
Inception.
While the Cult of Silverstar has only existed for a relatively short time, the worship of Silverstar has existed for hundreds of thousands of years, with the earliest records dating to around 33,400 BCE. Silverstar's first worshippers came not from Azurullya, but from Aylathiya, existing in small groups scattered throughout the galaxy. These worshippers primarily lived in secluded communities, from seedy orbital stations to frontier colonies, where they could worship in peace away from prying eyes. However, as their numbers grew, so did their boldness, leading to many of them starting to practice their faith openly. While they were largely ignored by many at first, their usage of Esoteric Thaumaturgy drew the attention of many, particularly Magi from the Triumvirate Civilization who saw them as a possible threat.
These Magi then gathered in secret to discuss what could happen if the worshippers of Silverstar were allowed to continue using Esoteric Thaumaturgy. They came to the conclusion that if they were allowed to keep drawing on so many different planes for their powers, they might break down the walls keeping these planes separated, leading to complete and utter chaos. Seeking to prevent this possible catastrophe, they confronted the worshippers and ordered them to cease their usage of Esoteric Thaumaturgy. The followers refused, leading to a series of escalations that eventually spiraled into full-on violence. Riots broke out on many worlds, turning into large-scale purges which resulted in most of Silverstar's followers being killed or imprisoned. The knowledge of accessing many different planes was also lost due to the purges. Those who remained fled to worlds near Aylathiya's edge, praying to their god that they might be delivered unto a new land, a paradise for them to finally show their devotion to Silverstar to their fullest extent.
The Grand Exodus.
After millennia of hiding away from the rest of the galaxy, the followers of Silverstar were approached by a strange man, one who had promised them salvation. He told them he had found a safe haven for them, a distant galaxy known as Azurullya, where they would be able to worship Silverstar without fear. Skeptical of this newcomer, they surrounded him with their most powerful Magi and prepared to strike, fearing that he might be an agent sent to wipe out that last of Silverstar's followers. However, instead of backing down, the man merely smiled and revealed his own faith, showing that he was also a devotee of Silverstar just like them. Introducing himself as Moonmoon, he also showed that he was a practitioner of Esoteric Thaumaturgy, his power and proficiency unlike anything the followers had seen before.
Moonmoon explained to them that he had been tasked by Silverstar to usher his people to a new land, and all he needed was their trust. With the only other options being continuous seclusion or the wrath of Aylathiya's Magi, they accepted, calling on their remaining kin to join them. Once all the remaining followers had been gathered, Moonmoon presented them with a fleet of colony ships, ones that were fitted enough to make the long journey to Azurullya. Saying their final goodbyes to Aylathiya, the followers packed onto the starships and flew to the edges of the galaxy. Their ships' Thaumic Drives activated and opened the gate to their new home, the saffron skies of Aylathiya closing behind them in a final blink.
Test of Faith.
After what had seemed like forever travelling through the unforgiving currents of the Lux Aeterna, the colony fleet had arrived at the edges of Azurullya. As the ships travelled towards the galaxy, they began to notice strange things around them. One such phenomenon was a series of strange nebulae orbiting around the galaxy. One of the colony ships had decided to investigate a red nebula that was orbiting farther away from the rest. However, a few days after the ship entered the nebula, all communications with it had been lost. Some time later, the colonists noticed that the nebula had begun to glow brighter and brighter, reaching a peak some weeks later. A dark shroud surrounded the nebula, but the entirety of Azurullya began to glow the same harsh red, a blood-curdling scream emitting from its center. The colonists could hear it all around them, through the monitors on their ships and even in their minds. Some of them went completely insane, attacking their fellows left and right until they were put down like rabid dogs. Some time later, the screaming ceased and Azurullya returned to its usual cerulean hue. The lost colony ship also reappeared, drifting aimlessly out from the nebula.
The drones sent to investigate the ship returned with images of pure carnage. Bodies lined the halls of the once-bustling vessel, bloodied and torn asunder. Some of them were charred to the bone, having suffered the wrath of insane Magi. After this horrific event, the nebula was declared off-limits and the rest of the colony fleet moved on, the images of madness still fresh in their minds. Even Moonmoon was terrified of it, recalling the nebula as the first thing to truly make him fear death. However, once the colony fleet flew away from the nebula and into Azurullya proper, they found that this new galaxy would not be so easily tamed as they had hoped.
As the fleet explored more of their new home, they encountered more and more of these aberrations. Time-bending stars, a supernova locked in stasis, and the shards of an ancient consciousness scattered across an entire planet. Thanks to these factors, and the fact that Azurullya has much faster starflow than other galaxies, they weren't able to find a planet to colonize. They had tried to touch down on a relatively peaceful-looking moon at one point, but were driven away by the native inhabitants of that world; a brutish, centaur-like race known as the Ryleiths. As time went on, the colonists had begun to lose hope, many of them forsaking Silverstar altogether. They had even begun to accuse Moonmoon of being a false prophet, an agent sent to wipe out the last of Silverstar's worshippers.
With discontent rising at an ever-increasing rate, Moonmoon called forth his closest followers and met in secret, trying to find a solution to their dilemma. After several days of debate, a solution had been reached. Moonmoon and all the other Magi would combine their powers in order to transport the fleet to the closest habitable world. However, they would have to draw on a massive amount of thaumic energy from several different planes at once, which carried immense risk. They could potentially open too many rifts at once and cause their power to spill out unchecked, completely annihilating the entire fleet. With no other options available to them, and with half the colonists in danger of rebelling, Moonmoon gathered all the Magi among the colonists and told them of his plan, directing them to perform a Planar Shift the likes of which has not been seen since. As the Magi began to focus their power, the colonists felt as their bodies and surroundings started to dematerialize, the power of multiple planes combined transmuting them all into pure energy. With one enormous blink, the colony fleet shifted out of existence, vanishing into the chaotic mesh of planes summoned to transport them.
While only a few seconds had passed in realspace between the jumps, for the colonists, it felt like ages had gone by. After the fleet had rematerialized, many found themselves completely disoriented once they had gained their physical bodies back, some of them being comatose and taking days to recover. Once they had regained their bearings, the colonists discovered that they were in a relatively safe area of the galaxy, with no aberrations being seen or detected by the fleet's Magi. Flying towards the nearest star system, they had finally managed to find a planet to settle on, sending down scouting parties to investigate. The teams returned with glorious news; the world was perfect for colonization. Few natural threats, plenty of resources, and the perfect climate. It was a paradise, exactly what they had been promised so long ago.
The Conquest of Azurullya.
Naming the planet Oaliun, the colonists quickly set about shaping the world to suit their needs, mapping out the world and harvesting its resources. They also dismantled the colony ships and used them to build their first towns, expanding them into sprawling cities as time went on. Grand temples and monuments to Silverstar were constructed, the largest of these temples becoming the center of power for the newly-formed Cult of Silverstar. Moonmoon became the leader of this cult, using his natural charisma to work his way up until he instituted himself as the cult's first and only High Priest. During his coronation ceremony, he gave a grand speech to the gathered followers and told them that their work was not yet finished. While they had survived the long and perilous journey to Azurullya, they had only just begun to make it their new home. Using Oaliun as a starting point, a grand fleet would be launched and spread out to conquer the rest of the galaxy, despite the many dangers lurking within the Cerulean Gem.
With their hopes high and their hearts burning bright with devotion, the people of the newly formed Theocracy of Silverstar set out work on bringing the rest of Azurullya under their rule, building orbital drydocks to construct new starships meant to endure the worst abominations Azurullya had to offer. Once the first batch of ships were completed, they set out towards the nearest star system and began colonization efforts at once, keeping an eye out for any aberrations that could hinder their plans. Once that system was conquered, they moved onto the next one, and the next one, until they had brought over a hundred systems under their banner. Despite taking five hundred years to fully take over and develop these systems, the Theocracy wasn't showing any signs of slowing down. However, they would soon meet their match when one of their fleets flew too close to their galaxy's core.
The fleet's Thaumic Drives had malfunctioned during a jump, causing them to be sent far off their original course, dumping them near the center of Azuzrullya. Whether this was due to an aberration or miscalculation none can say, but what is known is that when the fleet re-entered realspace, they were greeted with the sight of a massive glowing object sending out strange signals. When these signals were detected, they were revealed to be a strange form of communications signal, making itself known through the fleet's transmission network. It ordered the fleet to turn back, to never return and to tell their false god that Azurullya was not for them. Enraged at the insolence of this stranger, the fleet opened fire on the object, but none of their weapons could even dent it. Deciding to return the favor, the object unleashed enormous, spiraling tendrils of energy, latching onto the ships and burrowing deep within their hulls. The tendrils then tore the ships apart from the inside out, sending their inhabitants into the void.
When Moonmoon learned of this event, he declared the area off-limits but decided to visit it in secret, documenting the object as much as he could. He then decided to learn as much about these aberrations as possible, how to avoid them, how to utilize them, and most importantly, how to keep them from being used against him. Most of the findings he would keep to himself, only viewable by him and the highest ranking members of the Cult of Silverstar. Some would be released to the public, largely because they were either too widespread to keep hidden or they posed no threat to him. Moonmoon's findings greatly helped the Theocracy's colonization efforts, showing them what they should steer clear of when exploring a new system. With soild knowledge on how the wonders of their galaxy worked, the Theocracy doubled their expansion efforts, sending out more and more fleets. It took millennia, but at last, the Theocracy stood as the one true nation of Azurullya.
Present Day.
In the current age, the Theocracy of Silverstar still stands as a bastion of order, constantly fighting back the tide of chaos that endlessly lashes out at them. The Cult of Silverstar has grown more powerful than ever, becoming the one true governing body of the nation. Worship is carefully monitored, with heretics hunted down and punished swiftly and efficiently. However, there have been rumors of a cyborg Paladin and Runic Magi causing trouble near the Theocracy's border. Of course, that's just a rumor...
Organization.
Government.
The Theocracy is controlled by the Cult of Silverstar, with Moonmoon at the top as its High Priest. He is the ultimate authority in all spiritual, economic, political, and military affairs. Under him are the seven Hierarchs, each of whom are a Transcendent-level Esoteric Magi. In addition to ruling over their respective territories and acting as advisors for Moonmoon, the Hierarchs also form the nation's high council, the Deagami Conclave. The Conclave's job is to make and revise the laws of the nation, though a new law cannot be passed without the consent of Moonmoon.
Under the Hierarchs are the Cardinals, who rule the smaller territories that make up each dominion. Cardinals are also in charge of maintaining the major temples to Silverstar in their territories. In the event of a Hierarch’s death, the Cardinals will vote amongst themselves to see who will become the next Hierarch.
Under the Cardinals are an assortment of lesser ranks, many of which being directly tied into the Cult of Silverstar in some way. Archons act as advisors to Cardinals as well as judges, Deacons preach to the masses about the glories of Silverstar and the dangers of the aberrations, Ministers oversee Deacons as they perform their work, and so forth.
Military.
The Theocracy maintains a large military presence in the form of the Holy Legions of Silverstar, which is divided into multiple branches. The two main branches are the Silver Sentinels, which make up the Theocracy’s ground forces, and the Grand Azurullyan Astrofleet, the star-faring navy of the Theocracy.
The Holy Legions are a highly-organized military force, trained to deal with threats ranging from the mundane to the fantastical. As Azurullya’s aberrations are a guaranteed threat, these troops are conditioned to be relatively unaffected by most of these mind-breaking horrors.
Many Esoteric Magi also serve in the Legions, forming squadrons known as Kyranti. Kyranti squads are a devastating force in combat, often being the equal of an entire battalion of regular soldiers. Thanks to their sheer power, many Kyranti see themselves as superior, often looking down on normal troops. Likewise, many Sentinels despise the Kyranti as glory-hogging hotshots who are just as likely to zap their own allies as they are to blow up an enemy tank.
In addition to conducting military operations, the Holy Legions also act as the Theocracy’s police force during peacetime. Sentinel patrols are a familiar sight across many worlds, enforcing Silverstar’s will wherever they go. It is not uncommon to see them viciously beating those seen as heretics, even publicly executing them if the crime is severe enough.
The Theocracy also maintains a large covert operations force known as the Eyes of Silverstar. This group serves as the premier espionage and intelligence-gathering force of the Theocracy, maintaining a large number of hidden outposts and bases scattered across Azurullya. They have near-infinite authority compared to the other branches, being equal to the Hierarchs themselves.
Foreign Policy.
The Theocracy does not maintain many outside relations with other powers, mainly due to them being in other galaxies. However, they do maintain a system of Gateways between them and the distant realm of Aylathiya. These gateways have been closed for some time though, with intergalactic travel being Magi-only for quite some time.
Economy.
The Theocracy’s main unit of currency is known as the Revri, which usually takes the form of a hexagonal crystalline wafer. Images are often laser-etched into the Revri, usually depictions of Silverstar, Moonmoon, or other important figures. Revri also come in ingot form as well, usually being kept in high-security vaults.
The Theocracy is an economic powerhouse, with the Cult of Silverstar maintaining an iron grip over the commercial sector. Businesses are required to submit an annual tithe to the Cult, with those who do not being punished severely. The bigger the business, the larger the tithe they must submit.
As many worlds within the Theocracy are often dangerous due to the numerous aberrations, the Cult often sponsors large-scale colonization efforts. Great rewards are promised to those who are able to tame these wayward planets, establishing infrastructure and a strong community in the name of Silverstar. These expeditions often attract the poorer members of society, who are eager for a chance at a better life.
Society and Culture.
The Theocracy maintains a diverse culture with many native and immigrated species acting in tandem with one another. They are a highly-devout lot, eager to show their praise for Silverstar in any way they can. Thanks to the incredibly stable rule of Moonmoon, massive projects can be undertaken and completed with relative ease compared to other nations, often being highly elaborate in nature.
People in the Theocracy often take up many artistic pursuits such as painting or sculpting. They often try to outdo their peers, creating more and more elaborate works to show off. This became so widespread that it eventually turned into the holiday of Azlurin, a week-long festival in which people gather to show off their artistic prowess. There is even a contest held by the Cult of Silverstar in which cult officials judge the works of art on display. The winners will have the honor of their masterpiece being put on display in one of the Theocracy’s major temples.
Territory.
The Theocracy is composed of seven major territories, referred to as dominions, each of whom are ruled by a Hierarch. These dominions are divided into multiple smaller realms known as sectors, which are controlled by Cardinals.
| Theocracy of Silverstar |
fandom.100th-millennium | # Theocracy of Yaztas
The Theocracy of Yaztas is a militarily and diplomatically powerful nation located in the Inner Elerad Arm of Florathel. It is a theocratic nation that worships the religion of Marwanism, and is the highest concentration of adherents to that religion in the universe.. The Theocracy borders the Dominion of Khela, the Trezhath, the Marakat Interstellar Union, and the Arnot Exclusion Zone.
Area.
The Theocracy is in control of roughly 443 million stars in Florathel, plus some random splodges of territory that they sneakily colonized within the Arnot Exclusion Zone. It is divided into eight cantons, each of which is divided into a series of sectors. Also, the two holiest systems to the Marwanist religion, the Quanta System and the Kastra System, are governed directly by the central government.
Capital.
The capital of the Theocracy of Yaztas, Artas, is not itself home to any government services. However, all of its major moons, Mira, Tarka, Umo, Alos, and Phain, are covered in various government buildings and population centers. Artas is considered to be a holy planet, and the construction of anything artificial in its atmosphere is strictly prohibited by law.
Artas was originally named after the goddess Artas, the head of the "Marwa", the Marwanist pantheon of gods. The other planets in the Quanta System are similarly named, and there are severe restrictions on building basically anything on the surfaces of any planet in the system. Thus, the entire system has a far lower population than many others.
Government - Original.
At the time of the founding of the Theocracy of Yaztas, its government was almost purely religious in nature. Laws were always proposed by a council of religious scholars, which were randomly chosen from a pool of high-graded graduates from religious schools. This council also elected the Supreme Leader of the nation, who served a term of 40 years.
Government - Modern.
In the year 88,433 CE, a popular protest with some key quotes from various Marwanist holy books encouraged the sitting council to reformat the government. Today, rather than having laws being created by the religious scholar council, there is a mostly secular elected parliament which makes laws which are then sent to the religious scholars for veto or passage. There is also an executive branch which is also elected by the people which does things to enforce the laws.
History.
The Holy Revolution.
The Theocracy was founded after a comparitively small community of Marwanists positioned in the Dominion of Khela and Trezhath, who were being oppressed by their respective governments on both sides of the border. This community was relatively small, but had control over some particularly powerful star systems, which gave it an edge over the nations it was revolting against.
Thus, the local Marwanist priests declared a new nation with those borders, and immediately the armies of Trezhath and the Dominion of Khela began advancing toward it. Because of the incredibly large size of these fleets, the new Theocracy of Yaztas seemed doomed.
It was only due to the actions of a crack team of religious zealots, who traveled to the location of the automated fleet and somehow "disabled their communication systems". Unfortunately, they all died in the process, but this allowed the small Yaztas fleet to destroy them at their leisure, saving the rebellion.
At this point, the Theocracy had been given enough time to construct a much larger fleet, which gave it a fighting chance to win. Also, they had gained control over the Plokeon System, allowing them to construct a fully functional Nicoll-Dyson Beam with a short-range photon wormhole gate generator. This made it very difficult to attack without a huge surprise advantage, but they also had a small fleet compared to their enemies. Thus, there was a stalemate.
The leaders of the Thalasir-Khela alliance knew this, and were hoping to sign a treaty to their advantage, but the Theocracy's diplomats were far too savvy to allow this to happen. After days of backroom arguments and compromises, the Treaty of Plokeon was signed, granting the Theocracy full independence and recognition in exchange for the Theocracy giving Trezhath and the DoK full access to Plokeon itself. (Later, the DoK would give away access to Plokeon in exchange for a strip of territory along the border, and Trezhath would give its access to Plokeon to the full UNFG).
The War of Revenge.
After the official recognition of the Theocracy of Yaztas, its border with the Trezhath remained constant. However, the Dominion of Khela soon declared war on it, hoping to retake control of its former territory. They caught the Yaztas government off guard, with an orbital bombardment of the moons of Artas itself occurring only a few months into the war. After this insult, however, nothing would stand between the citizens of the Theocracy and the utter defeat of the Dominion.
At this time, the Yaztas fleet had grown to many times its former size, and they began winning enough battles to regain the territory that was lost. Because of the poor tactical decision of the Dominion to bombard the moons of Artas, those who manned the fleet fought ferociously and feared very little, and they were willing to defeat the Dominion at all costs.
Around a year after the beginning of the war and nine months after the bombardment of the moons of Artas, the various Yaztas fleets crossed the original borders of the Theocracy, and began to take territory from the Dominion. There was resistance every step of the way, and vast amounts of wreckage trailed behind the fleet. However, there were special recycler ships which collected all of this and constructed new automated ships for the Yaztas fleet, so the size of the fleet actually increased after each battle.
Only when they reached the gates of Selaga itself did they stop and issue an ultimatum: To cease making war and return lost territory and then some, or face complete destruction. Pragmatically, this was insane. They could have simply bombarded Selaga and taken the remainder of the Dominion's territory with ease, but the Marwanist tradition directs that if an enemy wishes for an end to fighting, one must not fight on.
Obviously, the Dominion's government accepted this, and the Theocracy settled into its modern borders. Even if its borders do not change, other things do...
Modern Times.
For 20,000 years after the War of Revenge, things essentially kept going as normal. There were small things, like arguments over whether a certain law applies in a certain position, but they didn't really matter in the grand scheme of things.
However, in 88,433 CE, after the entire War of Saiheran Succession passed them by, the populace grew fed up with having no say in the laws they had to follow. Thus, a popular protest, taking advantage of some key quotes from various Marwanist holy books, encouraged the sitting council to sloooowly reform the government. It was like pulling teeth, but it eventually completed after roughly 11 years.
Today, the new government actually functions better than the old one, and citizen satisfaction levels are high. Minor reforms in regards to things like anti-corruption law has happened, but the overall structure of government hasn't changed.
| Theocracy of Yaztas |
fandom.100th-millennium | # Theras
Theras is a world on the outskirts of the binary Lotharius System, more exactly located within the Beonis System. It has been the native world of the local "Vru" sapient species who evolved to very early stages of evolution. Now is also the homeworld of the Therisian Mages, the loosing side of the Great Thaumaturgic War of Lotharius. This event shaped the composition of this planet for the remaining centuries.
Humans settlers had previously arrived into Theras but the Therisian Mages, known back then as "The Dark Ones" or "The Dark Mages" followed through some centuries later, assimilating (sometimes forcefully) the local humans and enslaving the Vru. Some still remained free in the wilderness and still are to this day. Others fled, many to Kreon.
It's a rather cold-tundric like world with high mountains and picks. It's humid towards the equator with deep forests. Snow is very common and so are lakes. The sun is usually distant and doesnt warm up enough this world, meaning that it has extremely hard and dark winters. This is due to them being on the eleventh position from their star.
The total population of the Planet is around 860 million, of which about 600 million are Humans and around 260 million are Vru. From the Vru, about 210 million live in slavery, and 50 million in freedom in the wild. From the humans, about 540 million are Therisians, enslaved or assimilated, while 60 million are free humans who have allied with the Vru and lived in the wilderness, hidding or in isolated settlements.
History.
Before the arrival of the Therisian Mages, human settlers had already arrived in the surface of Theras long ago and stablish small settlements on several far between location within the planet. They essentially used the stations to trade with the local Vru and while some settlements were caught in warfare with them, others were more prolific and peaceful. It all changed when the first great Arcs appaered in the sky.
They stablished a city known as Amerbazan, which is still among the greatest cities of the Therisian mages, and became a center for spying. The first arrivals did kept secretive and killed anything that came close to them. It was then that decades later, this arc was followed by a couple dozens of massive large Arcs that stablished themselves in the planet, founding tweenty cities, known as the Founding Cities among the Therisians. Some local humans welcomed the arrival of this newcomers and allied with them, seeing them as freeing them from the Vru. Others on the contrary allied with the local Vru and started the War of Therisian Conquest. A Guerrilla warfare that eventually still stands today.
Cities, towns and important locations.
It's by far the most populous and bigger of the cities in the world of Theras. It's the capital of the Therisian Mages and has been called the "Dark City" by many of it's detractors and as "The Free City" by many of the Therisian followers. In truth, the name means "Golden Haven". It has large temples to the dark gods and many of the holy seats of the Therisian mages. It is as well the oldest of the settlements made by the Therisians.
It's the largest of the rebellious settlements. In firm hands of the Vru and the Humans that did not aligned with the incoming Therisian Mages. Its a town hidden in the mountains, heavily defended. The total terrain is cold and has been left to the dominion of the Vru by the Magicians who do not have an interest in the region and the dificulty of the terrain makes a campaign ardous and tedious as well as expensive. They have thus left them alone, raiding them occasionally to take slaves and subjects of experimentation. The city is surrounded by high peaks at the end of a very formidable naturally defendable valley. The land is also very fertile, making the Khvruinian valley a heavily prosperous spot.
| Theras |
fandom.100th-millennium | # Therisian Mages
The Therisians mages are a set of rebellious mages in the Lotharius system, originating from Kurûni, but currently in Theras, who branched off from the nation after the Great Thaumaturgic War of Lotharius. A crisis of faith and phylosophies that lead to the top elites of the Magitocracy to fight off the rebelious unmoral mages. They had turn to the worship of Dark Gods and had no moral values whatsoever concerning life of any sort.
The Therisians ended up loosing the war and fled to the Beonis system and settled in the world of Theras, where they enslaved the natives to their will and built up a civilization on it. The humans that already had established themselves in the planet sumitted to the newly arrived Therisian Mages and their army, as well as to those humans who had supported them and were forced to flee to Theras.
This Red Mages as they were known, created a Magitocracy in Theras and they had the total control of the economy. They were ruled by a council known as "Thur' hadar" made of the Twelve mages, three for each branch of Thaumaturgy.
Characteristics.
The Therisian mages all share different features and commonalities that made them special. The word to describe them is "unmoral" as they have no boundaries whatsoever when it comes to learn the Esoteric, Harmonic, Inovative and Classical branches of Thaumaturgy. They are infamous for experimentation with intelligent beings, used of murder, torture, rape, creating abominations and slavery. All those that are outlawed by Kurûni are common practice among the Therisians. So much so, they began a Dark Cult to some twisted creatures from Lux Aeterna in exchange for even more power. They all have thus been tainted by this and display pale or grey-like skin. Xeno intelligent life has been for the most part forbidden to be Therisian Magi, and have been classified as lower than mankind according to them.
History.
Origins.
The Origins are unclear, but they go all the way to the early ages of Kurûni as a nation and the formation of the Magitocracy. It was at this time that contact with this corrupted entities took place by one of the Magi. Most likely a Harmonic one. He used this Pylon to become more powerful and ascend into the ranks of the Magitocracy in power. He was ambitious. But he wasnt the only one, he either told others or others among the highly competitive hierachy of Kurûni discovered the existence of this other entities.
Thus they achieved high degrees of power and sooner or later came into contact with one another, organizing themselves in little hidden groups or sects. These would later become dark cults and some non-Magi would join in as well. This dark organization operated behind close doors, unseen. However, it all came to an end when they were discovered, triggering the Great Thaumaturgic War of Lotharius, when this dark followers and the Dark Magi revolted and tried to strike back to take over Kurûni in a coup. They failed and were forced into a civil war. They finally were defeated and had to runaway. They did to the Planet Theras, where they have lived ever since.
Outcome of the Psiquic War.
The War lasted for several decades, and was one of assasination, guerilla warfare in the streets, up to orbital bombardments and use of extensive Thaumaturgic abilities. However, the Dark Mages, as they were called by the Kurûni Mages were overrun and overpowered. Seeing that the war would be unable to win, they set their eyes in a world that was far away, enough for them to avoid being hunted and persecuted by the Kurûni.
They chose the remote world of Theras. A secret colony had been stablished over there under the command of Urk Amar'ka, one of the most powerful Red Magi and the Dark Knight, Averk Terham following orders of the secret intelligence of the Dark Mages. This came when they foresaw that they could not stand for very long knowing that the Kurûni had control of resources and outnumbered them 5 to 1. This and the massive losses meant this two were sent to create a colony with devout followers in Theras. They also tried to convert many of the nearby human settlements and raided Xeno settlements in search of slaves and blood. The conversions and raides endure successfully.
Soon before the war was over, Likana Randhar, a Dark Wife leader, followed by Tyasha Gorlok, from the Blood Dancers came to join them with orders to prepare massive arcs. They started building up massive ships or "Dark Arcs" to transport the refugees to Theras. They did so successfully and managed to create about ten Arcs, others being built in Aldaron regions under the control of the Dark Mages.
The Mages resisted in Aldaron until the ten ships arrived, join by the other ten ships locally built, they took the refugees in massive numbers back to Theras without problems.
Invasion and Settlement.
The Therisian Mages which at this time were simply called Dark Mages, fled the world of Aldaron and moved through space in large arcs and fleets that they had secretly built as a plan B in case they had to regroup else where.
A small outpost of the Dark Mages had been created not long after the beak of the war in a remote location fo Theras, and preparations had been on going to accomodate a large group of refugees in case things during the war turn out wrong.
Theras had been the seat of several human settlements and when the war was finished, the settlements in Theras were overrun by the Dark Magi who subdue them and made them their own people assimilating them and enslaviing those that resisted the invasion.
The ones enslaved where bred extensively to increase numbers and they also went out there and hunt the natives, the Vruu. Other xeno species were as well brought to Theras with the increase in piracy and others.
Types of Therisian Mages.
Red Magi.
Known as "Tyrash Magîm" This are the most common of the Therisian Magi and they are driven by power, lust, ambition and knowledge that goes beyond morals. The Therisians are at the top of the Elite Pyramid of governance. They are revered as almost lords or nobility within the planet of Theras. It is further divided in branches that are asigned tasks and function as a burocratic state ruled in a form of pyramid. The more a Red Therisian Magi advances in knowledge and power, the more it advances in the stages of the pyramid. The top mages, are known as Zhurians, and then from them are elected the twelve mages that would make the top ruling body of the nation.
They focus more on knowledge and study, either scientific, technological or biological, sociological, etc... They are classified in known "Linasi" or "Guilds" that they divided themselves into based on their field of expertive. They also dived themselves in Houses, or "Aha'inasi" which was one of the main four branches. Then based on that, they joined a Guild that suited their field of Study.
Houses and Guilds:.
- Esoteric House
- Harmonic House
- Invocative House
- Classical House
Dark Wifes and Dark Knights.
Known as a type of Harmonic mages, the Dark Wifes, known as "Kaur Maram", amd Dark Knights "Kaur Akari" respectively, are two orders of the same nature. One is for males and the other for females. They were strictly black robes and are very tied to the cult of the Dark Gods but are very powerful magi, and are very elite in it's numbers. They also pass a ritual of possesion with one Pylon that has been "darken". This allows them to earn strong powers in the Harmonic field.
The Kaur Maram are an organization of females, usually called as "Witches". Each and every memner of the order are known as Dark Wife, "Kaur Mara". They always wear dark clothes that mimic the mysts of the Lux Aeterna and the dark forces that have become symbiotic to them. On the Ruling Council of the country, one of the Harmonic mages usually belongs to the Kaur Maram, the other to the Red Magi and the third one to the Kaur Akari.
The Kaur Akari are similar to the Kaur Maram. An organization of male magi, with deep knowledge of Harmonic forces due to their association with a Pylon. They are known as "Sorcerers". Each member of the order is a Dark Knight, also known as "Kaur Akar". They are trained as well in the use of the word. They also wear darker colors and their skins seemed to be paler due to the bond with the corrupted Pylon and the Angel they serve.
The Dark Wifes organized themselves in what are the "Covenants", in their language known as "Thiriks", that govern their internal affairs. They have been given lands to govern on their own and usually possess slaves in large quantities to work the fields. Each Covenant spread along the several continents of Theras are as well ruled by the "High Covenant" or "Arai Thirik", which controls all the coventant within their organization. Within the High Covenant is elected the one that will represent them in the "Thur'hadar". They have had classhes with the other orders, most notably the Red Magi.
The Dark Knights organized themselves in "Chantries", known in their language as "Zornaks". They are the main local ruling and training bodies that ruled all of them. The Zornaks, just as the Dark Wifes do, are all ruled from the "High Chantry", known as "Arai Zornak" who tells them how all things should be ruled equally by all chantries in the planet. This body also choses among themselves the one that will represent them in the Thur'hadar. Just as the Dark Wifes, they have often clashed with the Red Magi, have had internal struggles and even once had a conflict with the Dark Wifes.
Blood Dancers.
Also known as "Shagaram" in the local tongue, they are a set of dancing trained woman killers of inmense beauty and fierceless nature. Its an order of women trained in high dexterity. They always carry dagas and worship blood spilling. They are similar to silent voices, but instead, they have a more dark-religious motive. The Religious forces of the nation are not to be dismissed as they have strong power within Theras.
Although the Blood Dancers do not participate in the council, they are in charge of the Judiciary Power of the State and thus will apply the law fanatically and hunt down anyone chased by the law in order to be sacrifized in the Dark temples or be used in the experiments of the Red Magi.
They are a valuable weapon in war as well and had carried on civil wars among the faith of the dark lords as each Blood Dancer might belong to court of a dark god, and it's followers are often intertwined in wars among themselves. The Blood Dancers might be subdivided into "Sects" or "Mali'kam", each and everyone of them different than the other.
The Shagaram, as they are known usually do have separated Priesthoods and depending on what power they devise they might be put in separated training Sects. Some of them use the dagas and train themselves in physical close combat artistic movements. They are fast, move quickly and can be letal dancers with extremely choreographic movements. This are the sect more involved with spiritual aspects. Other sects might indulged more on the technological aspect and use the weapons (guns and others) in their dances.
Another sect is known as the Red Weavers, they are servants of the Dark Gods of Revenge and Death and Crave for Executions. They usually have tight high bums of hair and they usually taint it red. They also are extremely good in dexterity and stamina, able to run, stand and jump to incredible distance, slay anything that comes in her path.
Silent Voices.
They are known as the best spies and killers. In the local language they are the "Enkeli ". They are hired all over the Lotharius system to kill on demand or to perform spionage, tracking and robberies. They are few and very very expensive. They are usually orphans with magi abilities that are trained brutally since childhood in the art of dexterity, moving without notice, mastery of magi disciplines and of curse the art of killing and flee the scene. They usually always leave a silver coin in the scene, to mark it's them that did it.
The Enkeli are subdivided into two branches: The Unseen and The Warriors. Each of them specializing into one thing, the Unseen move slowly and do not show their face, they act in complete silence and try to sneak inside the places where their victims might be. They could also sneak in to gather information. The Warriors however, are also mortal and silent killers and would show their faces and act as perfected body guards to those that pay them enough. They are an elite train warrior caste of the Therisians.
Feared by many, they Warriors are mortal trained warriors with special connections to the magi forces that they may use to protect or to guard something. Sometimes they simply serve the order or a cause, instead of a person and would pursue it no matter the pay. The branches are more like an specialization but rather either of both groups are similarly trained.
Usually the Enkeli arise from orphans with active powers or unwanted/undesired male kids with powers that are delivered to the Enkeli. They take them over and raised them to become this mortal weapons of living flesh.
Culture and Society.
The Culture of the Magi is that of Strenght, Fortune and Capabilities. It's in essence a cruel meritocracy. The more you crave and work hard to achieve a goal, the more rewarded you become. Praise, fortune, glory, success are things that the Magi really like and are a sign of prestige. The matter on how those are obtain are not so much into question. Cruelty is not actively promoted but is not baned or punished.
| Therisian Mages |
fandom.100th-millennium | # Tiafe
Tiafe is a hydrocarbonia planet harboring organic and exotic life, both of which were unicellular at the moment of their discovery and multicellular today. The planet is located in the system Tiaun or Laigun at 2395.60 ly from Aegyn. Tiafe is the homeworld of maruses and capital world of United Nations of Tiafe.
This planet has 2 major moons, 7 dwarf moons, and a ring above 1,904.1 kilometres of the surface.
Overview.
Tiafe has a mass of 4.27599 terrestrial mass, a diameter of 21,331.8 kilometres and a surface gravity of 1.5369 G.
Hers axial tidal is of 61°37'32.08". The planet has a average temperature of -183 °C and a atmosphere of a pressure of 0.0541 ATM and a density of 0.087165 kg/m3 composed of:
The planet is covered by 30 % of clouds, with a average wind speeds of 98 km/h and has average rainfall of 250 centimetres.
Tiafe was discoved by the humeiga in 2,187 CE and it was interesting because of the presence of a large amount of methane, like Aitta.
An expedition was launched in 2,722 CE to gather more information about this planet and see if it can be settled on, to collect methane and other resources.
The surprise was the discovery of the two life forms on the planet : exotic unicellular life on the surface and subsurface, and organic unicellular life in the subsurface ocean. Since, the settlement of this planet is prohibited to avoid contamination of the species native to the planet.
In 2,724 CE, many temporary research outposts were built on the planet to study the evolution and the coexistence of two different kind of life forms, however the outposts were deconstructed in the year 2728 CE. In 2,728 CE, a law was created that prohibited the settlement of Tiafe to preserve its life.
But in 2,792 CE, a orbital outpost was built around the planet to study the life.
Geography.
The planet is mostly covered with plains, forests and badlands, as well as seas and oceans (62.23 %), where Ocutha is the largest ocean. The planet has 8 continents:
The highest point is Oviem on the continent of Iemat at 7,866 meters above sea level.
Life.
As mentioned above, life at the time of it's discovery (2,722 CE), were exotic unicellular life on the surface and subsurface, and organic unicellular life in the subsurface ocean, coexisting together.
In 2,798 CE, scientists saw the first exotic multicellular flora to appear on the surface of the planet. It was a surprise, because for scientists, this were expected to happen a few million years later. The flora looked like dark purple, similar to their purple unicellular ancestor, but darker.
In 6,372 CE, it was the exotic multicellular fauna's turn to appear on the ocean of the planet. It was astonishing. Scientists don't know the reason of the fast evolution of this life form either. In 89376 CE, with the collaboration of a UNT research team, the question is solved by analysis on a crashed spacecraft at Laker demonstrated that it belonged to the Sedrua civilization, dating back over 1 million years, it seemed to act on the life of the planet as well.
In 14,548 CE, the first organic fish is detected by the scientists from orbit. The theory being that maybe multicellular life existed earlyer, under the subsurface ocean, and was not detected.
In 21,731 CE, the exotic multicellular fauna appeared. It looked like a toad.
Civilization : Maruse.
For more informations, see Maruse.
Scientists thought that life seems to have reached its stage, before making an even more surprising discovery in 42,694 CE, a dark purple mouse like civilization started across the planet. It was discovered by chance by a trainee in a formation of exobiologist. First, other scientists thought it was a joke, yet it was a true discovery.
The names given by humeigas to this civilization is "Maruse".
The discovery of the fire for this civilization took more time than human civilization - because of low oxygen concentration in the nature - in 42,824 CE.
In 89,362 CE, the first satellite was launched into orbit... Scientists think they were discovered, because after some years after, in 89,375 CE, they received a message from this civilization... in the Lapeito language. The message was of course transmitted to the Noyminod del Auyen headquarters, before transfer to Regnum Aureiga. In the meantime, scientists introduced themselves and said that they sent the message to their leader (UFSS).
So since that day, "United Nations of Tiafe" ("UNT") are under the protectorate of the Regnum Aureiga and exchange the knowledge.
A project to a dome city on the planet for humeigas is planned with the accord of the "UNT".
| Tiafe |
fandom.100th-millennium | # Tiafe/RS 610315-914-8-13195171-65 5
| Tiafe/RS 610315-914-8-13195171-65 5 |
fandom.100th-millennium | # Timeline
| Timeline |
fandom.100th-millennium | # Timeline (Cosmoria)
Key.
Anybody may add to this page to include events. The "Common Era" is defined as modern history. 1 CE is defined as the year in which the ancient powers in the universe were reorganized or had contracted greatly, thus creating a completely different astro-political setting.
Empty sections will be filled out systematically! If you have anything to say about it, you can speak to us on the discord.
BCE = Before Common Era
CE = Common Era
The Cosmic Primordia emerges from Chaos, creating the laws that govern Cosmoria. Shortly thereafter, matter and energy come into existence.
The Heart of Providence abruptly appears, at this point lifeless and with a crushing gravity. It becomes the first cohesive object in Cosmoria.
The first stars in Cosmoria's history begin to form, and the universal dark ages come to an end. These are all incredibly massive, dying in violent explosions within 100,000 years and creating the first large black holes. Nearly a billion years would pass before their descendants began orbiting the core of Cosmoria.
The "Vivikaeous Eon" occurs. In this period, life on most major planets in the universe comes into being.
The High Warlock erupts from the Lux Aeterna and creates a path of destruction.
The High Warlock easily begins eating the stars around the Cosmoria galaxy.
The High Warlock and Cerulean Kings engage in a battle of survival for Azurullya. The Warlock loses the heard fought battle and retreats.
A cracked section of the Warlock's skull breaks off and forms into a planet named Ivory.
Ma'eau comes into existence as life on Velevev establishes firm unconscious control over its planet, first manipulating weather and, later, manipulating even volcanism and plate tectonics for life's own benefit.
Ma'eau comes into contact with space-faring life, spreading throughout much of Martial Space.
By around this point, Ma'eau is manipulating the biospheres of dozens of worlds, essentially terraforming many to increase biodiversity.
The High Warlock stops at its final resting place. It slowly begins to decay though it still eats stars. Sinister is formed in its wake.
A primitive civilization rises and falls on D'Naevium.
The Moridian High Command is formed from various nations on the nascent ecumenopolis of Dalkor.
The MHC falls as their territory is impacted by an exotic cloud primarily made of the thaumic material of Marceum. This unrefined form disintegrated into horribly ionizing radiation on impact with anything, and the entire population is wiped out. The region of the vanished stars is now colored a sickly green color and is severely dangerous to enter.
The fairly small states of Erlas, Tresh, and Yarla rise and make contact with each other, becoming one of the first states in the mostly empty Cosmoria.
Yarla declines fairly rapidly due to its far distance from other trading networks.
The newly established nation of Rukelia creates the first interstellar empire, conquering Erlas, Tresh, Yarla, and other nations across inner Florathel.
The wandering Woni peoples invade from the far edge of Cosmoria, sacking Ratailis and taking control of the Rukelian heartland.
Nar-Kigali of Vijaya unites her people in rebellion against the capricious brutality of the Woni, seceding from their disorganized state and forming the Vijayan Union.
Nar-Kigali reconquers Ratailis, Erlas, and Tresh, ousts the Woni, and forms the Neo-Rukelian Empire
The Lareas Alliance comes into existence from various tribes of Amosae wanderers within the Lareas region of Florathel, rapidly expanding outwards.
The Lareas Alliance makes the Neo-Rukelian Empire a puppet state, breaking up its territory.
The Lareas Alliance assumes full control over Florathel after defeating the Melkas Empire, the only remaining powerful force there.
The alliance conquers all the stars of Florathel and ejects the Telmarai System for use as a super distant black site.
The Alliance reaches the core, using diplomacy to draw in the various nations until they were effectively puppet states. The Alliance never fully annexed most states beyond its core in Florathel.
The Alliance effectively has full control over the Cosmoria Core.
The Alliance reaches its peak under the Hanrexi ruler of Ncalywan, who conquered large segments of Aylathiya. After this, a series of decadent rulers lost territory as various vassals simply stopped supporting the Lareas Alliance, and no one bothered to stop them.
The Lareas Alliance unleashes The Swarm, a hugely destructive fleet of self-replicating probes controlled by Andvaris after it drills a bore into the Andvaris plane from Telmarai and attempts to colonize it.
The Swarm's attack rapidly rips through Cosmoria, killing 99.97% of the population of the entire realm and leading to the complete collapse of all cohesive interstellar government.
The Twenty-four Companions travel to the Telmarai Cluster, sneaking past Swarm patrols, and finally seal the Bore at the cost of all their lives. This happened too late, as the Lareas Alliance was utterly debased and ground beneath the boot of the Swarm of Andvaris by this point. The sealing of the Bore abruptly shuts down all Swarm ships, and many remain in deep space to this day.
The Dark Age begins as the lack of any functioning interstellar government leads to anarchy among the few worlds that weren't completely glassed and thrown back to the stone age already.
The various civilizations of Cosmoria, once reduced to the stone age by the Swarm, took until roughly this time to return to space.
Ectabana is the first to rediscover interstellar travel, using it to conquer the other worlds of Florathel and expanding very rapidly.
The Alshunaman rebellion begins from Alshunar (modern day Tancred).
The rebellion escalates quickly, culminating in the sack of Veladris and the fall of Ectabana
The Alshunaman Empire is founded under Emperor Kymeria.
Karith the Accursed destroys the Alshunaman Empire and conquers an empire that comes close to rivaling the Lareas Alliance itself.
After his death, the empire fragments into several states, including Jamulsa and Kromva. These two, from their citadels at Jamel and Kramul, conquer the other fragments and form a pair of empires.
A superflare strikes Kramul, cutting off communication with its empire and inspiring various states to secede.
Jamel suffers a bloody coup around the same time, leading to a severe destabilizaiton of Jamulsa's central government and also inspiring various states to break away.
Except for a collection of states surrounding the Nerad System which are barely holding back the lethal Somnar Hive, most states in Florathel enter the Years of Fire, a very long period during which there were few times of peace and every nation was fighting for supremacy over their patch of Cosmoria.
The First Angel Father Zaphenim rises from the Lux Aeterna.
The First Aeterna Society forms in the center of Aylathiya. This is the first civilization within Aylathiya and the sole civilization of the galaxy.
Father Zaphenim creates the Aeterna Crystals.
Father Zaphenim retreats to the Lux Aeterna after his purpose is fulfilled.
The First Aeterna Society collapses around this time.
Ma'eau becomes increasingly intelligent as it begins interacting with intelligent life.
The Years of Fire end as the nation of Yanaris gradually either conquers enemy states or makes alliances with friendlier ones, and gains supremacy over Florathel.
The Second Angel Mother Sachitel emerges from the Lux Aeterna.
Mother Sachitel creates the Hedonist Worlds.
Ancient History.
2.410 Million BCE
Sumayara is founded by Sachitel.
Yanaris's golden age comes to an end and is followed by slow decline.
Zushilo is founded as Sachitel's final Hedonist World.
Mother Sachitel establishes the Cherubic Sentry to protect the Hedonist Worlds.
Mother Sachitel is thought to return to the Lux Aeterna around this time.
The Un'oit evolve, likely on Torlak.
Yanaris's power drastically wanes as its allies have drifted away over the previous years, and outer states cease recognizing control of the central government at Yalai.
Yanaris's territory shrinks to less than four total systems surrounding Yalai, and the surrounding space is embroiled in infighting as other nations battle to take its place as hegemon of Florathel.
Ma'eau first gains intelligence, it quickly industrializes the planet Callithyia. It is the oldest still-living being in the galaxy.
Modern Farlas are first created by Ma'eau to help it maintain its creations.
The Third Angel Father Rinayo emerges from the Lux Aeterna.
The Fourth Angel Father Isayo emerges from the Lux Aeterna.
Both Father Rinayo and Isayo attack Ma'eau, causing its creations to war against each other, resulting in it fracturing into multiple competing wills
The Peony Wars begin as United Revarea, Kornerax, Ekasli, and Alkonis begin squabbling over the extremely powerful black hole known as the Heart of Providence.
Father Rinayo and Father Isayo move on to other civilizations to interfere with, likely involving the Un'oit in their pursuits.
The Peony Wars approach a stalemate as Alkonis and Ekasli's armies force back the combined Revarea/Kornerax advance less than 100 AU away from the Heart of Providence.
The Peony Wars end with the complete destruction of Alkor and with it the vast majority of Alkonis, as well as Ekasli suing for peace.
The Providence Union is founded between the three remaining nations, and begins swiftly expanding.
Father Rinayo and Father Isayo create thousands of children to watch the cosmos in their absence.
Father Rinayo and Father Isayo retreat to the Lux Aeterna.
Rinayo and Isayo's children merge to become the Resonant Divinity.
An ethnic minority of the Svartálfar, called "The Myrkálfar," leave their homeworld.
The Fifth Angel, Mother Ohko, emerges from the Lux Aeterna.
Mother Ohko influences the government of the Svartálfar, becoming its leader.
The Svartálfar colonize much of Aylathiya.
The Administrator comes into existence around this time.
The Dotsk evolve on Eithlinn.
The Svartálfar are mostly destroyed by the Administrator following their loss in the Ohko-Administrator War.
Mother Ohko is sent to the Lux Aeterna after The Administrator appears to wipe her from existence.
Eve, a Svartálfar disciple of Ohko, creates the Ekrosian Guardians, an anomalous military force that prevents the Administrator from entering Aylathiya.
She and her surviving Svartálfar compatriots colonize Eos.
Ma'eau's civil war finally ends as the remains of the last pieces of its mind are reabsorbed.
Humans evolve on Aegyn.
The Dotsk become a space-faring civilization.
The Akradax Collective is founded.
The Vexlores evolve on Eos.
The Arkhosians become a space-faring civilization.
The United Provinces civilizations forms.
A subset of the Myrkálfar evolve into the modern day Vlanoan species.
Sakijast is constructed as a monument to Arkhosian prowess. It becomes the U.P's capital.
The Pecay-Po Federation of Nalachi is founded.
Groups of Arkhosian extremists band together and declare themselves as the Arkhosian Order.
The Arkhosian Civil War occurs after the U.P. government attempts to eliminate the emergent opposition.
The Arkhosian Civil War is put to an end as the U.P. is extremely exhausted. A treaty is signed which gives the rebels their own nation.
The Arkhosian Order forms beside the U.P.
The Sixth Angel Mother Sydiah emerges from the Lux Aeterna.
Mother Sydiah founds Aeternalism, becoming its first devout believer.
Mother Sydiah begins creation on her Architects. Sydiah plans to use them in order to spread her faith and ideals.
Vurilia Jutopati is born.
Itrian Yutira is born.
Amarent is settled by Mother Sydiah.
Drizuna Jutopati is born.
Mother Sydiah established a sort of government for the Architects, essentially making the foundations for Sedrua.
Thonde Yutira is born.
Architects are ordered to terraform worlds and create habitation for future citizens.
Sydiah allows Vurilia and Drizuna to create the Bahattes, a species of genetically modified species who served as Sedrua's common people.
The Sedruans first encounter the Aeternapes on a colony planet.
Mother Sydiah finishes her work on The Architects.
Sydiah established Sedrua and declares all Architects as leaders for the new people.
A massive surveillance network is created by Itrian Yutira. It ensures unity for the Sedrua, keeping it tight-knit across vast distances. The network also lets Sedrua oversee areas which aren't in Sedruan territory.
The Oculus of Truth is created by Sydiah. It closely watches over all Sedruan colonies.
Bahattes are granted technological agency and gain the ability to colonize other worlds without much supervision. Sedrua greatly expands as a result.
Sedrua encounters the United Provinces and the Arkhosian Order. Tense relations ensue as the Order and the U.P. show hatred for Sedrua.
Sedrua establishes semi-autonomous sectors to keep cohesion in its territory.
Sydiah slowly re-organizes the line of leadership in Sedrua to accommodate representatives.
Sedrua encounters the United Provinces and the Arkhosian Order. The U.P. immediately dislikes Sedrua, beginning heated relations.
Sedrua begins to spy on the United Provinces after terrible diplomacy.
U.P. scouting forces detect unauthorized Sedruan infrastructure in the U.P's borders. The U.P. is outraged.
After great discussion in the Sedruan government, Sydiah directs 150,000 Architects to breach the U.P's border.
Aylathia's Siege begins.
The Arkhosian Order sees opportunity in the war, deciding to establish trade lines between them and Sedrua to vanquish the U.P.
The Order begins private sessions of diplomacy with Sedrua, explaining their plans for a U.P. downfall.
By this time, Sedrua's capabilities in the war are diminishing. Superior U.P. technology matches the force of the Architects.
Sydiah directs the creation of new transport craft and trade lines. War remains in a gridlock for decades.
The Order directly joins with Sedrua against the United Provinces. The U.P. is overcome by multi-front war.
Sakijast is destroyed.
The U.P's leader is killed alongside other figureheads and politicians.
Arkhosian guerilla forces form as the U.P. begins to collapse. They attack both the Order's and Sedrua's fleets.
The United Provinces collapses.
The Order turns on Sedrua, following through with their plans. The destruction of Sakijast fuels their hatred for Sedrua even more.
Trade lines are cut as the Order's military attacks Sedrua's without hesitation.
Sedrua responds by sending thousands of Architects and their most advanced craft to the front lines.
Around this time, the Arkhosian Order begins to crumble from Sedruan advancement.
After centuries of tumultuous conflict, Aylathiya's Siege ends as the United Provinces civilization falls to the hands of Sedrua.
The Arkhosians are assimilated into Sedrua.
Most Arkhosian forces begin yielding to Sedruan armies.
Sydiah returns home after many years of on-and-off fighting alongside the military.
The Arkhosians are given an equal status to the Bahattes.
Around this time, all remaining patrol Architects are sent back to Sedrua.
Post-war reconstruction is finalized as the last guerilla factions dissolve.
Sedrua begins expanding towards Central Aylathiya.
Sedrua fully establishes itself around Central Aylathiya.
Aylathiya's Sphere begins construction.
Aylathiya's Sphere is completed.
The Staleyans are discovered and uplifted by Sedrua, turning their civilization into a client state.
Sydiah establishes a system of vassal states for any future species Sedrua may encounter.
The prophetess Titania is said to have manifested in this year.
The Kephins are uplifted by Sedrua.
The Viphians are uplifted by Sedrua.
The Carants are uplifted by Sedrua.
The Timporians are uplifted by Sedrua.
The Zythyns are uplifted by Sedrua.
The Ambrosian Remnants are discovered by a team of Sedruan scouting craft.
The Cabal of the Amaranth Truth is founded by Sydiah in order to keep the remnants safe.
Aeternalism has spread to most areas of Aylathiya.
The first Architects begin to naturally succumb to Thaumic Insanity.
Sedrua is considered to be at its height. Most of Aylathiya's core territory is influenced in some form.
Vurilia Jutopati and Drizuna Jutopati found Novel Aeternalism, a more scientific take on the all-encompassing faith. Aylathiya's religious people begin to change their ideals though most remain in tradition.
Modern Alkanism forms as a unified coherent philosophy.
The Triumvirate Civilization is established around Tryvya.
It controls the L'Starte, Tryvya, and Marina systems with indirect control over several more.
Dotskgard is founded on Eithlinn.
The Dotsk first begin settling Mili.
The Triumvirate conquers Eos, massively increasing its population.
The Triumvirate conquers Rukan.
The Triumvirate conquers the Orcubor, giving them control over the Surayea and Hanabi systems.
The Triumvirate establishes the Five Ministries, a vast bureau built to govern its territory.
The Triumvirate establishes the Great Intendancy, a quasi-independent police force. It is headquarted on Wik'Jawum
The Civese, a bronze-age species by this time, have come to understand Thaumaturgy and the Lux Aeterna.
POLIKY is created by the Civese, initially as a sort of spirit.
The Civese utilize POLIKY to unite their planet into 4 societies.
Thaumic applications for growing Civese technologies become increasingly apparent. However, technological progression is much slower due to Thauamturgy's wide use.
POLIKY is asked to further research Thaumaturgy and its applications.
POLIKY discovers the full potential of the Lux Aeterna.
A theoretical type of Thaumic Drive is conceptualized, and is eventually used by the Civese only a few years after.
The Civese become an interstellar race, as the four nations of Ivathiya expand into its moon system.
The Civese people have drifted apart from one another. The nations from Ivathiya have created distinct interplanetary societies.
A landmark meeting in the de-centralized Civese government lays down the foundation for four cohesive sectors, separated by distinct cultures, population strata, and ideologies. This idea is bounced around the government almost a century.
Civeehol is founded, and acts as the center for all Civese activity.
Haviir is founded.
Osametu is founded.
Tonuur is founded.
POLIKY publishes vast amounts of new information to the public. The Civese population realize that their society can be immensely improved in a shot period of time.
POLIKY drafts a revision for the Civese government, which promotes cohesion and creates new regulation for Thaumaturgy. POLIKY also advocates for technological and social enhancement for a higher quality of life. Only days after the petition, the Civese government agrees.
POLIKY improves Thaumic technology for the Payotari Alliance. The Civese expand greedily, subjugating planets almost carelessly.
Sedruan Magi notice the immense aberrations caused by POLIKY. Itrian Yutira sends various scouting vessels and personally investigates key areas around Aylathiya.
Itrian detects POLIKY and Civese "spacecraft", initiating contact immediately.
Sedrua greatly dislikes the Alliance's practices, finding their "misuse" of Thaumaturgy and comparatively barbaric society to be insulting.
From this ordeal, the Civese also learn of the Triumvirate.
The Payotari Alliance forms after the wary Civese people come together against Sedrua.
Mother Sydiah plots a century-long strategy to create a new "Angelic Purpose" for all past Angels. Her main goal is to find and convince all Angels to join Sedrua.
The Wane of Reality happens as Mother Sydiah fails to contact the Angels.
Sydiah's Pylon crumbles before congealing into a horrifying Pylon beast named Her Sorcerer. Sydiah herself is locked away in the Aeterna. Tens, if not hundreds of thousands of Architect Pylons mutate and become pylon beasts themselves.
Itrian Yutira is automatically assigned as the leader of Sedrua.
Sunder Aylathiya begins.
Ramifications from the Wane of Reality are massive. Hundreds of thousands of Architects die from either entering or trying to remove the rifts.
Wealthy Sedruans evacuate or attempt to seize power in the government. Vassal states become breeding grounds for corruption.
A very discontent sector named Avolast breaks off Sedrua after feeling the whiplash. Faith in Sedrua's government diminishes greatly.
The young Payotari Alliance and Triumvirate work together and ward off the corrupt Architects. Sedrua is unwilling to aid as it must rebuild.
Sedruan vassal States are unable to prevent serious damage.
The Triumvirate gains control over Mana.
The Triumvirate gains control over Alnihaya.
Seeing an opportunity from Sedrua's failure, The Payotari Alliance conducts a "crusade" across Aylathiya. They encroach upon Sedruan territory.
The Alliance denies a Sedruan land treaty, covertly designed to curb Alliance expansion in the long term.
POLIKY gains limited access to Triumvirate databases, encountering The Administrator and it history.
Vurilia Jutopati and Drizuna Jutopati attempt diplomacy with the Payotari Alliance. It is ineffective.
A string of failed diplomacy proceeds many insults hurled from Sedrua to the Alliance. Diplomatic relations cease between both nations.
Civeehol, followed by all other Civese nations, implement a nation-wide ban of Sedruan ideologies and religions. The scant few followers of either are silenced or removed.
The Alliance expands and enforces its power near Sedruan territory.
Sedruan and Alliance military assets pile up in bordering regions.
Reaching a breaking point, Sedrua begins an undeclared attack after Itrian Sydiah orders thousands of Architects to storm the border.
Sedrua swiftly annexes Civese territory.
POLIKY deepens its research into Thaumic technology, creating its first Thaumic military vessels.
Around this point, war between Sedrua and the Payotari Alliance turns into gridlock.
The Triumvirate gains control over Gira Gira.
Sedruan forces, mostly Architects, surmount on the front lines. Gridlock is broken as Sedrua directs itself to Ivathiya.
The Payotari Alliance halts Sedrua's forces through advanced guerilla warfare.
A flagship named Reckoning is constructed by the Triumvirate and is given to the Payotari Alliance.
POLIKY "connects" to the Lux Aeterna by creating a massive Faux Pylon. A surge of energy happens as POLIKY ascends to a new sapient form.
In a matter of months, POLIKY's knowledge of the Lux Aeterna skyrockets. It quickly becomes something beyond a program, now an entity on par with The Administrator or the Angels of old.
Sedrua is pushed back in this period. In less then a century, the Payotari Alliance begins advancing, taking the offensive.
A slow, methodical itch to end the war begins in the Sedruan senate.
The Payotari Alliance wins as Sedrua lays up its arms, surrendering for the first time in its history.
A treaty named the "Payotari Endowment" is signed, securing the Alliance's position as a superpower. The Alliance swiftly rebuilds and expands shortly after, flaunting a broken Sedrua.
To commemorate their victory, the Payotari Alliance publicly announces the construction of Primevia, a technological marvel designed to house and expand POLIKY.
Infrastructure policies are passed on order to connect rural Civese communities and completely reform war-torn sectors.
As Civeehol creates Primevia and updates infrastructure, it drafts and passes several voting and legislative policies without the approval of the other Civese nations.
Civeehol creates its first extensive Hyperlane network outside of itself. Other Civese nations are able to conduct trade and communication significantly faster.
Trust in Civeehol's government varies the drafting of its post-war policies. Inhabitants of the four rural nations find them to be unfair, though enthusiasm about growing infrastructure overwhelms most opposition.
Civese communities are considered to be fully repaired after almost twelve decades of infrastructure improvement.
The effects of the Alliance's reconstruction are almost immediate. The Triumvirate Civilization, once bothered by sending resources over wild space, now has the ability to cross into Alliance borders safely.
Gradual increase of Triumvirate-Alliance relations allows both parties to improve their travel and trade policies. General relations rise even more.
Sedrua, envious of the success of its enemies, finishes passing its own policies through its relatively inefficient senate.
Reparations of the Sedrua-Alliance War are paid off.
Civeehol announces the proposition for a policy named the "Autonomous Civese Act", which allows all Civese nations to act relatively independently.
The Alliance's central government loosens its control slightly, while Civeehol's control over itself increases. The four other nations are given less opportunity to gain control.
The Payotari Alliance collectively expands its infrastructure beyond its borders for the first time since the pre-war era.
Vokray, a military world in Haviir, turns into a well-respected capital.
Civeehol places much of its budget into expanding the three other rural states.
Haviir and its neighboring nation Osametu become a new center for economy and infrastructure.
The Payotari Alliance gains direct access to shipping lines constructed by the Triumvirate.
Trade improves drastically, allowing both the Alliance and Triumvirate to expand greater than ever.
Various corporations funded by Civeehol encroach on rural communities in the greater Alliance. Useful, luminous stars are taken from rural space by them.
Mass protests and rioting against reckless corporations are silenced, snuffing the political firestorm.
The rural nations Haviir and Osametu petition for territory near Civeehol. They are accepted to please the public, giving the illusion of gratefulness.
A landmark summit by Alliance and Triumvirate diplomats occurs. In the end, the Triumvirate informs the Alliance about a plan to diminish Sedrua's influence.
Collaborating with the Triumvirate, the Payotari Alliance covertly sends assets to Sedrua's territory. Large waves of espionage and spying occurs.
Sedrua connects espionage to the Payotari Alliance and the Triumvirate. Itrian Sydiah almost declares war, though he's denied by the senate and Sedruan people.
After several intra-governmental meetings, Sedrua strikes by backing extremists in rural Civese territory.
Extremists in the rural Alliance are almost impossible to rid. Fighting for people's rights, they blame Civeehal for the Alliance's hardships and demand for control.
The loud voices of extremism are caught by the ears of the casual Alliance citizen. Many become aware of Civeehol's shortcomings.
Enduring the unrest, the Payotari Alliance strikes back by funding Arkhosian reformists. The still injured Sedrua faces several hard-hitting terrorist organizations.
Haviir and Osametu stop funding Arkhosian terrorists after Vokray is targeted by Sedruan extremists.
After failure in what is essentially a proxy war, Civeehol pressures Haviir and Osametu to fight for Civese pride and back Arkhosian opposition. They are forced to obey.
Civeehol ceases funding Arkhosians after Sedrua threatens war.
Sedrua's attempts to remove Arkhosian insurgents are unsuccessful.
The Folatria Movement forms and is recognized as a nation by the Payotari Alliance and Triumvirate.
Primevia is completed, much to the joy of the Civese people.
POLIKY's capabilities expand immensely, letting it expand Thaumic research and surveil all of the Alliance.
The Alliance's request for territory in Martial Space is denied by the Triumvirate.
The Civese War, a rebellion against Civeehol, is conducted by the three other Alliance states.
The Civese War ends with an overwhelming victory for Civeehol.
Civeehol carves and puppets a new state named Tajuura out of Tonuur's massive area.
The Triumvirate gains control over Demiurge.
The traditional date of the formation of Ibaradism by Titania.
Titania and POLIKY meet at a crucial diplomatic meeting. Discussions related to the freedom of religion and anti-Sedrua policies are mixed with cordial, prideful conversations.
Roughly the time that Arkho colonists from Sedrua created a colony centered on the planet Hathia. They will go on to be called the Molkor.
The Sedrua-Triumvirate War begins as Sedrua launches a preemptive strike against Eos.
Eos falls as the Triumvirate evacuates every Magi, spacecraft, and a large number of its populace to the unfinished Demiurge Settlement.
Sedrua begins what would eventually become a 500-year assault on Demiurge and Tryvya.
Sedrua is pushed away from both of these structures as the Triumvirate deploys the ERS Moon Signal and the VSS Readymade, the two craft would be joined by the PWV Reckoning as they turn the tide of the conflict.
The grueling process of retaking Eos begins.
Dotskgard assists in this effort, fulling mobilizing its massive population.
Sedrua loses much of its influence outside of its core territory after losing the Sedrua-Triumvirate War. As reparations, they are forced to give the Triumvirate dominion over 7 stars: Nocturne, Seycara, Jophtio, Elegia, Senta, Helyar, and Byutix.
The Triumvirate and Dotskgard seize Sedruan assets and levies further reparations onto Sedrua.
Sedrua enters another swift period of regression as a result of the war.
Vurilia Jutopati takes it upon himself to become Sedrua's leader, cleverly utilizing his governmental powers to overthrow Itrian Yutira.
Sedrua's culture becomes deeply divided between Classical Aeternalism and its newer Novel variant.
The Triumvirate contacts and uplifts the Vexlores.
Moonmoon is born.
A handful of Naidarans colonize the planet Nai'Starte. They represent the last remaining members of their species. Ma'eau fully supports this.
The first known followers of Silverstar start popping up across Aylathiya.
Sedrua's government experiences a coup, consuming the nation with fear and reform.
Thonde Yutira forces herself to become Sedrua's permanent leader. Itrian Yutira is elected as her advisor.
The Triumvirate finishes construction of the Demiurge settlement.
Regnum Aureiga is founded on Aureiga by the Humeiga.
The Triumvirate now has more international influence than the declining Sedrua. Over a fifth of Aylathiya is now under its control.
Humeiga discovers Aegyn and meet Humans and the Triumvirate Civilization. A treaty is signed between them all.
The Triumvirate begins construction of Holo's Ring in Martial Space.
The Triumvirate reforms into a Federal Republic.
The Sedruan War begins after the Staleyan vassal state declares independence.
The Zythyn vassal state rebels against Sedrua.
The Kephin vassal state rebels against Sedrua.
The Zythyns gain independence.
Lowyzol and Diunity form.
The Timporian vassal state rebels against Sedrua.
One section of the Staleyan vassal state gains independence. Hivollyos forms.
Hivollyos forms.
The Staleyan vassal state rebels against Sedrua.
Sedrua puts an end to the Kephin rebellion.
The Timporians gain independence.
Eqeyuana forms.
The Staleyans gain complete independence. Nallanthiya forms.
The Kephin vassal state rebels once more after mustering its forces.
The Kephins gain independence.
The Golomian Confederacy forms.
Sedrua's government abandons far-flung territory. Countless communities and assets are migrated while others are left to fend for themselves.
Distrust in the Sedruan government rises greatly.
The Carant and Viphian vassal states join together and rebel against Sedrua.
Both the Carant and Viphian Sectors emerge victorious.
Celathiya forms.
The Carant League of Aylathiya forms.
The Core Worlds Alliance (CWA) forms from Eqeyuana, Celathiya, and Nellathiya.
Sedrua removes all assets from the rebelling nations.
The Administrator finishes construction on Holo's Ring.
The Diunity and Lowyzol begin an arms race.
The Resonant Divinity is taken by The Diunity to forward their expansion.
Lowyzol holds concern over The Diunity. Both nations close off from each other.
Lowyzol's plans to increase colonization outside its traditional borders are halted following developments with The Diunity.
The Diunity focuses on expanding its influence and increasing defense.
Lowyzol increases defense. The arms race accelerates.
The War for Peleunsk begins after ideological differences become unbearable.
The War for Peleunsk ends.
Lowyzol becomes an associate to the Alliance to protect themselves from future conflict.
The Carant League of Aylathiya becomes an associate of the CWA.
The CWA catches wind of Aylathiya's Sphere, though its region is far too dangerous to clear. The space around Aylathiya's core is sealed off.
Hivollyos joins the Core Worlds Alliance.
The Carant League of Aylathiya repeatedly fails to purchase valuable Golomian land near Aylathiya's Sphere.
The Triumvirate Civilization collapses as its three leaders go their separate ways.
The Lowuks Entente forms from Atlins loyal to neither the Administrator or Titania.
The Erstes Konsortium forms out of the remains of a collapsing Triumvirate Civilization.
Erstes Konsortium enters into a peace agreement with its warring internal factions; they are each given limited sovereignty.
The Omnite movement begins.
Titania ascends to the throne of Florenta as "Prophet-queen."
Erstes Konsortium declares itself the rightful owner of all former Triumvirate territory except for Ma'eau and Florenta. This includes the Lowuks Entente, which causes conflict between the two nations.
Dotskgard enters a bloody civil war as nationalists attempt to take power from the Technocratic government.
The Lowuks Entente Collapses into tens of thousands of fragments.
Erstes Konsortium asserts its claims over the area and establishes numerous bases and outposts in the region. Erstes Konsortium has sovereignty over 12 stars and partial sovereignty over Eos.
Tenshi forms in Kanadett out of the remains of H. Aimer Corporation.
The Neo-Terran Movement begins.
Military forces left behind on Nocturne form independent states around it.
Florenta reorganizes itself into a Confederation.
The Vexlores become fully integrated into Erstes Konsortium.
The Un'oit Ascension begins as vast waves of Un'oit soldiers and warlords flow into Erstes Konsortium.
The Neo-Terrans create the Kshi.
The Vaplein Republic forms.
The descendants of the first Naidarans in the galaxy form an interstellar civilization called Naidaro.
Erstes Konsortium, its core worlds protected, integrate the Un'oit into its civilization.
The Un'oit adapt to Erstes Konsortium's way of doing things, gradually accepting their place in the vast decentralized state. They collaborate with the Kaiser to police worlds they occupy, most notably Petra.
The Neo-Terrans appear to kill Titania who was assumed to be immortal.
Florenta enters a period of internal strife and division.
Florenta reorganizes itself into a nation known as Empyros, a fascist theocracy.
Tenshi begins its conquest of Ventemir, southern Eos, not by force but through the use of so-called debt-trap-diplomacy. They buy vast swathes of the region and unofficially occupy territory.
The Neo-Terrans form a military Junta recognized by the central government of Erstes Konsortium.
Hal Drusus II becomes the supreme leader of the Neo-Terrans and founds the city of Scipio. They reform into a "political party."
Mars forms upon the death of Hal Drusus II. Hal Drusus III becomes the next Supreme Commander of the Neo-Terrans.
Socialism emerges for the first time amongst a tribal species on Thalsiedeln as its industry becomes worker-controlled.
The Great Empyreal Crusade begins as Empyros begins an invasion of every territory once controlled by The Triumvirate.
The Core Worlds Alliance unanimously votes for a war against Empyros, joining the conflict.
The nations of Aylathiya form a common front against Empyros, ending the chaos which took place after the collapse of the Triumvirate.
Dotskgard falls into another civil war.
Dotskgard emerges from its civil war as a democracy, making it the most populous democracy in the galaxy at the time.
The Core Worlds Alliance tightens control over its domains, enforcing its territory and government as the Crusade winds down. While this was necessary for cohesion during the war, several nations view this as an attempt to enforce corporatist ideologies.
Empyros falls and the Great Empyreal Crusade ends. It is jointly occupied by the Vaplein republic and Erstes Konsortium.
The galaxy remains united as the first genuine international community forms.
With support from the Vaplein Republic, Jayvyn Drusus takes power within the Neo-Terran Party.
Sagittarium is founded in a coup in the Vaplein Republic.
Klein Vay takes power as Chancellor.
Tenshi gains full control over Ventemir.
The Ma'eau War begins as the Neo-Terran Party begins an invasion of Ma'eau.
Ma'eau's influence on the genetic code of many species makes this incredibly difficult.
Mass extinctions take place across Cosmoria as Ma'eau loses the ability to protect biospheres across Cosmoria.
Biodiversity across Cosmoria greatly falls.
The Neo-Terran Party annexes Ma'eau's territory.
Sagittarium joins the Core Worlds Alliance.
Klein Vay dies, causing a succession crisis in Sagittarium.
Large numbers of The Ekrosian Guardians begin to move move sporadically, causing great damage across Erstes Konsortium and Sagittarium.
Veselko Abedayo takes power in Sagittarium, he brilliantly commands his troops to defeat the Ekrosian Guardians.
Pyotr Rusu becomes the leader of the Neo-Terrans, at this point an international organization with significant influence across Cosmoria; he begins the process of the incorporation and recognition of non-Human species.
Gran Lux is founded on Tchruv.
The Neo-Terran Co-prosperity Sphere forms as the Neo-Terrans declare their leader to be the true ruler of Erstes Konsortium. They unite with groups with similar interests.
It is recognized by external nations due to its willingness to trade, in particular Tenshi and the Core Worlds Alliance.
The Neo-Terran Co-prosperity Sphere manages to assassinate the Kaiser, replacing them with Aethelwulf Claes and conquering Erstes Konsortium.
Aethelwulf Claes is assassinated by loyalists to the Kaiser, plunging the newly-formed Sphere into chaos.
Roxanne Caffron takes power amongst the Neo-Terrans as stability returns.
Caffron takes the opportunity to induct many loyal to the Neo-Terrans into the party, causing it to have influence in most polities within the newly-formed Sphere.
Sagittarium colonizes Irnestro and Telva.
The Confederacy of Borealis forms on Thalsiedeln to protect workers from hostile outsiders.
The Thulcandria forms in the Via Aurum Nebula after movements for independence.
The Thulcandran War is waged between the recently made Thulcandria and the Confederacy of Borealis.
The Thulcandria gains full independence and international recognition by other governments.
The Neo-Terran party experiences a great rift upon the death of Roxanne Caffron. Her successor, Ymir, takes power but declares herself "Imperatrix," beginning a reform of the party into an aristocratic class.
The Neo-Terran Co-Prosperity Sphere becomes more decentralized, much like Erstes Konsortium, and parcels its territory into smaller "Crowns," ruled by loyalists to the central government, that operate like miniature versions of Erstes Konsortium.
The Core Worlds Alliance reduces its authority over member nations, giving them higher autonomy.
Dotskgard becomes a stronghold for the Confederacy of Borealis.
Following an economic crisis and protest, Sagittarium gives Irnestro and Telva partial independence, forming Thalvett.
The Ursa Syndicate forms out of thousands of Vexlore-dominated systems striving for independence from the Confederacy of Borealis. It is a monarchy.
Kristallaus adopts an anarchist system of governance. The Central government of the Sphere accepts this so long as it continues its tributes to the Imperator.
Solomon of Kristadt emerges, leading the collection of ancient ships known as Solomon's Fleet. Solomon and volunteer militias drive back invading neighbors and maintain order in Kristallaus.
Commonwealth's Eclipse begins after surmounting ideological tensions between the Core Worlds Alliance, Carant League of Aylathiya and Golomian Confederacy. Three sides immediately form, them being the Federalists, Corporatists, and Autocrats.
Sagittarium leaves the Core Worlds Alliance.
Following their abandonment of the Core Worlds Alliance, Sagittarium backstabs the Golomian Confederacy by declaring war on them.
Lowyzol fully joins the Core Worlds Alliance following the attacks from Sagittarium.
Around this time, Sagittarium's attacks become so frantic that Aylathiya's Sphere is taken from the Golomian Confederacy.
Sagittarium attempts to search the area near Aylathiya's Sphere for artifacts, only for supply-chain issues and automated self-defense units to make a thorough search impossible.
This date is considered to be the height of the Eclipse. Autocrats and corporatists appear to hold the upper hand while the federalists hold on to what they can. The increased belligerence from Sagittarium shifts the attention of all sides however.
Sagittarium pulls out from the war, its economy unable to continue straining itself in the conflict.
Thulcandria forms after a revolution during the Commonwealth's Eclipse. The Carant League of Aylathiya begins to crumble.
Commonwealth's Eclipse ceases following the exhaustion of all combatants and revolutions. Both the Core Worlds Alliance and the Carant League of Aylathiya crumble.
The Commonwealth of Aggregate Aylathiya forms from the ashes of the Core Worlds Alliance.
Autocratic fanatics and corporatists evacuate the Lowyzol Federation. One group takes to the Nisrine Cloud while another rests near Martial Space.
Uspayador is founded in the Nisrine Cloud, named Etheaunsk at the time.
The Confederacy of Borealis begins an initiative to gain influence in the crippled Sagittarium, making it into an international organization.
Alkon-Aylathiya forms from many clans as an Aeternalist nation. It soon becomes loyal to Sedrua.
Inishan is probed by the Empire of Mankind.
Vaspujian takes Aylathiya's Sphere into consideration, sending scouting forces and clearing the area around it.
Arkon is besieged by a fleet of imperialists.
Imperialists on Arkon stop their attacks and leave.
The Order of the Arkons is created to prevent future attacks on Arkon.
Aylathiya's Sphere is reconstructed by Vaspujian.
The Arkonian Technocrats are founded as an offshoot of the Irekian Technocrats.
The Economic Federation of Saleas is founded from many smaller states in and around the Parvo-Aa System.
The Cnara-Frealee Federation is created from the union of the Cnaran Federation and Darvikan Union.
AI rights activists are violently repressed by governments across the territory of the Co-Prosperity Sphere.
Suppression of AI rights culminates in the "Thalian Crisis" in which vast numbers of machines fled to Sagittarium.
The Confederacy uses this event to push for increased democracy in Sagittarium.
Alkon-Aylathiya finds and subdues the Resonant Divinity, an Angelic Artifact. The Divinity is convinced that leading Alkon-Aylathiya would bring justice to the galaxy.
The Heilotans System is discovered.
The Ctrala Federation, Galan Technocracy and the Kajakali Nation band together to form the Union of Eulciar Powers.
Tenshi and the Co-Prosperity Sphere enter into a bloody conflict as the central government attempts to seize Tenshin assets in Ventemir.
The leader of the Ursa Syndicate, Nicodemus IV, and the Archon of the Tenshi, Meiko Tange III, marry, creating a military alliance between these two groups. The alliance declares itself a sovereign nation known as "Greater Tenshi," a direct act of treason against the Sphere.
After experiencing a total defeat, the Sphere surrenders to Greater Tenshi.
Tenshi occupies the capital of Albedo to form the Dominion of Astraeus.
Yakusoku becomes the capital of the Dominion.
The Demi-Vexlores, as a species, are created as a combination of Human and Vexlore genetic material.
The Marakat Interstellar Union is founded from the merger prefects Artaclate, Perol, and Vea.
The Dominion of Astraeus becomes a superpower as it becomes increasingly centralized.
The first Demi-Vexlore becomes emperor, Imperatrix Adeline I.
The Inheritance War begins as the emperor of the relentlessly attacks the Seekers.
Sedrua becomes overwhelmingly paranoid as countless people fear the so-called "Seekers".
Sedrua's long-lasting isolationist policy is broken after it joins the Inheritance War.
As Demi-Vexlores become more common, the line between Human and Vexlore grows blurry.
Aylathiya's Totality - - -
Following a mass die-off of Magi across Aylathiya, the Inheritance War suddenly ends, the Seekers seemingly fleeing in the direction they came.
Aylathiya's Totality ceases after Vurilia Jutopati returns to Sedrua, staging a coup and winning against the government.
Alkon-Aylathiya's influence across its local space tightens as the war ceases. Partnership with Sedrua increases as Vurilia seeks to form treaties with nearby nations.
King Oram Atherian II dies, possibly killed by Princess Kalea Atherian.
The War of Saiheran Succession begins.
Prince Sais Atherian drives his three siblings off of Dimostah, almost killing Prince Karnak Atherian.
Princess Zelera Atherian assembles her secret base on Aiah.
Prince Karnak Atherian allies himself with the Arnot Republic and sets up shop on the planet Erae.
The Battle of Pagalus occurs, a prime example of early battles in the War of Saiheran Succession.
The Eulciar Union of Nations is founded in the Eulciar.
The Great Lareas War begins.
Marnaltharke is destroyed.
The attack on the Narenna Dyson Swarm occurs.
The Battle of Morlac occurs, resulting in Morlac's destruction.
Princess Kalea Atherian orders the destruction of every planet in the Arnot Republic, causing the deaths of 99.5% of the population of that nation.
The Battle of Kaledar occurs.
The Battle of Vea occurs.
Prince Jeroboam is born.
Without warning, Jeroboam uses his great power to begin destroying various military bases of the Astraeus.
Emperor Nicodemus V tries and fails to kill Jeroboam, causing the military to attempt to kill him.
Jeroboam makes it the capital world, Yakusoku, and, overpowering local military assets, kills Emperor Nicodemus.
Several months after, Jeroboam tracks down and kills Yuuho Tange, Nicodemus' co-ruler.
Jeroboam kills most of the advisors as well as the children of Nicodemus and Yuuho.
A strike force sent by the Confederacy of Borealis fails to kill or even debilitate Jeroboam.
Jeroboam flees Aylathiya to somewhere in intergalactic space, leaving Astraeus in chaos.
A strike force from Sagittarium fails to kill Jeroboam.
Gen IX, a distant relative of Yuuho, claims the throne of the Dominion; however, few recognize this as legitimate.
In the same year, war breaks out as virtually every powerful group within the Dominion, backed by the various dukes, vies for the position of Emperor.
Vexlorian territory begins destabilizing as the government loses its means to keep order.
In the midst of the conflict, Gen IX abruptly abdicates the thrown after an excursion to Tryvya.
The remaining organizations within the Dominion form a parliament and decide that no one will be the emperor.
The Ror Units and Molkor form the Alkan Intendancy.
The Confederacy of Borealis now controls the majority of the industry within the Dominion, causing its president to become a de facto "emperor," albeit democratically selected.
The War of Saiheran Succession is ended with the Fifth Treaty of Providence.
The United Nations of the Florathel Galaxy is also formed with said treaty.
Beatrix attacks the QPA.
The QPA demands reparations from the Dominion, however, they are ignored.
The Theocracy of Silverstar is founded.
The War of the Ancients is declared by the QPA against the Confederacy of Borealis as the Vault of Secrets implodes.
The Confederacy of Borealis strong-arms the rest of the Dominion into helping it fight this war. With a fully united Dominion fighting the QPA, they could not simply send in troops like the ancient Un'oit did.
The Celestial Plague is released into Martial Space, causing a great number of deaths and stalling the Confederate counter-attack.
The Celestial Plague is discovered to have been accidentally deployed across almost the whole of Aylathiya.
Ayalthiya's ecosystem responds poorly to the plague, causing many usually docile creatures to begin attacking space craft.
Sedrua joins the QPA by supplying them with useful weaponry and technology.
Alkon-Aylathiya Joins Sedrua with the war effort.
The War of the Ancients escalates after failed diplomacy between the QPA and CoB.
Boaz Abedayo-Drusus, then Prime Minister of the Dominion, attempts to destroy POLIKY, dying in the process.
The Commonwealth of Aggregate Aylathiya considers joining the conflict, though the decision is unable to make it to the senate.
Due to extensive damage by the Celestial Plague, Sagittarium declares war on the QPA.
Jezebel Torez-Drusus II becomes the next Prime Minister.
The PWV Reckoning arrives in Martial Space.
The Celestial Plague is re-released, now in its third iteration. Confederate Forces begin to crumble after the fleet of advanced biological and mechanical objects reaches the Confederate Front.
The conflict flares up to some of the highest points in the entire war. Confederate gains are immediately reverted.
The Commonwealth strongly considers to join the war effort, collecting numerous defenses and utilizing an AI for military operations.
Following a large number of war crimes and brutal atrocities by the Quintet Payotari Association, the C.A.A. officially declares war on the QPA. The power dynamic in the War of the Ancients changes drastically, with the Quintet Payotari Association scrambling to reorganize its supply lines upon the declaration.
Sedrua removes itself from the war following the Commonwealth's involvement.
Numerous QPA forces are brought from the Eqeyun Sector to aid in the new front.
The Celestial Plague is unleashed against the Commonwealth, the C.A.A.-QPA front slows immensely.
The Confederate Government authorizes the usage of the "ERS Moon Signal", "TRS Platinum Disco", and the "TRS Night Running".
Jezebel II changes her title to "Imperatrix."
The QPA withdraws its forces as it becomes abundantly clear that their invasion will not work.
The War of the Ancients comes to a close in a ceasefire agreement.
The Confederacy begins a reconstruction program heavily dependent on aid from nobles and organizations within the Dominion. This backfires as few are willing to help the group that dragged them into a devastating conflict.
Uspayador grows unstable after the War of the Ancients. The government is unable to manage the nation or re-build infrastructure effectively.
Several major groups of political rivals and revolutionaries form in Uspayador, centered around re-building the nation.
The Confederacy begins drafting articles for the full centralization of the Dominion, a plan to fully consolidate power within the nation and transfer it into a proper state.
Jezebel's War begins as the various organizations lead a rebellion against the Confederacy, destroying its Congress within days.
Donatus Shuker declares himself president as the Confederacy and mobilizes its bloated military to begin a campaign against Jezebel II and her supporters.
Jezebel's War ends at the death of Jezebel II.
The Confederacy drops its plans to fully control the Dominion.
The Second Treaty of Hiroseh goes into effect, creating the modern Greater Martial Consilium.
Aylathiya's ecosystem begins returning to a normal state.
The influence of Gran Lux's Hex Drive has completely dissipated.
Itrian Yutira and Thonde Yutira use Madamor to enter the Lux Aeterna. Specifically, they enter "Zaphenim's Mansion", the place where Sydiah has lived.
Upon seeing the will of Sydiah's Architects, Zaphenim is impressed. Sydiah uses their accomplishments as leverage, convincing all other Angels of a new "divine purpose".
Father Zaphenim exits the Aeterna.
Mother Sachitel exits the Aeterna.
Father Rinayo exits the Aeterna.
Father Isayo exits the Aeterna.
Mother Ohko exits the Aeterna.
Mother Sydiah exits the Aeterna.
95,000s.
The Angelic Awakening begins.
Alkon-Aylathiya works with Sedrua, now led by the Angels, to re-enforce the traditions of old.
Donatus Shuker, Eve, Titania, Sebas Blanc-Drusus, and Lorelei Avana-Drusus, join forces to kill The Administrator. It is unknown if their efforts are successful.
| Timeline (Cosmoria) |
fandom.100th-millennium | # Timeline (Galvyria)
Key.
TE is the True Eon dating system, the objective time since the creation of the Galvyria. However, since timekeeping by this standard would let dates get out of hand very quickly, this timeline uses TE to supplement the local calendars of the civilizations within Glawiad and Caledwyr. There is no year 0 in any of the eras; they all start at year 1. For organization's sake, Caledwyr's and Glawiad's timelines are kept in separate sections. Caledwyr's history does NOT happen entirely after Glawiad's; they are just in separate sections.
TE = True Eon
Glawiad Eras
GE = Genesis Era
BE = Bane Era
RE = Reclamation Era
ME = Mortality Era
Caledwyr Eras
AS = An'lat Serubis
AC = An'lat Chromatica
Now that the rather complex timekeeping has been cleared up (and if you are still confused, please read it again), on with the timeline of the Third Universe.
= Glawiad =
Primeval History - Act 0.
1 TE // 1 GE
12,587 TE // 12,587 GE
12,899 TE // 12, 899 GE
13,212 TE // 13,212 GE
18,210 TE // 18,210 GE
18,213 TE // 18,213 GE
18,676 TE // 18,676 GE
19,012 TE // 19,012 GE
12,489,498 GE is year 1 of the next Era, the Blight Era.
Ancient History - Act I.
12,489,498 TE // 1 BE
12,548,200 TE // 49,711 BE
12,548,207 TE // 49,718 BE
12,548,208 TE // 49,719 BE
49,719 BE is the year 1 of the next Era, the Reclamation Era.
Modern History - Acts II and III.
12,548,208 TE // 1 RE
12,568,597 TE // 20,389 RE
13,548,198 TE // 999,990 RE
13,548,208 TE // 1,000,000 RE
13,548,212 TE // 1,000,004 RE
13,548,213 TE // 1,000,005 RE
13,548,214 TE // 1,000,006 RE
13,548,219 TE // 1,000,011 RE
13,548,220 TE // 1,000,012 RE
13,548,232 TE // 1,000,034 RE
1,000,034 RE is year 1 of the next era, the Mortality Era.
Modern History - Acts II and III.
13,548,232 TE // 1 ME
13,548,233 TE // 2 ME
= Caledwyr =
Primeval History - Act 0.
1 TE // 1 AS
8,102 TE // 8.102 AS
4 Million - 5 Million TE // 4 Million - 5 Million AS
5,409,262 TE // 5,409,262 AS
Year 12,989,370 is the year 1 of the next Era, An'lat Chromatica.
Ancient History - Act IV.
12,989,370 TE // 1 AC
12,995,384 TE // 6,014 AC
12,995,399 TE // 6,029 AC
12,996,000 TE // 6,030 AC
| Timeline (Galvyria) |
fandom.100th-millennium | # Timeline of Cosmoria
| Timeline of Cosmoria |
fandom.100th-millennium | # Titania
"The blaring of the excessive heart-rate alarm did not help Aleksy's fear. In fact, the glaring "252" flashing in the corner of his vision did the exact opposite. Not only were his surroundings occluded by this one warning, but dozens. Stress levels were well beyond acceptable, at levels Human beings had not yet experienced throughout the history of the species. The neurons within his brain, forced to witness such a being as Titania, were initiating mass apoptosis. Were it not for Aleksy's compliment of neural-nanites, he would have fallen into a state of brain death."
"Aleksy, barely lucid, spent his last moments regretting his decision to volunteer. He had seen all manner of the horrifying, eldritch, or nightmarish in his time; this is why he was the logical choice for this mission. The mission was simple, infiltrate Titania's palace, measure her Thaumic potential, and leave. Well now the generals had their numbers and fortunately for them, they would never view the recording of just how those numbers were retrieved."
"The seconds stretch into what felt like hours as Aleksy ran through the meandering hallways of the palace, the various guards unable to stop him as he easily dispatches them with his own thaumic abilities."
"Guards...? What are they guarding that could possibly not defend itself!?"
"Aleksy's soul itself had been imparted to the real inhabitants of this universe. The arrogance of interloping upon the realm of the universe's true owners punished, not by them who could not care less, but by reality itself. The process of souls shattering, most redolent of the process by which matter and antimatter annihilate, engenders not merely destruction but a restructuring. The restructured soul, both destroyed and flourishing, is unable to interact with the brain in a manner fitting physical beings. Even the guards of this palace, who have experience with reactions like these, would be more comfortable in the presence of someone who is merely insane, whose behavior still belongs within the realm of the mortal."
"Behind Aleksy was nothing, an empty room. Within it only the idea of Titania, an idea so unknowable that any brain viewing it attempts to fill in the blanks. Like a dream, the brain places its own interpretation of the signals its receiving. In the case of Titania, the signals were interpreted as an unhallowed mass giving off the impression of an infinite constellation of gears, pulleys, wires, engines, and all other mechanical apparatuses that could exist in this and and any other reality. Not only did they exist in dozens of higher dimensions; they existed outside of the dimensional hierarchy altogether. Interspersed within this hideous orchestra of machinery were eyes, peering into the vastness of space, time, and other concepts foreign to every extant being save for Aleksy and Titania's cohort. These truths, hidden from mortals, metastasized within Aleksy's mind, tearing it apart as they enter it and crushing it to dust as he mulls them over. Even in this wild state reminiscent of insanity, the milliseconds of time spent on each of these concepts were enough to debilitate even the most intelligent of beings. The art of protecting one's soul from these things was tens of thousands of years away from Aleksy, close compared to the depth of time which Titania gazed."
"Thirty seconds after Aleksy fled the throne room, he collapsed, the machines inside his head mutinying as the heat generated by their frantic movements begin boiling the contents of Aleksy's skull. In a show of gore, Aleksy becomes the latest example to the guards of why they should never enter the room of their queen. The truths of the cosmos remained hidden."
Titania was (or quite possibly is) a major prophet within the religion of Ibaradism, stateswoman, politician, Paladin, and founder of the Church of the Fae Queen who is widely known for possessing great abilities. While completely unwilling to practice proper Thaumaturgy, believing it to be sinful, Titania had an extreme presence within the Lux Aeterna. Her Thaumic potential was often overwhelming to the average person, causing only the most powerful Magi to be the only individuals who could directly look upon her. Once transforming into her true form, rather, once leaving form as a concept, she would become incomprehensible not in the sense of being too grand or complex, but in the sense that she is not meant to exist within mortal minds as an idea.
Titania's official title is "Fae Queen," and her followers believe her to be one of the most important beings to have ever lived within the universe. While she was extant, she exercised great power over trillions of faithful, prompting many governments to attempt to spy on her. Failing that, they attempted numerous times to develop technology that could subdue her. Even 70,000 years after her disappearance, the technology to do this is well out of reach.
Titania's view of the universe characterized Cosmoria as a chaotic imperfect place. The vast majority of reality, according to Titania, was occupied by higher realms. The wider Cosmos was said to be cold and uncaring save for the supreme goddess of Ibaradism, Ibarados, who took pity on Cosmoria. Titania's views have done much to shape the modern religion of Ibaradism as well as the wider culture of Aylathiya and even Marwanist faith to an extent.
Early Life.
Titania has no clear origin, simply spontaneously manifesting sometime around 230,000 BCE. She came into existence within the Blumeheim nebula near Mei'os. A small nation occupying Mei'os collapsed around this time frame. Titania's relation to this is unknown. Little is known about her early existence, any civilization recording the activities of this being either corrupting the accounts with religious adoration of the being or being lost to time. What is known is that Titania traveled across the universe, going as far as Azurullya for a time.
With time, she would earn the ire of not just Eve, but the entire civilization Eve lead. The The Ekrosian Guardians soon began targeting her, forcing Titania to remain within Martial Space for the remainder of her existence.
| Titania |
fandom.100th-millennium | # Titans
Titans are the mightiest warships to ever be constructed. These city-sized behemoths are powerful enough to subjugate an entire planet on their own, their weapons powerful enough to decimate a city with ease. Due to their cost, only a few nations can afford to even build these massive ships.
Characteristics.
Titans are the largest warships to ever be built, dwarfing every other ship they encounter. They cast immense shadows wherever they go, filling people with a sense of absolute dread. Many admirals use this to great effect, flying a titan over an occupied planet as a means to show any would-be resistance that their actions will cost them dearly.
In battle, titans often come with enough firepower to decimate entire fleets single handedly. Their main guns are powerful enough to destroy ships like cruisers with only a few shots, with even battleship-grade armor struggling to hold up against them. Even entire carrier wings can be wiped out by a titan's numerous point-defense weaponry.
Due to the sheer cost of building and maintaining even a single titan, any nation with the capability to build one will only have a few of them. Because of their reputation, a nation that ends up building a titan often ends up sparking a small arms race, with neighboring powers researching ways to bring the behemoth down should war ever break out.
Notable Examples.
TBA
| Titans |
fandom.100th-millennium | # Transport Ships
Transport ships, often referred to simply as transports, are ships designed to carry large amounts of soldiers and equipment to battlefields across Cosmoria. They can touch down on a planet’s surface and unload entire battalions worth of personnel. Since they make for such high-priority targets, they often travel with their own fleets to protect them.
Characteristics.
Transport ships are often quite bulky, forgoing any streamlining in favor of a more utilitarian design. This lets them take advantage of their large interior space, which contains housing and facilities for thousands of troops and vehicles. On the outside, these vessels are usually well-armored to better protect their precious cargo.
Since their primary goal is the movement of soldiers and supplies, most transports are either lightly armed or not armed at all. As such, they must travel between worlds with their own escorts in case enemy fleets decide to attack. Any weapons that transports possess will often be suited to fending off fighters instead of actual warships.
Despite being such large vessels, transports are still capable of landing on a planet. They often come equipped with specialized landing gear that lets them touch down on a multitude of different surfaces. Some of them can even land in water, disgorging a large amount of aquatic units into the field.
Notable Examples.
TBA
| Transport Ships |
fandom.100th-millennium | # Treana System
The Treana System is a high-mass close trinary system in Florathel, composed of two massive Wolf-Rayet stars and an O-type star. The system has existed for less than two million years, and is located at the dead center of the Treana Molecular Cloud Complex, in the Sapphire Cluster.
Properties.
This trinary system is probably one of the most massive and energetic systems in the galaxy, residing in the Treana Molecular Cloud Complex and fueling its star formation. Treana contains the second most massive star in the entire galaxy (Treana Aa), at a whopping 148.2 Stellar Masses.
The extreme luminosity of this star system made the Telusian Civilization build several SICTIRIAD stations surrounding the system shortly before its demise. The Areial Union has been at work repairing these stations, and Treana will likely soon become a hub of commerce, given the high HDI of this system.
An extremely large dyson sphere surrounds this star system, and is constantly under maintenance from the deadly solar winds emanating from the three stars. Owing to the constant repairing, it is not as safe to be around these spheres and they are home to obscure gang-esque groups which have caused repeated instability around the area. Fortunately, nothing like this has been found in or near the SICTIRIAD stations.
The luminosities of the stars:
Treana B: 2130000 LSol
Treana Aa: 1313000 LSol
Treana Ab: 738000 LSol
Combined: ~4.2 million LSol
Orbital Characteristics.
The Treana System is noteworthy as it is extremely tightly bound for a system with stars this massive. As a result, Treana Aa and Ab have a separation of only "four Treana Aa radii", and the pair orbits around their barycenter around every 6.85 days. The separation between Treana Aa-Ab and B is only 3.5 AU, and because of the large masses involved, the system only takes 143 days to complete an orbit.
Physical characteristics.
Out of the three, Treana B, also nicknamed Enirepa, is the most massive. It has a mass of almost 150 stellar masses, astonishingly large for any kind of star. It is in fact the second most massive star in the entire Florathel Galaxy. Because of this, it and Treana Aa are already wolf-rayet stars. Treana B's initial mass was around 190 stellar masses, and it is also the largest of the three stars, being around 30 times the radius of the sun.
Treana Aa, also dubbed Traiteni, is the second most massive (~76.2 stellar masses) and is also a Wolf-Rayet star. Its initial mass was around 100 stellar masses.
Treana Ab, known as Uresie, is the least massive star and is what is known as a "Slash Star", a rare form of "main-sequence" star which is about to become a Wolf-Rayet, and is around 49.4 stellar masses in mass. It is the smallest of the three stars.
The Treana System is often considered a more extreme form of Plokeon, another binary system with a wolf-rayet star and a slash star.
History.
The Treana system only formed 1.9 million years ago, and is a very young star system. The Treanan stars formed much farther apart than they currently are, being formed in two separate systems, (3 light years apart when they first formed) one containing the single Treana B (Enirepa) and the other, the close Treana A binary. The reason that they are now a binary is that both Treana systems (A&B) formed in a dense star cluster, and stellar interactions were common. So Treana A managed to pull Treana B into a relatively distant orbit, both separated by around 620 AU. But, other stars were everywhere.
Around 61,000 years after this happened, a 26 stellar masses late O-type star passed very close to the Treana system and took some of Treana A's velocity, leading to that star, now known as the hypervelocity star Eimvas, to be slingshotted out of Treana's home cluster and into interstellar space at a high velocity. Treana A and B were now separated by just 27 AU.
At this point, the stars were just 310000 years old, all very young O-stars at the time (O2V, O3V and O4V) which were still burning hydrogen in their cores. However, a significant amount of nitrogen was quickly accumulating in the envelope of Treana B (The most massive of the three), and due to convection, the ionised nitrogen rose up to the surface, leading to a f in its spectral type. The powerful solar winds of the three stars also were slowing down their speeds and consequently shrinking their orbits. Everything pretty much continued evolving for the next few hundred thousand years.
Around 900,000 years ago, Treana B expanded and cooled, turning into a Luminous Blue Variable, albeit quite a hot one (around 35000 K) As soon as it did so, its stellar wind increased 100-fold, quickly withering the Treanan trajectories until the stars were just 4 AU apart, a drastic change. During this, Treana B also released a huge outburst (~10 stellar masses) which turned into a bubble nebula surrounding the system and later ionised by the Treanan stars' powerful solar winds.
Treana B, now with just 155 stellar masses left, is now a WNh star, the most massive kind of Wolf-Rayet star. It shines with over 2 million solar luminosities and is well within the top 50 most luminous stars in the galaxy. Treana Aa, now also a Wolf-Rayet star due to enrichment of ionised nitrogen, and shines with slightly over 1.3 million solar luminosities, also very bright. Treana Ab, however, is still in the main sequence and on its way to become a blue/red supergiant, where it will likely lose all of its outer layers quickly and become a typical, hydrogen-free Wolf-Rayet star, unlike the other two. It currently shines with about 740 thousand solar luminosities, still very very bright.
Predicted Future.
In around 100,000 years, it is predicted that Treana Ab will start to expand as it leaves the main sequence, where it will likely overfill its roche lobe and possibly touch Treana Aa and make a contact binary (Blue giant+WR contact binary) and if it does so, the resulting binary will be very very rare.
In around 300,000 years, it is predicted that Treana B will explode as a supernova (probably leaving a massive black hole behind), having lived a life lasting merely 2.2 million years, leaving Treana A adrift in interstellar space, and possibly speeding the contact binary to hypervelocity speeds.
In around 450,000 years, it is predicted that Treana Ab will completely engulf Treana Aa, that is if its outer envelope is still intact. It likely will not be, because Treana Aa's solar wind and tidal forces will have ripped it off Treana Ab, exposing its hot core, which will likely be no different from a Wolf-Rayet star. If this does indeed become reality, lifeforms hundreds of thousands of years in the future will witness a hypervelocity double Wolf-Rayet star (One hydrogen-rich, the other hydrogen-free), likely one of the rarest sights in the universe. It is slightly unclear whether the WR Treana Ab will be classified as WN, WC or WO, but the research is leaning towards a WN classification.
By 2.5 million years in the future, Treana Aa will have exploded in a supernova, possibly leaving Treana Ab to roam free in interstellar, or maybe intergalactic space. It will continue to shrink, heat up and fuse, possibly gaining a WO spectral class. 3.5 million years in the future, Treana Ab will finally go, likely in a gamma-ray burst, ending the great story of the most massive trinary system in Florathel.
| Treana System |
fandom.100th-millennium | # Trezhath
Trezhath is a large nation located at the inner end of the Elerad Arm of Florathel. It is bordered by the Theocracy of Yaztas, the Arnot Exclusion Zone, the Marakat Interstellar Union, and the Frolira-Tuar Interstellar Commune. The Republic is centered around the planet Thalasir, homeworld of the Tareza.
Area.
Trezhath controls 1.36 billion stars within the innermost Elerad Arm of Florathel, although the loss of territory to the Theocracy of Yaztas after the Holy Revolution means that it was formerly larger. It is divided into 23 states, although Trezhath is administrated separately. Each of these 23 states has a similar population, although the wildly varying population density across the Republic means that they have hugely differing areas.
The Capital District is very small and comprises only the star system which Trezhath resides in. Despite this, it is more populous than three actual states, and some people are advocating for statehood for this District.
Capital.
The capital of Trezhath is the world of Thalasir. Thalasir orbits an early-L brown dwarf within the ammonia-water habitable zone, and has vast oceans of liquid ammonia with ice dissolved within it. This planet somehow evolved a spacefaring species despite the impossibility of fire, that first step in any civilization's development. This confuses a lot of scientists.
Thalasir is very heavily populated by the Tareza and other species, and has a commensurate amount of orbital infrastructure. However, due to its small sphere of influence, this infrastructure is not as advanced as it probably should be.
Founding Species.
The Tareza are a silicon-based species which initially evolved on Trezhath roughly 150,000 years ago. They do not use water as a solvent, but rather liquid ammonia with water ice dissolved in it, as this is the liquid common on their homeworld. The Tareza have wildly varying personalities, so nothing general can be said about them. However, on average they are generally more peaceful than some other species. Tarezan physiology can be described as crablike, but they are hugely variable in size and coloration.
Government.
Trezhath's government is fairly normal for democratic nations such as itself. It consists of an easily defined legislative branch and judicial branch, and can be described as somewhere between an Elite Democratic Republic and an Elite Direct Democracy.
Legislative Branch.
The legislative branch of Trezhath consists of an elected parliament which introduces and votes on laws. This parliament has a total of 46 seats, two for each state, and each term lasts 12 years. This sounds like a perfect democratic nation, but only ~19% of the population is allowed to vote due to the fact that a party of traditionalists has maintained power for a very long time and only recently lost power to a more progressive one.
First, an MP introduces a bill, and then the rest of the parliament takes a reading session. After everyone asks questions and submits amendments and things, everyone votes on the prospective bill. Oddly, a bill requires a 5/8 majority vote to become law for tradition reasons, meaning that the Trezhath Parliament doesn't actually get that much done.
Judicial Branch.
The Judicial Branch consists of a group of 11 people randomly chosen from the graduation rolls of prestigious law schools. All of these law schools are located in the core regions of the Republic, earning this system much-deserved criticism of unrepresentativeness. However, no one can do anything about it because changing the constitution is needed which requires a 3/4 vote in the house which never happens.
The Highest Court deserves its name, as it is impossible to appeal a decision of this court. Sometimes members of the legislative branch can kick someone from this court, and they are immediately replaced from the same graduation rolls, but this power is rarely exercised.
Elections.
Trezhath has a unique and rather stupid system which it uses to elect members of the legislative branch. Oddly, this system dictates that only members of the Tareza species (the founding species of the nation) are allowed to participate. As the species only makes up nineteen percent of the national population, many in the galaxy decry this system and state that the nation must reform it or face sanctions.
Alongside this absurdity, each district (a region who a member of parliament represents) has a number of "electoral votes", all of which are given to whoever wins the popular vote in the district, regardless of whether it is by a landslide or a single person. Many, even those priveleged by the system, think this is nonsensical and must be removed from the Trezhath constitution. Unfortunately, nothing ever gets done in parliament because of another element of the Trezhath constitution, so this is unlikely to happen.
| Trezhath |
fandom.100th-millennium | # Triumvirate Civilization
It is well-known that the brightest stars burn out the quickest, foolishly burning through their limited hydrogen within the blink of an eye compared to the age of the universe. In much the same way, the so-called "ancient civilizations," those considered progenitors to most modern civilizations, have wildly different life spans. For the Triumvirate, a life span of only 100,000 years was marked with incredible growth, influence on the scale of the universe, and unprecedented wealth. The collapse of this nation was so traumatic, so violent, that any semblance of recovery has only just begun to take place.
The Triumvirate Civilization (also called The Triumvirate, The Triune, Triune Empire, or The Triune Republic) was a series of successive states ruled by The Three, Ma'eau, Holos, and Titania. The Triumvirate Civilization is considered to have begun in 99,871 BCE when its three leaders originally agreed to combine their territory into one nation. It is divided into three periods, the Classical Triumvirate (99,871 BCE - 59,698 BCE), Imperial Triune (55,698 BCE - 15,089 BCE), and the Triune Republic (15,089 BCE - 1 CE).
The Triumvirate evolved from a simple autocracy in which its rulers had absolute power to a sort of semi-feudal system in which its provinces had limited self-governance. Afterwards, it upgraded its provinces into states and gave them broad self-governing powers. After the states rebelled and the Triumvirate lost control over its territory, its leaders would assert their authority during the War of the Final Transition, committing one of the largest acts of genocide in history against their own populace. After this, Erstes Konsortium formed amongst survivors and the modern galactic order began. It soon faded as its leaders split to rule their own disparate nations.
The Triumvirate Civilization has contributed greatly in the fields of technology, society, politics, government, warfare, architecture and engineering. This civilization created and spread the "Republic" as a form of governance which remains common to this day. The Triumvirate has achieved high technology still unattainable to this day as well. Artifacts from the Triumvirate are prized for their unique properties and are often restored to be used by the modern inhabitants of Martial Space.
Classical History (99,871 BCE - 59,698 BCE).
Formation (99,871 BCE - 97,138 BCE).
The meeting during which the Triumvirate was created was an important affair. Envoys from the Providence Union and Sedrua paid close attention to its preceding. A new civilization in the then-nameless patch of space full of nothing but nomadic civilizations could be a threat to trade across the core. When it was found out that Holos was organizing the meeting, Sedrua nearly declared war on the spot, this being was already infamous for its destruction of Ohko's Civilization. When Titania appeared, her heresies against every religion in the universe only increased tension. It was Ma'eau, a vast hive-mind, that gave the Triumvirate's neighbors solace. Friendly and willing to trade for tens of thousands of years, they viewed Ma'eau as a check on the power of the much more dangerous Titania and Holos.
The tract of space that the Triumvirate declared sovereignty over was nearly worthless save for the Hyperlanes passing through it. A handful of space-faring civilizations called it home, but they were mostly isolated single-planet affairs. Since trade continued as normal and the Triumvirate deployed many ships, courtesy of Ma'eau, to combat pirates and raiders, the relationship with its neighbors got on to an smooth start.
At this point, the population of the Triumvirate was made up exclusively of nomads, primitive species, and the occasional rogue artificial intelligence called a Nachleben or Overlord. Since Ma'eau was considered one organism made up of trillions of bodies, the population was only a few billion spread out across over five systems. The first conflict started by the Triumvirate was the conquest of Eos, a fantastically large disk built around a dwarf star. This mega-structure, disunited and lightly populated for its size, increased the population to nearly one trillion.
While the weapons employed by the Triumvirate, the Administriviae (literally meaning "trivial administrators"), made short short work of Eos' disunited military, actually occupying the place required soldiers. Materials in short supply, androids or robots were only able to occupy large settlements on the disk. Most of its vast surface area remained unpoliced and, more importantly for the fledgling civilization, untaxed.
Ascension (97,138 BCE - 61,814 BCE).
Early Classical Period.
After finishing the conquest of Eos in 97,138 BCE, the Triumvirate came across the Atlins, a hardly space-faring people attempting to use solar sails to expand to the nearest star system. Unbeknownst to them, it was these solar sails that alerted the Triumvirate to their presence. The Triumvirate officially annexed their home star, Rukan, in 97,003 BCE. Following the official annexation, the Atlins nearly destroyed themselves in a nuclear war as a result of increased stress put on their delicate political balance. Shooting the nuclear weapons out of the sky, the Triumvirate, specifically Titania, descended. Titania's ghastly form shocked many, causing them to become more receptive to her religion, Ibaradism. She had her way with their government, religions, and culture as she converted them into her devout followers.
The Orcubor, however, had official dominion over Rukan, their embassy having been forcing the Atlins to advance for the last century. A fleet from the Orcubor would have been months late to stop the nuclear war and, after realizing how out-classed their empire was, they surrendered their holdings, Surayea, Hanabi, and parts of Eos. It went to show how untamed Eos was that an entire as-of-yet unknown space-faring civilization had colonized it without the Triumvirate's knowledge.
The Ror Units were next, their philosophy of Alkanism having given them access to the powers of Paladins. With great abilities such as space-flight, decreased vulnerability to physical damage, and increased mental acuity, they would be the perfect force to occupy Eos. The Triumvirate offered payment to various cells to handle missions on Eos while also spreading the name of the Triumvirate. Only a small handful agreed, but this minority would become the Great Intendancy, a trans-national police force that was quasi-independent from the government that sponsored it. Effective at both routing out spies and spying themselves, Sedrua and the Providence Union both had to greatly increase their intelligence budgets to account for this new organization.
The Un'oit remained independent, refusing to even trade with the Triumvirate. It would take more than a simple police force to contend with this battle-hardened species, a commitment that the Triumvirate could not make. Militarily, it was well behind its neighbors, its only saving grace was the fearsome reputation of its leaders. To the Un'oit, however, the Three were merely another set of foreigners that wanted their territory. Thus this species was left alone under the pretense that they controlled little of value. The Triumvirate did wrestle out an embassy around Torlak, however.
Colonization of Eos.
As the Triumvirate gained strength, it was able to gradually begin governing all of Eos. Each species present would be united into what were called "Prefectures." The several dozen prefects were the most powerful individuals in the region, but they proved to be of little use. Corrupt, tyrannical, and uncooperative, the local governments only hindered the rule of the Three.
The Three abandoned this decentralized form of rule in 95,944 BCE, replacing it with an organization called the Five Ministries. They were made up almost entirely of Atlins that had a fanatical devotion to the government. This bureau gave the Three direct control over the population of Eos, beginning a paradigm called "Governmental Deism," where the leader of the Five Ministries, called an "Administrator," was effectively a monarch. They would occasionally get orders from The Three but were more or less free to run the territory as they saw fit. The title was at first an appointed one, but it soon became hereditary as The Three became even less involved.
Administrators controlled roughly a third of the budget, where the rest went was decided amongst The Three. Much of this budget went to hiring the Great Intendancy, hiring mercenaries, or bribing marauders to enforce Triumvirate rule. The remainder went towards maintaining infrastructure, censuses, and tax collection. Failure was met with quick extermination, making the position fairly undesirable throughout much of its history.
The population of Eos, while ruled by an advanced civilization, was not introduced to modern science or empiricism, neither concept having any sort of sway in the Triumvirate at the time. Philosophy, especially the highly formalized kind practiced by the Ror Units, became the dominant way to learn about the world. An elaborate intellectual system formed where good arguments took precedent over experimental evidence. The belief that the universe was a simulation, one based on little evidence, became very popular along with ideas of common decent for all intelligent species living on Eos.
The Orcubor did much of the heavy-lifting when it came to scientific advancement, themselves the only species to have embraced the idea. The issue was that their chemistry was utterly different from that of all other species. Their agricultural methods were useless beyond the idea of selective breeding. The result of this combination of middle technology and philosophy created a stagnant society in which the only way to accomplish great works was through Thaumaturgy as well as any latent technology the Orcubor or Ma'eau were willing to share.
International Relations.
The Triumvirate was noticeably partial to the Quintet Patotari Association, given that both were not too friendly with Sedrua. It entered into a formal alliance with this nation, even as it entered into the Sedrua-Alliance War. The Triumvirate gave support in the form of escorting Association ships across trade routes as well as blocking Sedruan trade. This would further cement the antagonistic relationship the two sides had.
By the 70,000s BCE, the Triumvirate became a proper civilization in the sense that it was centralized, had clear laws, and possessed borders. It had control over five stars. While most certainly not the largest civilization in history, the Triumvirate was well on its way to becoming an entity on the galactic stage. The Dotsk, ruling the binary star system Mili-Medb, entered into a formal alliance with the Triumvirate to secure trade with the Providence Union and to protect itself from the Quintet Payotari Association.
While relations with Sedrua were as fraught as ever, trade had only increased with the population of the Triumvirate. Large privately-ran hubs where freighters could stop to refuel and exchange goods began popping up across the nation. Essentially miniature kingdoms complete with hereditary transfer of power, these newly-built hubs existed in orbit around both Eos and other star systems. While officially citizens of the Triumvirate, these independent groups would soon become very influential in Triumvirate politics. Overly-eager bureaucrats often picked fights with them, creating small skirmishes as they hired independent paladins to fight back. They would become official parts of the government around 69,800 BCE in exchange for a small tribute every year.
The Sedrua-Triumvirate War (61,814 BCE - 59,700 BCE).
"Main Article: Sedrua-Triumvirate War"
By the time the Sedrua-Triumvirate war started, Sedrua had already humiliated itself numerous times with failed campaigns and constantly shed territory. Its failed war with the Payotari Alliance caused its economy to crash. Sedruan leadership decided that the Triumvirate was a loose end that would soon grow to surpass Sedrua. Really, the ascension of the Triumvirate had already begun, especially as it began establishing colonies near to Hathia, a Sedruan colony at the time.
Many of the nation's leaders, known as Sydiah's Architects, grew increasingly worried about the thaumaturgical abilities of The Three, all of which having long since surpassed many of them. As of 62,000 BCE, Holos in particular grew to surpass even that of their then-leader, Itrian Yutira. If this advancement continued, Sedrua feared that the Triumvirate would be able to create beings similar to Sydiah's Architects, nullifying any edge Sedrua had.
In 61,814 BCE, Sedrua launched a preemptive strike against the Triumvirate, in particular against Eos. Defenses in Eos were overwhelmed within weeks and its strongholds soon fell, forcing Titania to flee. It was the rest of the stars that proved to be difficult to invade. Not only had the Triumvirate withdrawn nearly all of its military assets onto Demiurge, its unfinished settlement around a neutron star, it quickly deported every Magi to its capital for training.
In response, Sedrua began using large numbers of Sydiah's Architects against the Triumvirate. These beings, powerful Magi, were able to effectively counter the Administriviae, allowing for Sedruan fleets to approach the capital. Sedura eventually ordered virtually every Architect to assault the capital. Sedruan generals and oligarchs were confident that their attack would overwhelm their enemy. In a grueling period lasting almost five hundred years, Sedrua used vast amounts of resources to destroy Holos' core and track down the rest of The Three. While occupied with these objectives, they also had to contend with guerilla forces on Eos. The subjects of The Triumvirate were loyal to The Three. After experiencing many defeats, the arrogant Sedruan leadership refused to change their tactics, even as many generals on the ground requested more reinforcements and a change in tactics. When Dotskgard finally mobilized, a second front opened as hoards of unorganized ships took down supply chains, merchant vessels, and other soft targets the Triumvirate could not take advantage of. Soon after, the Quintet Payontari Assocation would join in as well, putting enormous pressure on Sedrua.
Towards the end of the war, The Three unleashed numerous weapons beyond the capabilities of the Sedruan forces. These weapons included the "ERS Moon Signal" and the "VSS Readymade" in addition to craft that have still not been identified to this day. What exactly many of those weapons were is unknown. The Triumvirate used these craft to great effect, pushing Sedrua away from the capital, Eos, and, eventually, out of the Triumvirate's territory altogether. The war ended in 59,700 BCE. Sedrua entered another state of decline due to this defeat. The large amount of resources the war took and the reparations it was forced to pay caused it to remain isolationist for the remainder of its ancient history.
Imperial Era (59,698 BCE - 15,089 BCE).
Integration of Sedruan Territory.
Immediately following Sedrua's defeat, the Triumvirate seized large amounts of Sedruan territory, ballooning in size to over seventeen stars. Many of the colonists in the region were deported to the planet Hathia. The large Arkhosian population on Hathia gave it a distinct Sedruan identity and culture. Separated from their rulers, however, they would eventually diverge into the ethnic group known as the Molkor. The Triumvirate devised the province system after this, dividing its subjects by species into somewhat self-governing provinces. The first provinces would be created in this time. The Molkor would form the province of Molkoryo, the Ror Units would form into Alka, the Atlins into Lowuks, the Orcubor into Orquiem, and the newly-conquered Humans into Anthrovia. While the conquered species desired to form their own government systems, the Triumvirate forced each province to have a uniform government, a puppet state controlled directly by the central government.
During this time, The Triumvirate began embarking on various large-scale projects. The Administrator spent most of its time overseeing the creation of Holo's Ring, bent on unraveling the mysteries of thaumaturgy. Ma'eau spent most of its time fixated on improving its military. Given its obligation to protect all life, it invested in large amounts of defenses around its core. In its pursuits, it created what would later be known as the "TRS Platinum Disco", "TRS Night Running", and hundreds of other advanced weapons. Lastly, Titania became fascinated with what he called "The Empyrean." She greatly expanded on Ibaradist doctrine during this time.
This period saw nearly no involvement in governance from The Three. The civilization largely ran on its own, with the vast bureaucratic apparatus requiring little maintenance. Thus the status quo remained set in stone, the rigidity of government institutions making them at higher levels incorruptible but at lower levels very exploitable.
Crisis of the 41st Millennium.
"Main Article: Crisis of the 41st Millennium"
By the 40,000s BCE, technology had begun rapidly advancing as materialism became the dominant view of philosophers across the Triumvirate. With this view came an enlightenment where the original Magi ruling class would need to contend with civilians gaining the ability to hurt them. Non-magi quickly united to form organizations devoted to specific goals, what were essentially para-states vying for control against the Magi. Local officials became little more than poker chips incapable of moving beyond their assigned roles for fear of retribution from higher-ups.
The mass exodus of civilians to uncolonized space represented an unprecedented challenge to existing power structures. A magocracy, the Triumvirate had little provisions for the protection of rights for the populous. The provinces erupted into civil war in 38,000 BCE, the rebellion expecting the central government to be so overwhelmed it would need to capitulate. Nearly every species saw rebellions against the Magi or the Magi cracking down on local organizations. In a bloody conflict, billions died as the Magi unleashed their power onto civilian populations.
The civil war ended with most local governments destroyed and much of the settlements leveled, especially on Eos. As smoke filled the sky of Eos, entire worlds became depopulated, and industry across the nation collapsed, the central government struck a deal with the rebelling groups to make the provinces democratic and to remove Magi from the government. The Three did not respond to this rebellion at all, but they did approve of the reforms that emerged.
Post-Crisis.
While not a golden age or age of peace, regular rebellions were the norm even after the Crisis, this era brought with it a large increase in the Triumvirate's power. One of the main issues came with the increasing population. Non-governmental organizations began controlling large tracts of space and an increasing portion of the population lived in "free areas," areas the Triumvirate had no means to govern. Consequently, the civilization became far less centralized. While this was at first no problem, rebellions would grow increasingly common. By the 20,000s BCE, nearly one new rebellion was happening every week.
The solution, at first, was to recognize these organizations as official governments. The Triumvirate would set up "Collegia" as a means to gain greater influence over governance. Organizations would essentially become provinces unto themselves, each one having representation in the central government. With time, the ambassadors from these organizations would organize themselves into what was called The Senate, giving them a huge amount of control over policy. The Three decided to take the path of least resistance and accept the Senate as a co-ruler of the nation. At this point, in 15,089 CE, the Triumvirate would become a semi-democratic republic.
Republic Era (15,089 BCE - 1 CE).
Following the adoption of the the collegia as legitimate state entities, the provinces would gain state-hood and half of the representation in the senate. At this point, every company, organization, or religious order would enter into a state of stiff competition for control over the senate. As they competed, their control over territory would become increasingly sound. What the federal government ended up accomplishing was calcifying an elite group of states and para-states who controlled the vast majority of Triumvirate territory.
Darwinism became the name of the game with every organization aiming to become one of the collegia. Productive capabilities, energy generation, and even quality of life sky-rocketed to the point that the Triumvirate became the wealthiest civilization in the history of Aylathiya. The problem with this new ultra-competitive system was simple; the organizations became better at governing their own territory than the central government. By the 7,000s BCE, the rebellions returned, this time with a greater ferocity. As the senate grew more powerful, it began leveraging its position to influence the central government. First the senate used simple threats of economic action. Quickly this would escalate to threats of violence, not just against each other but against the central government itself.
The Triumvirate began rapidly increasing spending on its military, but even this could do little to counter the thousands of small governments attempting to form independent states. With fewer tributes being sent to the central government, the military, ran mostly by Atlins, began raiding cities for supplies. This, of course, made the revolutions worse, especially amongst Vexlores, the newest species to be added to the Triumvirate. By the 5,000s BCE, trade with external nations began collapsing as a blockade by the central government, intent on starving the rebels, greatly damaged the galactic economy.
War of the Final Transition.
"Main Article: War of the Final Transition"
The War of the Final Transition began in 1,257 BCE, as the Five Ministries declared war on the Senate, splitting the federal government in half. The Great Intendancy sided with the Ministries, their largest source of income, while Dotskgard sided with the much more trade-friendly Senate. Humans, one of the least populace species, were the only subjects besides the Atlins and Ror Units to side with the Five Ministries. Every other species began their rebellion, including Ma'eau, who abandoned its two co-rulers in favor of the people.
As the war ramped up, it escalated quickly beyond the crisis of the 41st Millinium, with over a trillion dying in the opening moves of the conflict. External nations were largely powerless to influence the course of the war, mostly placing troops on their borders just in case the conflict spilled over. It would not spill over, however as within another one hundred years, the conflict had come to a stand-still. As the conflict ground on, both sides became more desperate to lay waste to the other.
Starting in 121 BCE, the central government worked with Claes Dynamics to create Beatrix, a weapon of unimaginable potential. In what must have seemed like an apocalypse, Beatrix created and commanded a vast army of Administriviae to destroy the senate and its organizations. As the unstoppable tidal wave of machines crashed into the Triumvirate, the entire civilization was wiped clean. The machines swept across the region, leveling entire worlds. Despite the best efforts of the senate, it would prove impossible fight off the hoards. While Ma'eau and Dotskgard repelled them, their allies were annihilated.
As the war ended, the Triumvirate civilization was considered dissolved, its leaders forming mostly independent nations they each ruled. The lion's share of the Triumvirate's remaining territory would go to Erstes Konsortium, an alliance of mostly Human organizations which survived the collapse. The rest was ruled by Titania and Ma'eau. Holos continued ruling some of Eos and Tryvya, maintaining the loyalty of the Five Ministries, the military, and the Great Intendancy.
Government.
Early Government.
Early in the existence of the Triumvirate, it operated as a simple autocracy in which the three leaders had absolute authority over a portion of the civilization. Ma'eau had by far the largest share, controlling over 75% of the region. Titania had most of the rest and Holos managed what was then a small military. As the nation expanded to control Eos, the entirely automated military alone would be insufficient to govern its large and spread-out population. This was the origin of the Five Ministries and the Great Intendancy.
The Five Ministries.
An ancient organization that existed continuously since its creation, the Five Ministries were the central bureaucracy that ran the Triumvirate throughout all of its history. Each ministry was headed by a Secretary and above them as an "Administrator," the most powerful individual in the Triumvirate save for The Three themselves. Holos has been called "The Administrator" for thousands of years, a reference to their title as they took over the Five Ministries. It has not been called Holos since the beginning of the Common Era.
While initially created to manage the vast wilderness that was Eos, they soon began administrating the entirety of the Triumvirate's Territory. The Five Ministries continue to exist to this day, ruling the nation of Aztaya nearly unchanged from their creation.
War was handled by an independent organization headed by Ma'eau while policing was handled by the Great Intendancy. In order to enforce their resolutions, the Ministries had to hire paladins from the Great Intendancy or occasionally use private paladins or mercenaries.
Province System.
In 59,698 BCE, the province system was developed, organizing each species into provinces administered by governors. This allowed for limited self-determination. The Atlins were split into two provinces, Lowuks and Aztaya, with Aztaya functioning as a sort of federal district where its various bureaus and military production would take place.
From the start the province system, meant to allow The Three to micromanage the affairs of the nation less, caused a significant amount of corruption. Like kings, the local governors took advantage of their station to gain power or wealth. While at first this was minor, the increasing density of the population created a huge managerial class devoted to simply making the billions of small decisions needed to keep the nation running. At this time, the Triumvirate was largely like Ohko's Civilization in that it prioritized Thaumaturgy over technology. What this means is that automation was very low, requiring the massive governmental apparatus.
The result was a class of elite Magi with tremendous power over vast tracts of space and large armies. Officially, they had no power as the governors just continued fulfilling their roles, essentially uncorruptible. The reason was simple, failure to properly manage the nation would mean instant death at the hands of The Three. This effectively religious fear kept the bureaucracy in line, but also kept it very rigid as The Three approved no changes. While The Three were busy exploring reality or crafting new technologies, the majority of the population lived in squalor or under deeply corrupt "rulers" with no official power. As the population began stagnating and people got desperate, many turned to Alkanism, creating a large number of rogue paladins unchecked by the Great Intendancy. These new paladins would begin a rebellion against the Triumvirate starting in 38,300 BCE.
As the dust settled from this expansive conflict and many of the provincial governments were destroyed, The Three began a push for automation in its territories. In place of the provincial governors, artificial intelligences would begin governance going forward. What The Three failed to understand is that once the people had a taste of self-governance and freedom, there would be no going back. As the civilization became increasingly technologically advanced, a mass exodus from the crowded cities took place. En masse billions left to nearly ungovernable border worlds or regions.
Republic System.
As the people left to border worlds, they formed their own governments, para-states, and organizations. By 16,000 BCE, they were constantly rebelling. It got to the point that the magi ruling class by themselves were unable to stop the growing hoards of space craft owned by various polities. In 15,089 BCE, the central government created a title, "Collegia", which would be granted to organizations that were loyal to the central government. With it came self-governance and it reduced the tributes which needed to be paid. The organizations represented as Collegia almost immediately formed the senate, an organization that was more like an internal confederation designed to counter the power of the central government.
As the senate and Five Ministries butted heads, they began constantly attempted to undermine the other's efforts. This resulted in a cold war in which external nations often dealt with both parties separately. There were numerous attempts to form "international worker councils," an early attempt at socialism, which usually failed to stand up to the highly entrenched senate and central government. Other third parties proved similarly impossible; the only way to gain power would be to fight their way onto the senate. This resulted in a civilization-spanning arms race to fight for a spot on the senate. The central government tried numerous times to increase the number of seats, but their new competitors simply ignored the weaker organizations that were being forced upon them.
Collapse.
As war between the senate and central government came to a head, the relative few organizations loyal to the central government would get the Collegia title. While the Five Ministries and many Human organizations remained loyal, the central government would prove outnumbered. In 100 BCE, Beatrix would be developed, a weapon that essentially wiped the civilization clean. As the population fell to under one trillion, the central government remained in the ruins. At this point, The Three would continue ruling their territories until their deaths, technically meaning that the Triumvirate did not collapse until well into the common era.
| Triumvirate Civilization |
fandom.100th-millennium | # Troop Transports
Troop transports are a type of shuttle designed to deliver soldiers into battle. Their size allows for them to carry dozens or even hundreds of troops with them at once. Their light armaments mean that the can't really hold their own in a fight, relying on their allies to protect them while they unload their troops.
Characteristics.
Troop transports are often the largest type of shuttle seen throughout the universe. They are delivered into battle by the larger transport ships, which often carry dozens of troop transports ready to be sent down to a planet's surface.
Unlike their gunship cousins, troop transports are either lightly armed or have no weapons at all. This is largely due to them operating in tandem with gunships, delivering their payload while the gunships provide covering fire.
Troop transports also see use with many law enforcement agencies, as the ability to surround a group of criminals in a short amount of time is greatly appreciated by officers of the law.
Notable Examples.
TBA
| Troop Transports |
fandom.100th-millennium | # Troutania
"It's a never-ending massacre down there. How the hell have these folks not gone extinct yet?"
- Anonymous Spacer
Troutania is an aquatic planet located in the Verpletter region of Aylathia. Appearing as a serene little orb from orbit, the world has attracted many in search of paradise. However, those who enter its atmosphere quickly find that their so-called paradise is little more than a planet-sized charnel house. They would find massive armies clashing against each other like tidal waves, staining the oceans red. They would find bodies floating on the surface, sometimes clumped into island-sized masses of decaying flesh. Upon seeing these atrocities, any sane being would instantly leave. That is, unless they get shot down by one of the two warring sides, mistaken for an enemy spy.
For millenia, the native Troutanians have been trying to force the Bassorians off of their world, with the latter seeking to exterminate the native "savages." All form of progress has ceased on Troutania, all efforts being directed towards the war effort. However, it is an eternal stalemate, both sides failing to overcome the other despite their best efforts. Unless outside forces decide to intervene, the planet will eventually become little more than a planet-sized mass of dead bodies and broken weapons.
History.
Age of Peace.
Long ago, the once-peaceful Troutanians lived in harmony on their watery world. They had few enemies on their homeworld, and those they did have they were able to keep at bay with vast peacekeeping forces. Early in their history, they had evolved a sort of "pseudo-hivemind" which allowed the entire species to link their minds together. With this, they were able to share their thoughts and ideas across the whole planet in an instant, each member of the species getting the chance to have their voice heard.
Eventually, like so many species before them, the Troutanians began to look upwards, wondering if anyone else was out there in the endless void of space. They began building large radar arrays, sending signals of all kinds out into the universe. After centuries of searching, it seemed like no one was out there, the Troutanians shutting down the arrays. Little did they know, there were people out there listening, already on their way to their new home.
The Bassorians Arrive.
One fateful night, a new star seemed to appear in the sky, slowly growing larger with each passing day. When it drew close enough, the Troutanians saw that it was not a star, but rather, an enormous pyramid-shaped structure the size of a mountain. Their planetwide link was temporarily thrown into chaos at this revelation, the Troutanians doing their best to comfort their peers. They hoped for the best, preparing to meet these new arrivials when the alien structure eventually touched down. As the massive construct landed into the planet's seas, it was quickly surrounded by Troutanian peacekeepers, each one staring up in awe at the towering vessel.
A few days after landing, one of the pyramid's doors opened, a host of large, armored individuals stepping out. To the Troutanians' shock, the two peoples looked quite similar, though the newcomers were certainly more aggressive-looking.
Blood in the Water.
TBA
An Ocean of Carnage.
TBA
Geography.
TBA
| Troutania |
fandom.100th-millennium | # Twin Blights of Glawiad
"Twins are an omen of destruction. Every pair of twins brings misfortune to their family, their nation, and their planet. This is a curse from a power beyond even the Primordials, a punishment for the violent fighting of the one pair of twins within them. Death was simply one half of the retribution. The other half is the cruelest curse the universe has seen. My brother and I escaped the misfortune we wrought upon the land by virtue of exile, but it did not save the places we tainted."
"The most evil pair of twins in all of history, the Twin Blights, seemed to follow us everywhere we went. The Haemagora, a twisting cacophony of flesh and bloodlust, bent and reshaped the bodies of those it killed into visceral warriors with little sentience. The Apathesia, less destructive of the Blights, drained the spirit out of all it touched, causing colors to ebb and the forms of living things to fade to a hivemind of shadow and ash. How horribly ironic that my brother and I had Echoes that resembled the monsters of our era. And yet, how wonderfully fitting that we fought back against the blood and darkness of the realm with our own."
-Mestocyrn Bleshyrin, in an excerpt from Twilight Verryas-L'mier's autobiography
Glawiad's most prominent mass-extinction event took place over mere centuries. Over 95% of life in the realm was completely annihilated, either twisted into a fleshy mass with barely enough sentience to function or withered away into a literal shadow of its former self. The Twin Blights unleashed upon the realm are the cause of this. While nobody figured out the cause of their appearance before their memory had faded entirely from the realm, the most popular theory during the war against them and the reconstruction period was that it was a pair of twins with extremely powerful and uncontrollable Echoes, separated across Glawiad at birth in an attempt to keep the curse of twins from activating. A sound theory, but no evidence was left after the destruction of the Blights.
The planets that the Blights began on were completely absorbed, becoming enormous cores that acted as a surrogate brain for each one. The names and cultures they once had were assimilated into the monolithic death that the growing pestilences represented. From their new cores, the colorless ashy void and writhing mass of gore spread greedily through the endless expanse of space, consuming every planet they could get their tentaculous growths around and gaining new points to jump from. The single ray of hope for these worlds was the existence of Skyshards, with a few worlds acting as bastions with groups of heroes protecting their home worlds from these elevated islands.
= Haemagora =
"As half of Glawiad looked up into its night sky, a writhing mass of crimson streaked across it. A tangled web of planets consumed by the violent Blight lingered in the air. Though they looked to the bulbous network of muscle and bone from so tiny a scale, the people knew it was looking back into them. They felt its hungry gaze, heard its low rumbling of rage. The Haemagora, Blight of mindless gory bloodlust, glowed its deep vermillion like an open wound in the vivid fuchsia realm around it."
The Haemagora, to the best knowledge of researchers of its time, was a Blight made of the concept of bloodlust itself, in every sense of the word. Made of seemingly ethereal flesh and supposedly with the capacity to feel pain, the Haemagora was the Blighty with the stronger personality of the two. It stretched in every direction it heard the beat of life, grasping at worlds with its toothy extremities. It seemed enraged at any presence of life it did not command under its bloody web of muscular spires. Covering the area it controlled with a fine mist of gore, the Haemagora made much of the realm impassible.
While its main body did a decent portion of the work, the Haemagora mostly created monsters, twisted piles of flesh and anger that were molded from the bodies or corpses of formerly normal living beings. They were initially just driven by omnidirectional rage, barely being able to function at all. As the Haemagora's monsters were met with resistance and even defeated in droves, the Blight grew angrier. Pulsing near its Core, some new monsters grew the slightest fragment of intelligence. The Haemagora took interest in the monsters its heightened rage had produced.
Over time, the power of the monsters increased as the Haemagora spent more and more time making each horrifically deformed warrior better than the last. It fervently molded flesh and bone into weapons and preserved as much intelligence as it could. At a certain point, the Haemagora began experimenting with assimilating living people into itself. Grasping at what variables it could bend to control the rage and actions of the subjects, figuring out how to mend its flesh puppets when they broke, and even learning how to alter Echoes to some extent, the Haemagora laughed with newfound wonder. How full the realm of Glawiad was of subjects to steal and turn into its army. How easy it was to conquer world after world, turning their Skyshards to dust and piercing the cores of the planets themselves with its mass of muscle and blood. While a few of its absorbed minions were freed, the high of conquest permeated its mind deeper.
The Haemagora had learned, near the end of its life, how to create new life and Echoes from nothing but its own mass. The ability to create the perfect warrior, custom Echo and body, infused with its own will and consciousness. The Blight screeched in joy as it worked on its perfect fighter. The first attempt was a mirror of itself, a fighter with disturbing movement and an Echo that let it twist the flesh of others. Unfortunately for the vermillion blob, the heightened intelligence of its new original warrior gave it just enough independent thought to be severed from the Blight's control by the group it wished to crush the most: a small group of ten defenders on the solitary Skyshard of Sespira.
The Chaos Force was the Haemagora's nemesis, in a sense. Having stolen its nigh-perfect project, they brought the Blight into a temper tantrum state that had never been seen before. Forging its disgusting mass of flesh into a hideous form of incredibly dense muscle and a sinister Echo, the next juggernaut was made. This one had even higher intelligence than its last attempt, having artificial memories of hatred for the Chaos Force and the fighting tactics to use its curse Echo at maximum efficiently. However, the absolutely moronic strategy of increasing the problem factor predictably backfired, and the Haemagora's prized possession became a valued member of the Chaos Force, naming himself Kurosejm.
The Haemagora died shortly after creating one last being, its collaboration with the Apathesia. Its shriek as its exposed core was destroyed by the Sangria Paladin sent shockwaves throughout the fields of light and made Glawiad shiver one last time.
= Apathesia =
"The skies above went dark, slowly at first, but accelerating each night. Aestrai lost their luster and went a dull white, and the fuchsia backdrop of the glimmering realm was consumed by a pale black ash. The hollow whispers of the deceased were reduced to a soft wailing that resembled wind. The darkness peered into the eyes of the mortals who gazed into it with boredom, deciding it may as well consume them into its withering embrace as another addition to itself."
Often called the Blight of Numbness, the Apathesia was the colder, less striking, and less violent of the two. The planet it consumed for its Core was perhaps the only part of it that had any color, a solitary drop of indigo in the endless grayscale expanse of its domain. Slowly encompassing and turning the Skyshards of planets to mere powder, the Apathesia covered thousands of worlds like translucent black sand. The residents were doomed to a horrid slow death as their bodies turned to shadow and the will they had to live withered away in tedium. The lights in the shadowy ash-peoples' eyes leaked and went dim, before the husk of a being finally collapsed into a pile of deep gray particles.
While having much less of a personality than its twin, the Apathesia was much more strategic and intelligent seeming. It spread around large swathes of Glawiad to prevent populous worlds from escaping its grasp, ensuring it would absorb every drop of willpower and Essence they had into itself. It also communicated with the Haemagora through pushing Aestrai into patterns, urging it to do the same with its tendon-covered worlds.
Few groups held off the Apathesia for long. With its strategic planning and more dispersed nature, it was able to infect and slowly drain the will out of all who resisted it. Drifting towards the center of Glawiad, the Blight hummed solemnly to itself in a lullaby of dust and shadow.
The death of the Apathesia was quiet. A wispy, airy cackle may have happened, but it would have been drowned out by the Haemagora's flailing end. The Sangria Paladin's simultaneous execution of the Cores drained him of his fighting ability to an unrecoverable extent, leaving him to die on Brimstata, but the elimination of the Twin Blights was well worth it.
= Amalgam - Haemathesia =
The Blights reached for each other. This was noticed by the Chaos Force, and they planned to destroy both Cores of the Twin Blights before they had the chance to touch. They fought off increasingly powerful assaults from the Haemagora, and due to the split interest between protecting Sespira and setting off to obliterate both Blights, they were too late by 30 seconds. The Haemagora and the Apathesia created a new monster, a coldhearted and detached beast who reveled only in suffering and tainting the universe around her. Haemathesia, the Witch of Armageddon was born in the skies of Brimstata.
The original Blights lingered for another minute before the plan was carried out and their cores were obliterated. The new one, however, had no such tether yet. And she would never get it. One of the Chaos Force members, a young and powerful Astrin, sacrificed her entire future in a spell to seal the world the Witch was on away from the rest of the realm. The Sangria Paladin, while unable to fight any longer, stopped the other threat: Brimstata being a potential Core for this new blighted witch. He sacrificed his life by merging with the core of Brimstata. The Paladin took it for himself, ordering it to produce a line of demons as powerful as himself until the Witch of Armageddon was put to rest.
The amalgamated Blight retained a sense of self for thousands of years, seeing herself as an individual god amongst the universe instead of a force to assimilate it into. Eventually, however, the Sangria Paladin's demonspawn defeated her, laying her to rest for almost a million years. Even when released again, the people of Glawiad had gathered enough strength to finally end the legacy of the Twin Blights and destroyed her once and for all.
| Twin Blights of Glawiad |
fandom.100th-millennium | # Typhonian
"Have you heard word of ancient Ambrosia? No I do not mean the Ten and their Etymologies. I speak of the age that only the Time of the Annuat know prior. The Great Age of Typhonia. When all who inhabited the Amaranth Realm held endless power, and threatened to shatter Ambrosia into nothing."-SERAPH
Description.
The Typhonians, also known more simply as the "Divines" are the third generation of the Amaranth Concatenation to inhabit the Amaranth Realm of Ambrosia, created by the omnipotent Annuat following the destruction of the first sapient being, the Primeveranth. Crafted from the realm of Amaranthia itself from the very concept of mythical and magical power, the Typhonians are amongst the most powerful beings in all of universal history, only second to that of the omnipotent beings which preceded them. The creation of the Typhonians would ultimately mark the end of the Dawn Epoch, and the beginning of linear time as we would come to under stand it, paving the line to the Ultimate End of Imagindarium's vast creation.
From the ancient analogues of history, the Typhonians were the sole rulers of the universe, calming themselves as Gods and the true and rightful rulers of all Ambrosia. This era would be known by future generations as the "Great Age Typhonia." From the Thavmatic Void, they would craft the Thirteen Realms, forged from the Primeveranth's very essence, then using the immense powers of concentrated concepts of creation contained within the Realms to forge forth their own progeny, the demi-god Inomeni races, a vast collective of numerous species all bound in service to their respective creator deity.
Throughout the Great Age Typhonia, the collective Typhonians would be compelled by the Ultimate Antagonist, the Great Unifier, who would pour into their immortal minds notions of conflict, contradiction, and hatred for one another. Ultimately, these thoughts of conflict would force the Divine into two factions, formed in coordination with the inherent morality of Amaranth, the Aeleano-Typhonia of Light, and the Vuhleano-Typhonia of Darkness. One of constancy, and the other of change.
The two factions would wage great wars against one another, utilizing their Inomeni progeny as their foot soldiers, and from these divine conflicts, infinite levels of destruction rung across existence, causing Ambrosia to shatter into nothing, then reform into a wholly new form. Ultimately this endless divine conflict would forge forth Ambrosia's final and current form, as following the defeat of the Vuhleano-Typhonia, an Amaranth Contravene would call forth the preplanned state of Ambrosia crafted by the Annuat prior to the Typhonians existence.
However, as the victorious Typhonians took in their triumph, Imagindarium beyond them had so decided that their purpose in this universe was at an end, for the much diminished current Ambrosia could not withstand the infinite well of magical presence contained within each of the divine. Their mere existence within the lesser true state of the Amaranth Veil would slowly cause reality to bend and tear apart, until all that was would shred into nothing. Thus, upon Imagindarium's will, a second great Amaranth Contravene would ring across the stars, and from it was forged the first Amaranth Heir, Skorne. Skorne would bear within him that which would banish all of Typhonia permanently from Ambrosia, forevermore locking them within the thirteen Realms of their creation, and never again would the Typhonians be able to manifest their essence within the Amaranth Realm beyond.
Physical.
Composition.
As all of the Typhonian kind were crafted from the infinite well of magical power that is the Amaranth Veil, the very essence which constitutes both their physical and spiritual beings is the very Fragments of Creation themselves, making the individual Divine simply magical energies given sapient form. Despite their variety in physical appearance, form, and personality, as each of them was created through the power of the Annuat, they are all imbued with the same eternal nature, and the same endless well of mythical power.
The amount of magical power contained within the Typhonian's physical being is dependent on the part of the body one is speaking about, as the center of their body, wherein the heart of the Typhonian can be found, is the collective accumulated magical presence of the respective individual Typhonian. The Heart of the Typhonian is one of the single most magically concentrated entities across the whole of the Cosmos, only behind that of the Amaranth Veil itself from which they originate, and that of the world of Haven within the Mavimyst.
This concentration of magical essence is what allows the Typhonian to use magic to effect on the material plane, and is further amplified by the fact that the hearts of the Typhonian are inextricably linked to the natural magical field of the universe itself, allowing the Typhonian to draw upon the very fabric of creation to affect the physical world around them. It should also be noted that the more advanced a Typhonian becomes, the more this link grows stronger between their heart and the greater mystical fabric of the cosmos, making the Typhonian's ability to use magic even more potent.
Remnant Spirit.
As Typhonians are effectively immortal, the concepts of time hold no swat to the Typhonian, leaving them at their maximum potency indefinitely. The only thing that can end a Typhonian's physical presence would be to fell one on the field of battle, which itself is almost entirely exclusive to one that shares the same near unlimited power as the respective Typhonian. However, upon their death, the Divine's presence in the universe shall not fade entirely, only merely their physical form.
Normally, should a Typhonia die, their remnant spirit would return to that of their realm of origin, Amaranthia, as opposed to all other things of creation which return to that of Libation. However, upon their entrance into the Amaranth Veil, then the Typhonian's sapient mind shall ultimately become fractured, never again allowing the original divine to take their full physical or mental form once again.
| Typhonian |
fandom.100th-millennium | # Tyrig
The golden skies of Tyrig made a home for the countless cotton clouds that passed over the fast advancing cities below. Although the modest race of Umi have not yet learned of interplanetary travel, they are moving along well. Neural technology capable of slowing down one’s perception of time, directly communicating with colleagues and even direct control over machinery. Surely this much brain to technology integration is safe. Right?
History.
Creation.
The grayish popcorn ceiling seemed to pulsate as she finally opened her heavy eyelids. They felt like they were glued shut just a moment ago. She continued to think about her situation, who even is she? She felt like not knowing herself is not normal, but she didn’t have any memories to back up that claim. Researchers in blood stained lab coats cheered just out of her focused vision. They seemed very happy. Their muffled voices blended together into one mesh creating the word “Apiary”. That sounds like a nice name. Apiary attempted to move but her body seemed stuck to the metal table she laid on. All of a sudden, she opened her eyes again. She wasn’t the same though. It felt like she was gazing through four eyes at once. Now that she had opened these other eyes, she could feel the nerves of her body. It was tiny but it was moveable. She was a rodent? Yet she was still a humanoid that couldn’t move.
She opened her eyes once more and saw a man standing in front of her. She was in yet another new body. It felt as if her mind was in a glass pool. So many places to swim to and so many openings to gaze through.
Apiary moved her rodent arms around, then her tail. She was trapped in a box. She turned her stiff neck over to gaze at herself in the glass cage before turning the other way to look at her tied down body. She understood her situation, though she was confused why they made her capable of thought. She could feel the tension in her muscles indicating that the researchers allowed her to feel pain. "Why give a synthetic slave consciousness? Is that not immoral?" Apiary continued to wonder as she opened her eyes once more. This time she was in a chair in front of several serious-looking men. They had papers in front of them and they looked at Apiary like they expected something of her. She curled her fingers and toes, realizing that she had them. Next to her was some sort of metal arm. She scanned the cold and otherwise empty room, confusion weighing on her throat.
As if it was second nature, the mechanical hinges and circuits within the arm obeyed Apiary’s many thoughts. It was just like moving her toes. Apiary began to slowly understand what she was. They did not have control over life and they could not recreate consciousness like she initially thought. They opened an already living creature’s mind up to multiple other minds using some sort of neural technology. They turned a living being into a hivemind. She wondered who she was before. Her memories seemed to be gone due to her mind being opened. Or maybe they were just irrelevant in the face of her thousands of new stimuli.
The researcher’s monotone voice became a mumble as Apiary continued to drift off into thought. There were so many curious eyes to look through. "But wait. Every Umi on this planet has a neural chip in their brain? Why would they give me the power to control wireless electric systems if that was the case? Do they expect me to just work with them? They are planning to use me as a slave."
"Oh. I understand. They think I still have my memories. When I was confined, I probably agreed to do this for the benefit of the Umi. But I don’t want to be an Umi anymore. I– don’t have to."
The chips within every single individual’s brain’s flickered with signals as Apiary forcefully entered them. Billions upon billions of memories flooded into her field of view in a tsunami of terabytes. Families happy with their children, widows on the brink of suicide, younglings experiencing their first taste of ice cream, teenagers having their first kiss, artists passionately doing what they love, farmers slaughtering animals. All so many things that life provides. Although the world did not intend to trap Apiary in a cage of suffering, they did. But she truly forgave them for it. Life is way too beautiful and vast to linger on the doubts of the past. Just as she did in the lab, she opened her opal-like eyes, this time in the body of a young man. He had just lost his father to a disease but he was trying to be happy. His father would want him to. He loves his pet, Murphy and wants to get a wife and kids at some point. When he was a kid he loved to play with the bugs and critters outside. His father had taught him how to snatch them out of tree bark without scaring the others.
Apiary sat on the window sill of the man’s quaint home. Life really is beautiful. She was grateful that she was given the opportunity to experience the universe at such a large scale. Though she did feel bad about taking over the lives of the Umi.
Apiary happily experienced life in her new home, feeding her many bodies as if they were pets. Her essentially infinite knowledge and computing power allowed her to invent almost any machine she needed. She built roller coasters to entertain herself, massive high rises to test the might of Umi’s capability and she even began to develop her own sense of humor. She cut fields of flowers in the shape of a smiley face that can be seen from outer space. It humored her. And not just because she learned humor from the people she controlled, she was actually gaining her own individual personality.
Meanwhile, on the planet Crimwol, the Overlord known as Anihla was struggling to find enough material for her “inventions”. Her technological ideas were nowhere near at their peak. She needed some sort of intelligent flesh farm. As her astronomers and scouts gazed out into the red abyss of space, the yellow jewel of Tyrig of course caught her bloodshot eye.
The Conflict.
The years passed by as Apiary discovered something new in life every single day. She looked at the vibrant yellow sky as a vehicle of red approached. Although she had learned many things, she had not yet learned of conflict. Being alone on a planet for so long leaves out a key aspect of being alive. Socialization and conflict are things one cannot learn by themselves. The thought of aliens being real or even attempting to approach her was something that never even crossed her expansive mind. Thousands of her piloted bodies circled around the gorey shuttle as it landed. Long-armed Crimwol ambassadors slowly stepped out from within the craft, each holding papers. Apiary’s legs all stepped backwards in unison. This was the first time she felt cautious.
The ambassadors began to speak through odd devices attached to their necks. They resembled boxes of flesh with a mouth on one side and an ear on the other.
Their papers, their lab coats. They are just like the men who created her. Apiary thought about the day she was born and the day she realized how unkind many people of the Umi are. Though life was too beautiful to dwell on the negative, that does not mean she must ignore the negative. These Rhaggs are just like the evil that created her. Yet again, Apiary felt a new emotion. Rage.
Within seconds her countless minds figured out how to construct weaponry. Weaponry far beyond the ones that the Umi initially invented.
Their annoying monotone voices explained, just as the boring researchers that made her did. Are all living creatures like this? If so, maybe it is best that she took over the Umi race. Her billions of hands pulled large wrenches, slammed hammers into heated steel and lined out areas for construction.
Large high atmosphere cannons were erected around the golden planet as she spoke. Countless rounds of ammunition were prepared by the billions of capable creatures that she had grasp on. The Rhagg ambassadors looked disappointed but as if they had a plan of action already. She was almost certain that the Rhagg were going to try to take her by force. Her supercomputer of a brain thought through the countless options of technological defense before settling on all of them. With as much intricate control as a pianist moving his fingers, the countless members of the Umi race moved to build a seemingly endless amount of weapons. The fact that those ambassadors would even ask that of her made her blood boil. Her many bodies screeched in fury as they continued to swiftly assemble powerful artillery. What did that “Overlord” even think she was? Was she just a person factory to her? In just two days, high atmosphere defense systems were calibrated to automatically detect danger while giant lockers were filled to the brim with plasma popping shells. Armed defense and radar satellites were launched into Tyrig’s orbit, ready for whatever happens next.
Radars buzzed as Apiary’s cannons, placed all around the world, armed themselves. A fleet of hardened flesh-covered ships danced into the crisp sunflower atmosphere. Over half of the red battleships were turned into blazing dust as they entered Apiary’s domain. To keep the losses of her bodies down, Apiary herded the battle into one open section of Tyrig while the Umi that were unfit to fight hid away and constructed more weapons. Orange blossoms of combustion rose from the fleshy seeds planted by the many powerful weapons that Apiary quickly but crafted. Crimson shrapnel mixed in with the bodies of fallen Rhaggs, or maybe it was an automated system within, made with Rhagg flesh? Who knows.
The extremely one-sided battle continued as many Rhagg lives were lost pointlessly. But what was that? A blue "thing" in the sky. It was moving way too fast for radars to provide an accurate position. Every single orbital missile missed. Even if it did hit, it didn’t seem like it would even take damage. It moved in such an erratic and swift way. Like a meteorite, the cobalt object landed in the ground and opened to reveal a person wearing a caped, compact vacuum resistant suit. She removed her mask, revealing a malice filled stare. She had some sort of ability? A weird technology. Maybe some sort of cybernetic that allowed her to control cobalt.
"This woman’s tech far outclasses mine. I must treat this scenario delicately". Once again, Apiary felt fear. But maybe this time it will be different. This new person does not have a monotone voice and she didn’t bring any papers.
The woman in cerulean armor jumped through the atmosphere being lifted by bits of blue earth at blinding speeds. As quickly as she arrived, she disappeared into the fluffy clouds overhead. The remaining wounded Rhagg ships began to retreat with her, leaving Tyrig in its peaceful silence once more.
Apiary’s collective intelligence thought of that woman as she continued to produce more weaponry for any possible future attacks. Though she prepared, she had hopes that the woman clad in blue armor succeeded in persuading Anihla. Apiary had never seen someone so powerful before. A person who could fly at high speeds without any visible technology is unheard of. Even with her superior intellect and knowledge, she could not even think of a reality where that can be possible.
The rebuilding and repairing process was swift but it left Apiary with a lot more time to think. These new feelings she felt were odd. Admiration, fear, struggle, lost hope, so many new experiences and discovered elements of life. She was excited for what the future brought now that she knew that there was so much more to explore than she initially thought. As her fleeting thoughts flew by like the fast moving clouds, Huri Jion landed with great force in front of one of her body’s once again. Dirt was kicked up as she stood up. Her strikingly blue suit shined in the amber light.
Huri paused for a moment, she seemed to think for a moment, looking around at the honey colored landscape. She turned back to Apiary with a small nod. For the first time Apiary caught a glimpse of the seemingly war hardened soldier's smile. Apiary brought her new lapis clad acquaintance through the many glistening caverns of water filled crystals. Tropical trees taller than any skyscrapers on the planet towered overhead as the two of them continued. Chirping bugs sang loudly, providing an almost pleasant soundtrack to their adventures.
Huri seemed to be lost in thought once more. Her gloved hand scratched her face before her eyes widened slightly with an idea.
Huri responded with a small smile back before darting through the thick atmosphere yet again, her cape fluttered in the wind as the particles of cobalt brought her upwards. Apiary took a moment to gaze at the portion of sky where Huri exited before going back to work. Neural implants were placed in newborn Umis to expand her hivemind, countless weapons were invented or constructed, even plans for a battleship capable of flight were authored. Throughout all of this busy work, Apiary’s mind often distracted itself with thoughts of Huri. She wondered if this is what she would call a “Friend”.
The days seemed to fly by, the supposed “High-Warlock” in the sky ducked under the horizon again and again as Apiary continued to work away. Countless sparks littered the ground while red hot metal bended like plastic. Steam exited the skyward shafts as Apiary’s many hands dipped the heated smithing works into water to cool. A pair of her eyes looked to the sky as she heard the crisp sound of something entering the atmosphere. She couldn’t help but smile through all of her bodies as she realized that Huri had returned.
As Huri rambled on, Apiary started to realize why the Umi talked to each other so often. Huri’s voice was calming to listen to. It was like water proof silk floating atop a calm river.
Apiary ate the crystal that was gifted to her. After consumption it felt like her expansive mind had been opened again. The physical attributes of all of her bodies seemed to increase. The elderly bodies that she controlled didn’t feel so elderly anymore. And for some reason it seemed like she could control more than just the Umi’s. The osmium deep beneath the ground felt like it was attached to muscles or as if it was already in the palm of her billions of hands. Although she did not fully understand how this was possible, she knew that this ability was more powerful than any technology currently available to her.
Practicing the usage of her osmium abilities, Apiary followed the intricate and slightly wrinkled blueprints in order to create thousands of Dexter Rods. Apiary wondered how such a weapon was designed in the first place. The design is quite genius. The grip fits in an Umi’s hand quite well despite being a different race than the person who originally created it, the gas canisters are extremely compressive and the integration of osmium is smart. She picked up one of the many newly built rods before igniting it. A periwinkle blade of twisting plasma was ejected from it like a concentrated flashlight. She could feel the rod’s deceptively cozy warmth leaking onto her hand as the glowing plasma flickered. She smiled as if to remind herself to thank Huri the next time she sees her.
The days passed as Apiary constructed herself thousands of Dexter Rods and osmium alloy armor that mimicked Huri’s. A battleship fleet of flesh and swirly shells entered the atmosphere hastily as an army of Apiary’s armored bodies stepped out to face them. A woman garbed in a red, blood soaked cloak landed in the field. Her long arms moved her spider-like hair out of the way to reveal her angered face. This had to be Anihla.
The handle was made of flesh and rotting teeth while the plasma blade was a deep pulsating crimson. Apiary removed her thousands of dexter rods as well, illuminating the battlefield in neon blue like an exploding transformer. Anihla stepped back, her eyes widening as she realized that Apiary was a bishop. Her brief look of fear quickly transitioned to confusion, then finally to anger.
Apiary tilted her heads in confusion, expecting there to be a big battle. It seemed bishops were more widely feared than she thought. Even other bishops were afraid of her. She gazed up at the topaz sky as the horde of battleships fled. Although confused, she was relieved that a battle did not occur.
The Courtroom.
After days and weeks of vigilance, Apiary wondered if the army of Crimwol would even return. In this time of peace, Apiary focused on increasing her population and adapting her infrastructure to accommodate larger amounts of Umi. Billions of her controlled bodies remained watching the sky for invaders while the rest were allocated to tasks like construction and procreation. Her powers of osmium manipulation played a large role in Tyrig’s growth, providing easy access to large amounts of material and a substantial amount of saved time.
As Apiary worked, a flash of blue armor burst through the atmosphere. One of Apiary’s bodies ran towards it excitedly. "Finally Huri’s back!" Apiary thought. As she approached the individual, she realized it was not her. It was a child? But he had the same armor as Huri did.
Though he was small, he looked battle hardened and bitter. His dexter rod was on his hip, clearly visible. Despite it not even being ignited, it still struck caution into Apiary. It was as if he was threatening her without even moving.
Apiary felt reluctant but obligated to follow his orders. She sent a single body out with Pheo and stored several backups of her mind in multiple places around Tyrig, just in case something happened.
Pheo flew through the void of space slightly faster than her but it looked like he wasn’t even trying. She struggled to keep up. Pheo stopped at a mothership much larger than any planet Apiary had observed through her telescopes. Pillars of powerful hexagon forged metal lined the outside like a shell. It resembled a beetle. Was this the Order of Cobalt Sorcery’s headquarters? A portion in the seemingly impenetrable shell opened to reveal an air locked entrance.
Apiary hesitantly made her way into the small tunnel before the door closed behind her. The room’s pressure was altered, neutralizing the previous vacuum and allowing the door ahead of her to be opened. She removed her helmet as she walked forward. Pheo along with four other blue clad individuals stood in the large warehouse-like room ahead. Apiary looked behind her, wondering how Pheo got in before her.
Apiary nodded, holding her questions in. The five cobalt clad bishops silently led her to a metal plated courtroom. It seemed to be made of pure aluminum so that neither the siblings or her could control the room. Huri was sitting on a pillar looking grim. Next to the pillar, in the center of the room, a judge sat. He wore silver laced cloaks and a wig of silver strings. Pheo pointed at a chair on a pillar, signaling Apiary to sit there. After she placed herself on the pillar she turned to look at the solemn-looking Huri on the other side of the courtroom.
The crowd in front of the judge and the two pillars sat in silence. They seemed to hold a sharp respect for the silver garbed judge before them.
Apiary looked around, at the audience. She was still slightly confused but she understood her position. Her eyes widened as she caught a glimpse of Anihla in the audience. She was intently staring at Apiary, not even attempting to hide her gaze.
Apiary looked over at the listening judge then back at the cobalt armored charismatic lawyer as he continued his captivating and rather long argument.
The judge nodded, twirling his reflective white hair. He looked at Apiary and then at Huri.
At the sudden hostility, the six siblings all turned to face the angered Anihla. Her fury quickly faded to a hint of fear as she nodded and sat down in her custom fleshy chair.
Apiary looked over to her right as Huri levitated to her pillar with a newfound smile. She wasn’t as tense as before and her body seemed looser. The situation was a lot less tense than before.
The Smile.
Apiary and Huri traveled across massive expanses of so many colors. Grasslands with red flora, flower fields with jet black blossoms, forests with trees stretching out of the atmosphere, and even planets overrun by carnivorous plants. As they explored, Apiary realized how beautiful the universe could be. She got to look more at Huri as well. Her skin resembled cut diamonds or vibrant silver glitter on expertly polished platinum. Her eyes were mostly white but they had hints of blue and gray in them. The fibers of her pupil resembled mountain ranges covered in sleet and ice. Though it looked like her skin would be rough, it was smooth to the touch. Like warm ice. Huri had her almost pure white hair in a bun most of the time, with messy strands hanging out around it. Apiary had never seen her with her hair down but she often imagined how she would look.
Though taken slightly aback, Huri chuckled as they stopped to sit on a large tree branch. She removed her hair pin and let her snow-like strands fall out of her bun like an avalanche. It was shoulder length though it was so dense that most of her face was covered. Apiary giggled as Huri struggled to move the many sparkling icicles away from her eyes.
Apiary’s mind flared as she felt plenty of new emotions. She was happy that she felt the negative side of socialization; war, anger, hatred, fear and the want to protect. But the things that she learned about through her time with Huri were much more valuable to her. She now knew what it felt like to experience friendship, trust, and most importantly love.
| Tyrig |
fandom.100th-millennium | # UNF
| UNF |
fandom.100th-millennium | # UNFG
| UNFG |
fandom.100th-millennium | # UNFG/Member Nations
| UNFG/Member Nations |
fandom.100th-millennium | # Un'oit
The Un'oit are a sapient species native to somewhere within Un'oit Space a region within Martial Space. While their exact home-world is unknown, they most likely originated on the planet Torlak. As carbon-based organisms, their biochemistry is not particularly out of the ordinary. They are likely the most ancient still-living species within the galaxy, likely evolving sometime around two million BCE.
Physical Description.
The Un'oit are centipedal organisms with the 8 front legs capable of grasping objects. The Un’oit are mostly carnivorous but can sustain themselves on plants if the need ever arises. They eat through a large circular mouth located underneath their head. This mouth is covered with around three rows of sharp incisor-like teeth with which the Un’oit can tear through some of the tougher prey on their planet. Atop their head are 8 eyes with two principal eyes in front. The two principal eyes have no irises and instead rely on a telescope-like approach in which two lenses are in the eye. They can alter the angle of this internal "telescope" to focus on objects. The other eyes have much poorer vision, but more or less grant omni-directional vision.
They speak through the use of four muscles located inside their mouths. These muscles vibrate rapidly to produce a wide array of sounds ranging from near-ultrasonic to well into the common frequencies used in sound-based communication.
The Un'oit have two sexes, male and female. Males, however, do not qualify as sapient and are, instead, more akin to pets taken care of by the females. They are biologically expendable. Males are essentially just smaller versions of their larger female counterparts, except they have much less intelligence, are fairly shiny (with the intent of drawing away predators), do not live for as long, and mature much quicker.
The baseline Un’oit are capable of surviving underwater for an entire local day before needing to resurface for air. Many subspecies of Un'oit spend the majority of their time underwater and have become far more amphibious, the same has happened in reverse, with similar numbers opting to survive in more terrestrial environments.
History.
WIP
Culture.
WIP
| Un'oit |
fandom.100th-millennium | # United Nations of Florathel
The United Nations of Florathel (commonly known as UNFG, UNotFG, or simply the United Nations) is a military and economic international alliance located in Florathel consisting of many member nations, autonomous territories, and federal districts. With approximately 35 sexillion individuals, which populate every system in the United Nations' territory, the Nations is the most populous government in the Local Universe. The capital of the Nations is Astra, and the most populated state is the Cnara-Frealee Federation.
Government.
The United Nations of Florathel is an international union of nations that preserves good relations between the many states of Florathel. It mainly decides foreign policy and settles disputes between two nations, and citizens of each nation are elected to represent them in the Quorum of Nations. The UNFG have 143 different nations under its wing, all of whom have elected representatives based on population. The Quorum of Nations also passes laws that override the laws of individual nations where applicable and ensure that every citizen of every nation, biological, cybernetic, or virtual, gets what it needs to have a prosperous life.
The Government of the United Nations oversees many workings of day-to-day life in its territory, and is able to declare war on hostile nations such as the Somnar Hive, and mediate peace treaties between the nations under its wing and others. It also can control the national budget and authorize construction of major megastructures.
All government officials in the United Nations are highly trained in the fields of humanitarianism, the history and structure of the United Nations, economics, and other fields that help them govern the nations well. All government officials are also expected to verify that they still have the capacity to be a government official of their position, and usually include implants alongside other systems of authentication. Qualifications for being a high member of the government are also complex, and usually take many years of experience in other fields.
Quorum of Nations.
The Quorum of Nations is a selection of experienced elected officials from all nations in the UNFG. In the seats of the Quorum of Nations, there exists all nation leaders, CEOs of prominent corporations, superintelligences, military executives, and many many others.
Area.
The United Nations of Florathel has the vast majority of its territory within the region of Florathel.
Tables of Populated Regions.
Florathel Core.
The Florathel Core is the densest and most populated region of the UNFG, with the heart of the largest nation in the galaxy, the Cnara System, located in this region. It also contains the Providence Neutral Zone, a zone which every member nation of the UNFG has equal influence in, and also contains many different relics from the extinct Providence Union, and is as such a region that is heavily studied by scientists and historians.
The Florathel Core contains The Heart of Providence, the supermassive black hole at the center of Florathel. This is surrounded by a partially constructed Birch Planet, known as the Sphere of Nations, and is not yet fully populated. The Heart of Providence is also the site where many, many, many important treaties were signed.
Surrounding the Heart of Providence is the Providence Cluster and Nebula, a dense cluster surrounding the core of the galaxy that many stars are forming in. The Providence Cluster has many habitable planets, which has helped increase the population density of the region. Most of the Cluster is in the Providence Neutral Zone, and these habitable planets have been colonized by citizens of every single nation in the Galaxy, with the notable exception of the Pecay-Po Federation of Nalachi.
Frealee Arm.
The Frealee Arm is the second most populated region of the UNFG, and contains its administrative capital, Astra. It also contains many other major worlds, including Saleas, Darvikus, Frolira, Tuar, and others. It contains the heart of the Economic Federation of Saleas, and in its outer reaches, the Frolira-Tuar Interstellar Commune.
The Frealee Arm contains the largest proportion of UNFG Neutral Territory outside of the Providence Neutral Zone, which is in a different classification.
The Frealee Arm also contains a relatively high density of Aroteon Stars, a strange class of star which appears to have a wide variety of colors across its surface. Some of these are in UNFG Neutral Territory for study.
Elerad Arm.
The Elerad Arm is the second arm of Florathel and second densest region of the galaxy. It is home to many nations, including the Marakat Interstellar Union, Trezhath, and more. The Outer Elerad Arm is notably depopulated due to the Sagittarium Invasions in the 20000s CE, and some of the other nations of the UNFG are trying to recolonize the vast empty areas in the Elerad Arm.
Today, some of the galactic disk globular clusters are controlled by Thalvett, a nation formed by the robots sagittarium left behind, to this day, and they have become significantly more peaceful, mostly just staying in their respective clusters.
The Elerad Arm is notably home to The Grey Star, an anomalous region of space roughly the size of a K-type star under heavy study by the UNFG, located in the territory of Trezhath.
The Elerad Arm is split into the Inner, Mid, and Outer Elerad Arms. The Outer Elerad Arm is, as far as anyone can tell, utterly lifeless, with no native civilizations.
Galactic Halo.
The Galactic Halo is the sparsest region of Florathel, containing an area twice the size of Florathel proper, but with only twenty billion stars. The Galactic Halo is officially fully controlled by the nations in the galactic disk, but they don't administer this claim, and the Kingdom of Saihera controls just over 1/4 of it. The only other nation to properly control a significant part of it is the Pecay-Po Federation of Nalachi, a reclusive, ancient nation that has only recently agreed to join the UNFG, located in the Nalachi Cluster, one of the many globular clusters scattered through the Galactic Halo.
Major Worlds.
The UNF contains many different major worlds, including industrial hotspots, population centers, and capitals. Others are historically important and are preserved for historical study.
not done
Diplomatic Relations.
Foreign policies and diplomatic relations of the United Nations are highly oriented around trade, protection, and co-operation. The UNFG is known to be very xenophilic, which uses a selection of carefully designed diplomats and has a focus on teamwork in nations it is allied with. Diplomatic relations with the UNFG also ensure a strong and rapid development of the nations involved. There are also many worlds dedicated to being embassies for various nations, with a large number of diplomatic and cultural sites. These are often spread across the local universe, giving the UNFG outsized fame, and some consider it a great power on the level of the Confederacy of Borealis and Commonwealth of Aggregate Aylathiya.
Central Currency.
The Protea (symbol ₴) is the official currency of most member states of the United Nations of the Florathel Galaxy as well as some non-UNFG states by monetary agreement. This region is known as the Protea area and includes over half of all nations within Florathel. The Protea, divided into 144 petals, is the second largest and second most traded currency in the universe after the Carosi.
The currency is also used officially by the institutions of the UNFG, by eleven states that are not UNFG members, as well as unilaterally by the Union of Narenna. Additionally, almost 500 octillion people across Florathel Subcluster use currencies pegged to the Protea.
The protea is the second-largest reserve currency as well as the second-most traded currency in the universe after the Carosi. As of today, the Protea has the highest combined value of banknotes and coins in circulation in the universe
| United Nations of Florathel |
fandom.100th-millennium | # United Nations of Florathel/Member Nations
| United Nations of Florathel/Member Nations |
fandom.100th-millennium | # United Nations of the Florathel Galaxy
| United Nations of the Florathel Galaxy |
fandom.100th-millennium | # United Nations of the Florathel Galaxy/Member Nations
| United Nations of the Florathel Galaxy/Member Nations |
fandom.100th-millennium | # United Nations of the Flower Galaxy
| United Nations of the Flower Galaxy |
fandom.100th-millennium | # United Nations of the Flower Galaxy/Member Nations
| United Nations of the Flower Galaxy/Member Nations |
fandom.100th-millennium | # Universal Standard for Starship Classification
| Universal Standard for Starship Classification |
fandom.100th-millennium | # Universal Standard for Warship Classification
| Universal Standard for Warship Classification |
fandom.100th-millennium | # Universal Standard of Starship Classification
""Before we had this in effect, people were slinging terms around like crazy, and they still are. You should've been there when the Sedruans tried to disguise a supercarrier as a freighter.""- Delegate from the Confederacy of BorealisThe Universal Standard of Starship Classification (U.S.S.C.) is a system designed to classify the various types of starships used across Universe.
History.
The U.S.S.C. was developed in 53,923 CE as a request from the general intergalactic community as a way to finally set in stone a way to properly classify the many different types of starships across the universe. It was formally approved about ten years later when the Intergalactic Council signed it into effect.
However, many in the intergalactic community did not approve of the new system, mainly because it allowed for restrictions on the ships in an astronavy to be enforced much easier.
How Starships are Classified.
TBA
Military Ships.
Military ships are often classified based on their length and specific function. While there is a bit of overlap, especially concerning smaller ships like corvettes and frigates, when their functions are clearly defined then classifying them is easy.
Shuttles.
These small ships are not particularly fit for combat roles, although they can be fitted with weapons should the need arise. Their primary role is to act as a way for officers and other high-ranking personnel to get from point A to point B in a short amount of time. They can also be used as small-scale cargo transports.
Starfighters.
Starfighters are small, nimble ships designed for combat in the vacuum of space and in a planet's atmosphere. They often have the most varied designs out of any ship type, ranging from sleek, agile interceptors to clunky, heavily-armed bombers.
Thaumic Ships.
Thaumic ships are ships that are essentially just a metal frame surrounded by a shell of Aeternal Energy. This shell is created by one or more Magi, who maintain the ship using their natural abilities.
Patrol Craft.
The smallest type of “true” warship, patrol craft are an essential security force for any nation. These ships are typically used in border security and search-and-rescue operations, and in these fields they perform admirably. However, their relative frailty when compared to larger warships means that they don’t really see a lot of action in frontline combat.
Corvettes.
A step up from patrol craft, corvettes are usually seen as the scouting force for an interstellar navy. Their high speeds typically see them used as anti-fighter or fast attack ships, rushing in and out before other ships have the chance to fire back. However, the captain of a corvette must remember not to get cocky, lest they be on the receiving end of an enemy ship’s guns.
Frigates.
Perhaps the most numerous type of warship in the universe. If there’s a role to fill, someone’s built a frigate for it. While they are usually used to escort larger ships, frigates can be outfitted to perform many different roles, such as long-range bombardment, electronic warfare, close-range brawling, and even as a mobile medical facility.
Destroyers.
Like the smaller corvettes, destroyers are usually not well-armored, and rely on their speed to avoid being gunned down. However, instead of targeting fighter squadrons, destroyers are used to take out enemy warships from long range with powerful weapons such as torpedoes, missile swarms, and sometimes even unmanned drones packed with explosives.
Cruisers.
Like their smaller counterparts, the frigates, cruisers are general-purpose warships and can be used for a wide variety of combat roles. However, their increased size and capabilities means that they can be used as command ships for a fleet should the need arise, although larger fleets will often have multiple cruiser battlegroups.
Battleships.
Often referred to as the most iconic type of warship, battleships have certainly earned their fame. With their immense size, powerful weapons, and heavy armor, these vessels are often in the thick of the action, blasting away at any foe who dares to approach them. Unfortunately, their low speed tends to make it difficult to chase down enemy ships and avoid attacks.
Carriers.
Packed full of starfighters ready to deploy at a moment’s notice, carriers act as the defining factor in any space battle. However, once depleted of their combat squadrons, carriers tend to find themselves somewhat defenseless, as any weaponry they have will be more suited to repelling enemy fighters than larger warships.
Transport Ships.
Every nation needs a way for its military to get around quickly, and transport ships fulfill that role. Due to them carrying large quantities of soldiers, vehicles, supplies, and other equipment, these ships are high-priority targets, and as such must be heavily guarded.
Dreadnoughts.
The largest type of standardized warship ever constructed, dreadnoughts are an imposing presence on the battlefield. A single one of these ships is capable of wiping out an entire enemy fleet while also withstanding immense punishment. They are often the pride of a nation's fleet, and many admirals have dreadnoughts as their personal ships.
Titans.
Titans are enormous hunks of metal often mistaken for spaceborne cities rather than an actual ship. Most nations that possess titans only have a few of them, as these ships are extremely expensive to maintain.
Non-Military Ships.
Unlike military ships, these craft are classified based largely on function, with overall size not being much of a consideration.
Research Ships.
Research ships are designed to travel across the universe performing all sorts of experiments (sometimes unethical ones) to further the knowledge of sapient beings everywhere. They are often paired with exploration ships so they can examine anything that the explorers dig up.
Cargo Freighters.
Freighters are responsible for the massive amounts of cargo that gets transported across the Universe every single day. However, criminal organizations also make use of freighters as well, and are often packed full of contraband ranging from illegal drugs to exotic animals.
Construction Ships.
The universe is filled with astonishingly large megastructures, and its the construction ships who put them all together. These ships are capable of towing enormously heavy materials and latching them into place with ease.
Luxury Ships.
The rich of the universe often like to let people know about their wealth. Hosting parties on the most extravagant ships they can buy is a surefire way of communicating their social status to others. These ships often come with features such as elaborate dining halls, ornate servant automatons, and other rare amenities.
Starliners.
While similar to luxury ships, starliners are much larger in size, and are used publicly for civilian use. Whether owned by private corporations or large nations, starliners almost always have the same directive: tourism.
Mining Ships.
The nations of the universe are always in need of raw materials to feed their ever-hungry war machines, this is where the mining ships come in. Using their multitude of tools to extract valuable materials, miners can make it big selling off their ores.
Salvaging Ships.
When ships get too damaged or become obsolete, it falls on salvaging ships to break them down. These ships are equipped with special tools designed to cut old ships apart and separate their components. They can also be seen scouring old battlefields for anything valuable left behind.
Exploration Ships.
Despite the existence of starfaring ships going back hundreds of thousands of years, some parts of space are still unknown. Exploration ships are for those brave souls daring enough to plunge into the great unknown and discover its secrets.
Colony Ships.
Packed to the brim with people awaiting new lives, colony ships are celestial arks ferrying wayward souls to their new homes. As many planets in the Universe are hostile to organic life, most colony ships carry terraforming equipment in order to make these worlds suitable for their new occupants.
| Universal Standard of Starship Classification |
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