The year is 457 of the Universal Calendar, and the galaxy shudders in relief.
The Hyper War is over. The enemy of all free species lies defeated. Humanity's dreams of conquest and dominion have been extinguished with a tide of blood. For eighteen long years has the galaxy been at war. Every corner of the star filled expanse has been touched in some way, shape, or form by the fighting. Entire sectors have been scoured clean. Through a grand coalition of many species has the Coordinated Euphrates Command—the guiding hand of humanity for nearly a hundred and thirty years—been defeated. Earth has just been taken, the official declaration of unconditional surrender broadcasted by Admiral Albert Ortman. With their homeworld under Coalition occupation, humanity has finally accepted the reality of defeat. Some rogue units continue to fight—but they do so for a dead dream. With victory secured the Coalition already begins to fray at the seams. With the threat of human dominion leashed, old rivalries begin to flare once again. The Assembly of Species attempts to mediate, but its power is a shadow of its pre-war self, and many openly debate the necessity of its existence. The ground is shifting under the feet of the galaxy, shaken from its roots by the war. New political blocs are forming, even as the fires across the galaxy smolder into embers. Opportunity abounds. Stable ground will have to be found, formed if necessary, and the fate of the post-war order will have to be decided through hushed meetings between diplomats and economic power, by the barrel of a gun, or through the wonders of technology. Many had thought the fate of the galaxy had been decided when Coalition troops were seen in the dusty skies of Earth, but the truth of it is that it has only begun.
Hello, and welcome to Hard Contact: A Space Opera GSRPG!
Here you will play various alien races in a galaxy that has just successfully defeated humanity, would-be galactic conquerors. With the Coordinated Euphrates Command dead, and swaths of the galaxy in ruins, it is up the players to chart a path in a post-war galaxy, where the idealism of grand cooperation of the Coalition was already fraying when allied forces entered the Sol system, and realpolitik is already replacing it. A new galactic order will have to be decided, and it will be up to you to chart your species a safe course through murky waters. While the CEC has recently surrendered, a treaty has not been signed. The Coalition still stands—for now—and Earth is under occupation, awaiting its fate.
No human-ruled or biologically human polities, including posthumans.
No hive minds. Robots and bug races are allowed but sentience is required.
You get 3 orders, 300 words total.
Discord link.
Faction creation: Here you will be a template for your application.
Polity name: (Channel that sci-fi shit.)
Species: (Describe your species and history in a concise manner. You can have more than one species.)
Drive: (The social cohesion of the state and the ability of the leader of that state to dictate terms within it to deal with matters internally. If this reaches zero your state crumbles.)
Domain: (Representing economy and population size. Determines the size of your military.)
Military: (Quality of the military.)
Technology: (Your polities tech levels.)
-Drive:
-Domain:
-Military:
Player League: (Which league your polity belongs to. You can be independent, but the general expectation is that your polity exists as part of a League. Independents will be at a disadvantage and considered more carefully.)
Flaws: (Flaws are meant to be serious and not fully resolvable issues within the span of the gametime. You should not treat them as temporary maluses but features of your society and long-term consequences of the hyper war. Stats and technology levels, meanwhile, can be gained and lost throughout the course of the game through player actions)
Preferred location: (Three claim system. Picked a conduit on the map—those little roundels with a letter beside them. Z1, Z2, Z3, and Z4 cannot be claimed.)
Declarations: (These declarations will help determine your faction's stance and overall attitude for the post war world, and what they did during the war.)
What you expect to get from the humans at the treaty:
Your factions opinion on the orbiting races:
Opinion on the Assembly of Species role:
Two rivals for your polity: (Note, these will be picked after apps are selected.)
And one ally: (Note, these will be picked after apps are selected.)
Opinion on the role of the Assembly of Species;
Consolidator: The strength of the galaxy was able to defeat the human menace yet it was the bickering between the supposed equals that ensured the Coalition took longer to win. If the Assembly could be reorganized a select few or even one proper leader could provide leadership to the galaxy stopping the rise of any future human style threats from emerging. What exactly this set up would look like is open for debate among even the consolidator faction yet the idea has grown traction during the Hyper War.
Traditionalist: The Assembly of Species has been a galactic institution for centuries with it serving as a meeting place of equals to share ideas, trade and for mediation of conflicts. Humanity's refusal to operate within the Assembly should have served as a proper warning for the rest of the galaxy for what was to come next. An idiom spoken by many ship mechanics, if it ain't broke why fix it?
Filibuster: Your people have always been skeptical of the Assembly with it proclaiming itself as the deciding factor in the galaxy. Why your people are in it is a mystery to many of its members but there is wisdom about being inside the big tent rather than standing outside of it. You seek to leave the Assembly, its abolishment or stay around to ensure that it never bothers your people's dreams and livelihoods.
Opinions about the Orbiting Races:
Uplifter: Why your people seek to bring less advanced races into the fold before they can naturally reach it themselves could be for a number of reasons, altruism being the most common. Uplifting of races however is a dangerous prospect, humanity being given numerous aid to unseat the Ulvorians which led to the destruction of the Hyper War.
Exploiter: Running a government is really all just a matter of resources and their allocation. Why let some primitives horde valuable resources in the name of some outdated code of ethics? Your government, or your people, believe in taking what you can from the orbiting races and putting it in better hands—yours.
Shunner: The orbiting races are something to be ignored, they are unworthy of your time. One day they could be important, not today and you are very busy.
Example
Name: Coordinated Euphrates Command
Government: Military Dictatorship
Leader: Admiral Albert Ortmann (Interim)
Drive: 2 (Tech: 3)
Military: 5/10 (Tech: 3)
Domain: 3/10 (Tech: 3)
Influence: N/A
Current/Potential
LeaguesGalactic history is often not dominated by singular powers but a collection of powers uniting under a single purpose to enact their vision upon the galaxy at large. The Imperial Ulvor Union, a league headed by the titular Ulvor people, after leading the galaxy against the the Infestation War wiping out the Xalon menace would dominate the galaxy resetting the galactic calendar to the end of the conflict, the Universal Calendar. Ulvor centuries domination of the galaxy would wane before they would be engaged in the ill-fated brush wars against mankind for a century which would see their alliances and influences crumble to dust. Mankind's ascension to galactic superiority would see them reject the need for operating with the Assembly of Species instead relying upon their own league called the New History Organization who would follow them into the Galactic War.
The Leagues of today operate not as species dominated ones of yesteryear but of ones based upon similar ideals and beliefs that shaped the campaigns of the Coalition against the New History Organization. Now with their rivals defeated and with the leagues unable to agree upon a vision of peace beforehand they must negotiate amongst those within their own ranks and their coalition allies what the galaxy will look like tomorrow.
Hierarchy: The strength of the state over the average person within these policies is the belief of the members of this League share. A stable and safe galaxy is the concern of the members of the Hierarchy League with the guns finally silent.
Freedom: The will of the people is a wonderful chorus that unites this League. The rights and protection of the individual must never be snuffed out with the Freedom League there to protect them.
Prosperity: The galaxy is full of opportunities that can be harnessed by those with the skills and vision to do so. The Hyper War has been a blunder for the galaxy but tomorrow has numerous opportunities for those willing to grasp it, the Prosperity League will be.
Equality: If one is exploited all are exploited and this must be corrected. The Equality League sees the ruins of the galaxy as a chance to rebuild it more to their vision, whether it is through calls of true redistribution or a fairer deal for their own membership.
Technology
How advanced the technological gear and methodology your civilization is in the other state What exactly the technology is for the player to decide but mechanically will be treated as a buff. AI assisting governance for Drive, battle mechs for Military or bioengineered livestock for Domain for example. These will all be standard space opera tier technologies with nothing game breaking being allowed with what exactly a technology is a flavor saying what exactly your people are good at.
Generation:
Up to 9 points earned through flaws; 6 of which can be used on Stats and 3 used on Technology Levels.
You start with 9 free points to spend only on stats (not tech).
All stats start at 1 before point buy, maximum of a stat is 10.
All technology levels start at 1 before point buy, the maximum of tech levels per stat is 3.
Drive: The social cohesion of the state and the ability of the leader of that state to dictate terms within it to deal with matters internally. If this reaches zero your state crumbles.
1: The people's call for change is muffled only by the boiling rage as many prepare their daggers.
5: The state is humming along.
10: The galaxy is in awe of the strength of your people's will.
Military: Quality of the military.
1: Your military is considered a laughing stock by the galaxy.
5: A respectable force in the galaxy.
10: Humanity was foolish to go to war with you.
Domain: Representing economy and population size. Determines the size of your military.
1: A speck in the stars.
5: A moderate sized polity.
10: A vast and powerful polity who if rallied properly could shake the stars themselves.
Each stat (drive, military, domain) has a tech level associated with it, and you start with 1 Tech Level in each. Distribute any flaw-gained tech points to each stat, for a maximum of 3 Tech Level per stat.
1: Conduit tier
3. Cutting edge (starting limit)
5: Precursor tier
Domain | Sectors | Starting Military | Military Generation | Force Cap |
1 | 1 | 2 Armies, 2 Fleets | 1 Army and 1 Fleet per turn | 3 Armies and 3 Fleets |
2 | 1 | 4 Armies, 4 Fleets | 1 Army and 1 Fleet per turn | 6 Armies and 6 Fleets |
3 | 2 | 6 Armies, 6 Fleets | 2 Armies and 2 Fleets per turn | 9 Armies and 9 Fleets |
4 | 2 | 8 Armies, 8 Fleets | 2 Armies and 2 Fleets per turn | 12 Armies and 12 Fleets |
5 | 3 | 10 Armies, 10 Fleets | 3 Armies and 3 Fleets per turn | 15 Armies and 15 Fleets |
6 | 3 | 12 Armies, 12 Fleets | 3 Armies and 3 Fleets per turn | 18 Armies and 18 Fleets |
7 | 4 | 14 Armies, 14 Fleets | 4 Armies and 4 Fleets per turn | 21 Armies and 21 Fleets |
8 | 4 | 16 Armies, 16 Fleets | 4 Armies and 4 Fleets per turn | 24 Armies and 24 Fleets |
9 | 5 | 18 Armies, 18 Fleets | 5 Armies and 5 Fleets per turn | 27 Armies and 27 Fleets |
10 | 5 , conduit tunnel, sub-conduit | 20 Armies, 20 Fleets | 6 Armies and 6 Fleets per turn | 30 Armies and 30 Fleets |
Also, it is important to note that although domain provides these concrete resources, neglecting drive and military stats will significantly reduce your ability to use them in any useful way.
One Point Flaws
Ethnic Tension: Rival ethnic groups live within your state, and often jockey against one another for position and resources. Should these affairs not be carefully managed, it may grow to open violence. [One Point]
Caste System: Your society, for whatever reason, is strictly divided into different segments. Many die in the caste they were born in, leaving society stratified and rigid. [One Point.]
Doves: A powerful pro-peace faction has taken root in your society, one which opposes any form of war. Their voices will have to be taken into account. Whether or not this was due to experience in the Great War or before it is up to you. [One Point.]
Hyper Specialized Worlds: Your polity houses many worlds that are hyper specialized towards specific ends. While this leaves them very capable in their area of focus, lack of redundancy leaves you vulnerable should the worst occur. [One Point.]
Voidborn: Your people have lived without a planet for long enough that they have gotten used to living aboard spacecraft. As a result, your people struggle in terrestrial environments. [One Point.]
Systemic Hesitancy: Your society is plagued by a notable social ill, one which your government freezes at the mere prospect of confronting. [One Point.]
Mayflies: Your species is remarkably short lived, and your people struggle to keep your society functioning at acceptable levels as a result. [One point.]
Gluttonous: Your people require more resources than other species to survive—and expect even more to maintain their standard of living—leaving a notable strain on your economy. [One Point.]
Goldilocks: Your people require specific conditions to live to allow them to live properly. This makes planets of your polity unusable by your population or highly undesired. [One point.]
Low Yield: The rate of procreation of your people is painfully slow with the population growth less than ideal and making maintaining population during times of trouble a nightmare. [One point.]
Spatial Fluctuations: Something is wrong with your Conduit. Maybe the Humans did something, maybe it was there all along- but ships tend to go missing, and travel can be slower than it should be... [One point.]
Haves and Have Nots: There is a glaring divide between the lower and upper class of your polity which is obvious to everyone which if not handled properly could snowball into serious effects. [One point.]
2 Point Flaws
Rogue Military: Civilian control over the military is slipping. If officers do not like the orders they receive, they often are 'misplaced,' and the military often acts on its own initiative. [Two Points.]
Dependent on Another Power: You are economically and militarily dependent on another, greater power. Whenever you act, you must keep their interests in mind, lest you bite the hand that feeds. [Two Points.]
Refugee Crisis: The war against humanity has turned swaths of the galaxy into cinders, and displaced entire species. Many have fled to your borders, much to the dissatisfaction of your own populace. [Two Points.]
Wounded Lands: Your territory was a 'hot zone.' An area deemed of high importance to the CEC and Coalition, and thus heavily contested as a result. Your people have been in the forefront of much of the fighting, and your lands are bloodied as a result. [Two Points.]
Mass Climatological Collapse: A vast amount of your holdings are undergoing a collapse of their ecosystem, likely as a result of your species presence, or the war itself. [Two Points.]
Addicted: To what a notable segment of your population have become addicted to could be a variety of things stimulants, drugs or holographic fantasies the thing that can be assured though it is not good for them. Health administration efforts have been unsuccessful and now you must deal with your population obtaining the source of their addiction from supp;oes outside your control. [Two Points]
Paranoid Intelligence Institutions: Your intelligence agencies have taken hyper-vigilance to its fullest. They see knives in every shadow, and react accordingly. [Two Points.]
Holdouts: Elements of the human military have refused to obey the CEC's order to stand down and surrender, and have gone to ground in your territory, thanks to pro-human sentiment having a hold over large parts of your population. [Two Points.]
Political Gridlock: For some reason a facet of your government system doesn't really work and you have to accomplish things through arcane workarounds. [Two Points.]
Greased Gears: Your military industrial complex requires more in profit than your war machine can provide so it will frequently look to outside markets that you may not prefer to engage in to sustain itself. Plenty of palms have received enough appropriate donations in the right places to keep this practice going.
Unpleasant Conduct: Your people for lack of a better term act like hogs. Constantly chest thumping and getting into fights over pride, rank or other perceived slights with one another and outsiders. [Two Points.]
Restless Warriors: Whatever they call themselves you have a martial class in your society with significant influence and a culture that demands they prove themselves in conflict. if you are not able to satisfy them with external wars, they may turn instead on each other. [Two points]
3 Point Flaws
Scrapped the Barrel: Your people gave everything they had for the Great War. Now that it is over, your nation's youth has been bled white, leaving a gaping hole where they should be on every planet. Your economy and culture have been hit harshly as a result. [Three Points.]
Recently Liberated: Your people have languished under the yoke of the CEC for years, as they bled your people dry and drained your land of resources. Liberation came for you in the last stages of the war, and much of your territory remains devastated by the fighting and occupation. [Three Points.]
Revolutionary Sentiment: The war has introduced queer ideas to your people, which has spread like wildfire. With the fighting over, the people demand a change in governmental system, and their voices are growing louder as time passes. [Three Points.]
Displaced People: The Great War has turned your people into refugees, wandering the stars in search of a new home. [Three Points.]
Coming Out The Shell: Since the very day your people have left their home star system, you have always kept to yourselves. This policy of isolation has only deepened over the years, leaving you with only a token dignitary to the Assembly of Species as your connection to the galactic community. This would have continued had the Great War not forced a change, and shoved your people out into the open.The carefully constructed barrier between your people and the outside galaxy is being torn with ideas and items set to cause immense ripples in your society. [Three Points.]
Destroyed Conduit: A key star system for your economy has been ravaged in the Great War and reduced to ruins, with its Conduit little more than slagged ruins, negatively impacting your economy and political standing as a result. [Three Points.]
Institutional Rot: Corruption, greed, or simple incompetence plagues your government. Backroom deals in smoke filled rooms between sleazy figures is the norm, people do not trust their government, and rust begins to spread throughout the churning wheels of society. [Three Points.]
Known to some as the Upstarts' Tantrum, the Hyper War was a monumentally cataclysmic conflict that lasted for eighteen bloody years. Started by the Coordinated Euphrates Command in 439 UC the Hyper War proved a vicious and drawn out affair which eventually involved the entire galaxy in an all out brawl for dominion, freedom, or simple survival. We the GM's will not go into too much detail, so that players may be all the freer to decide how their nations interacted with the fighting, but will endeavor to give enough information to properly showcase how bloody the conflict was, and so players may be able to confidently design their species. The war has had three noted stages.
At game start, Earths moon is slowly drifting towards the planet in a collision course.
Stage One: Heaven Aflame[Year 1-6]
This stage of the war is characterized by a rapid advance of the CEC and its allies, completely overrunning several polities in the first two years, and several grand defeats for their foes. Many polities of the galaxy are left staring down the barrel of a gun, held by a power determined to possess galactic dominion, and seemingly holding the means with which to grasp it. The Assembly of Species attempts to mediate an end to the fighting all fail, further hurting its standing in the eyes of galactic powers. The human military is well armed, well-prepared, and possessing technological edges which prove key on the strategic level. Many militaries find themselves floundering in the face of human aggression, and the Coalition is formed in response to the CEC's rapid advance. A multi-species alliance, dedicated to putting a stop to human aggression, the Coalition is plagued with teething issues and rivalries for the first stage of the war. Human rule of their newly conquered territory tends to be brutal and unpleasant affairs for the occupied, save for those who collaborate with the CEC. The Assembly of Species mothership Mosaic Station, the massive space station made from the cumulative effort of uncounted species over the span of time, is harried by human forces, yet manages to stay one step ahead. The HADES Corp, genetically modified supersoldiers gathered from orphans who would have otherwise been deemed a burden to society, make their devastating debut as they cause havoc behind Coalition lines.
Stage Two: Changing Winds[Year 6-13]
This stage of the war is characterized by intensifying fighting throughout the galaxy, as the CEC's advance slows and armies the galaxy over have properly mobilized. Entire star systems are scarred in the fighting, and whole species have been displaced, forced to flee their homes lest they become extinct. Any polities that have remained neutral thus far are finally forced to pick a side as the war escalates to truly galactic proportions, with its deathly touch being felt in every corner, in some shape or form. The Coalition is pushed to the brink, and the CEC looks to be nearing victory. Things come to a head in the Battle of Triton, as the Coordinated Euphrates Command executes Operation Godfall, aimed at annihilating the Mosaic Station and in the process destroying any sense of galactic unity. Headed by war hero Admiral Rogers, the task force is given the best equipment and forces the CEC can muster, including humanity's flagship: the supercarrier Olympus Mons. Already it has carved out for itself a reputation of terror, responsible for several key victories for the Coordinated Euphrates Command. Over a series of three months Roger's task force harries the Mosaic Station and its escort fleet. Inching closer and closer as time drags on. In response, and at the political maneuvering of the Grand Speaker of the Assembly, the Coalition begins to muster its own forces, planning a risky ambush at the Triton Nebula. Tensions prove high between the disparate fleets of Coalition forces as they gather and lay in wait, but key commanders ensure cooler heads prevail, and ultimately the Mosaic Station successfully baits the CEC task force into the trap.
The Battle of Triton is the bloodiest of the war yet, with both sides suffering from sensor interference thanks to the nebula. The battle is a hardfought slugfest that lasts for a whole week, with trickles of Coalition and CEC reinforcements pouring in the whole time. Things come to a head on the seventh day when the Olympus Mons is destroyed in a desperate hail mary by Coalition forces, which kills Admiral Rogers and saps the will of the CEC task force to fight. Coalition forces are too bloodied to pursue and the Mosaic Station limps from the Triton Nebula, damaged but unbowed. The galaxy is given a much needed breather and victory both, while the CEC fumes at the disastrous defeat. Coalition forces begin to properly cooperate with one another, with the Battle of Triton serving as a symbol of unity, and begin to push back against the CEC. Human forces, in response, begin to tighten their grip on occupied territories through draconian laws, inflaming resistance groups. The CEC begins to churn out genetically modified monsters, seeking to replicate their success with HADES at a fraction of the cost. While unsuccessful, High Command is nevertheless pleased with their vat grown disposable cannon fodder, seeding them on stubborn worlds to root out resistance.
Stage Three: Twilight of Ambition[Year 13-18]
This stage of war is characterized by the increasing desperation of the CEC, and its spiteful last acts. The war has turned against humanity, seeing them pushed back across vast swaths of the galaxy. Defeat is considered inevitable by some within Coordinated Euphrates Command, yet its leaders refuse to consider any sort of surrender. The CEC instead doubles down, resorting to scorched earth policies in the face of advancing Coalition forces. Who are in turn growing increasingly confident of their seemingly inevitable victory, and some grow complacent as a result. Several key battles take place, in which the CEC almost reverses the course of the war. It is only through a mix of luck and skill that the CEC fails, with the offensive having left Coalition forces bloodied and their populations shaken. With the Coalition encroaching on core human territory the CEC wastes resources on multiple spite operations, aimed at causing as much terror and pain as possible. CEC occupation forces begin to burn the planets they're stationed on in an attempt to deny the Coalition logistical hubs. The CEC military is largely defeated in detail as Coalition forces advance into core human space.
The second Coalition fleets entered the Sol system when all knew the end was near. But the CEC held an iron grip on its populace, and managed to inspire a fanatical defense, forcing Coalition troops to slog through the Sol defensive line resulting in some of the bloodiest battles of the war. The Jovian yards were slagged, Mars lived up to its epitaph 'Red Planet,' and Earth's moon—one of the load bearing points of the Sol system—saw vicious fleet engagements and endured a bloody siege of such violence that the moon was knocked out of its orbit. When its guns fell silent was when many within the CEC finally accepted the reality of defeat. As Coalition forces landed on Earth, military leaders within the CEC couped the Supreme Leader, killing her and her closest supporters in the course of a bloody day. Admiral Albert Ortmann was declared interim leader, and surrendered unconditionally to Coalition forces. After eighteen long years, the single most destructive conflict in galactic history is finally over.
At game start, Earths moon is slowly drifting towards the planet in a collision course.
Stage One: Heaven Aflame[Year 1-6]
This stage of the war is characterized by a rapid advance of the CEC and its allies, completely overrunning several polities in the first two years, and several grand defeats for their foes. Many polities of the galaxy are left staring down the barrel of a gun, held by a power determined to possess galactic dominion, and seemingly holding the means with which to grasp it. The Assembly of Species attempts to mediate an end to the fighting all fail, further hurting its standing in the eyes of galactic powers. The human military is well armed, well-prepared, and possessing technological edges which prove key on the strategic level. Many militaries find themselves floundering in the face of human aggression, and the Coalition is formed in response to the CEC's rapid advance. A multi-species alliance, dedicated to putting a stop to human aggression, the Coalition is plagued with teething issues and rivalries for the first stage of the war. Human rule of their newly conquered territory tends to be brutal and unpleasant affairs for the occupied, save for those who collaborate with the CEC. The Assembly of Species mothership Mosaic Station, the massive space station made from the cumulative effort of uncounted species over the span of time, is harried by human forces, yet manages to stay one step ahead. The HADES Corp, genetically modified supersoldiers gathered from orphans who would have otherwise been deemed a burden to society, make their devastating debut as they cause havoc behind Coalition lines.
Stage Two: Changing Winds[Year 6-13]
This stage of the war is characterized by intensifying fighting throughout the galaxy, as the CEC's advance slows and armies the galaxy over have properly mobilized. Entire star systems are scarred in the fighting, and whole species have been displaced, forced to flee their homes lest they become extinct. Any polities that have remained neutral thus far are finally forced to pick a side as the war escalates to truly galactic proportions, with its deathly touch being felt in every corner, in some shape or form. The Coalition is pushed to the brink, and the CEC looks to be nearing victory. Things come to a head in the Battle of Triton, as the Coordinated Euphrates Command executes Operation Godfall, aimed at annihilating the Mosaic Station and in the process destroying any sense of galactic unity. Headed by war hero Admiral Rogers, the task force is given the best equipment and forces the CEC can muster, including humanity's flagship: the supercarrier Olympus Mons. Already it has carved out for itself a reputation of terror, responsible for several key victories for the Coordinated Euphrates Command. Over a series of three months Roger's task force harries the Mosaic Station and its escort fleet. Inching closer and closer as time drags on. In response, and at the political maneuvering of the Grand Speaker of the Assembly, the Coalition begins to muster its own forces, planning a risky ambush at the Triton Nebula. Tensions prove high between the disparate fleets of Coalition forces as they gather and lay in wait, but key commanders ensure cooler heads prevail, and ultimately the Mosaic Station successfully baits the CEC task force into the trap.
The Battle of Triton is the bloodiest of the war yet, with both sides suffering from sensor interference thanks to the nebula. The battle is a hardfought slugfest that lasts for a whole week, with trickles of Coalition and CEC reinforcements pouring in the whole time. Things come to a head on the seventh day when the Olympus Mons is destroyed in a desperate hail mary by Coalition forces, which kills Admiral Rogers and saps the will of the CEC task force to fight. Coalition forces are too bloodied to pursue and the Mosaic Station limps from the Triton Nebula, damaged but unbowed. The galaxy is given a much needed breather and victory both, while the CEC fumes at the disastrous defeat. Coalition forces begin to properly cooperate with one another, with the Battle of Triton serving as a symbol of unity, and begin to push back against the CEC. Human forces, in response, begin to tighten their grip on occupied territories through draconian laws, inflaming resistance groups. The CEC begins to churn out genetically modified monsters, seeking to replicate their success with HADES at a fraction of the cost. While unsuccessful, High Command is nevertheless pleased with their vat grown disposable cannon fodder, seeding them on stubborn worlds to root out resistance.
Stage Three: Twilight of Ambition[Year 13-18]
This stage of war is characterized by the increasing desperation of the CEC, and its spiteful last acts. The war has turned against humanity, seeing them pushed back across vast swaths of the galaxy. Defeat is considered inevitable by some within Coordinated Euphrates Command, yet its leaders refuse to consider any sort of surrender. The CEC instead doubles down, resorting to scorched earth policies in the face of advancing Coalition forces. Who are in turn growing increasingly confident of their seemingly inevitable victory, and some grow complacent as a result. Several key battles take place, in which the CEC almost reverses the course of the war. It is only through a mix of luck and skill that the CEC fails, with the offensive having left Coalition forces bloodied and their populations shaken. With the Coalition encroaching on core human territory the CEC wastes resources on multiple spite operations, aimed at causing as much terror and pain as possible. CEC occupation forces begin to burn the planets they're stationed on in an attempt to deny the Coalition logistical hubs. The CEC military is largely defeated in detail as Coalition forces advance into core human space.
The second Coalition fleets entered the Sol system when all knew the end was near. But the CEC held an iron grip on its populace, and managed to inspire a fanatical defense, forcing Coalition troops to slog through the Sol defensive line resulting in some of the bloodiest battles of the war. The Jovian yards were slagged, Mars lived up to its epitaph 'Red Planet,' and Earth's moon—one of the load bearing points of the Sol system—saw vicious fleet engagements and endured a bloody siege of such violence that the moon was knocked out of its orbit. When its guns fell silent was when many within the CEC finally accepted the reality of defeat. As Coalition forces landed on Earth, military leaders within the CEC couped the Supreme Leader, killing her and her closest supporters in the course of a bloody day. Admiral Albert Ortmann was declared interim leader, and surrendered unconditionally to Coalition forces. After eighteen long years, the single most destructive conflict in galactic history is finally over.
The Assembly of Species is an ancient institution, which stretches as far back as any can remember, serving less as an official governing body and more of a gathering place for the great powers of the galaxy, in whatever form they existed in. There, held together by tenuous threads of cooperation and the thin veneer of polite conduct did the wheels of galactic politics turn. It was not always like this, but few could point to what other state it could possibly exist in, nor would the powers that be entertain any thought that this singular gathering point could become anything more than a place for deals to be made in the dark. This all changed during one of the great tides of the galaxy, where the wheel turned once more. From the recess of space came the hive-minded Xalon, whose Hive-Queens sought to make the stars sing as one. The Infestation Wars, as they came to be called, were slow to start. Thanks, in part, to the limited technology of the era, as well as the state of heightened tension that existed between the great powers of the time. Thanks to this tension, and arrogant blindness, the Xalon were allowed to spread until their teeming hordes became a threat to the entire galaxy. When the Infestation Wars kicked off in earnest, it was as a grinding, bloody thing. The disunited powers began to be dragged under, one by one, desperation only heightening their bickering. This changed when the Ushta, a general of the Ulvor, sided with a popular revolt that sought the end of the monarchies' inept handling of the bloody conflict. Crowning himself Emperor, Ushta saw that the galaxy stood to lose to the Xalon, and saw the potential within the Assembly of Species as a means to stop that. Using his reputation as one of the few to adequately handle the Xalon with some success, the Emperor spearheaded a restructuring of the Assembly, transforming it into the galactic forum that exists in the modern day. His league, the Imperial Ulvor Union, was the chief guiding power within the Assembly of Species, accuring great influence and power around themselves, and securing the IUU as a galactic hegemon. The Infestation War ended ignominiously, with much of the Xalon species dying. If there is anything left of them is not known, but with the hateful legend they had formed in history, it is doubtless news of their finding would not be taken well. In recognition of the turning point in galactic history, and cooperation between species, a galactic calendar was settled upon. The declaration of the Universal Calendar proved a key political victory, further cementing the Assembly of Species' place in galactic history, and the IUU.
The Assembly of Species does not possess much in the way of hard laws, and it is not a galactic governing body. It is, however, a place of mediating and peace. The Assembly openly adheres to the fragmented values of the Precursors—specifically the spirit of peaceful exploration and diplomacy. It is honored by many species throughout the galaxy, being seen as a respected and ancient institution that often has widespread, lasting good at the forefront of its agenda. It is not always successful, but for centuries its position in the galaxy has been unchallenged. Until recently, for once more in bloody, brutal conflict has the legacy of peace and hope that's stood for hundreds of generations has been truly shaken.
They make their home on Mosaic Station, a massive mobile space station that traverses the galaxy. The station is built from hundreds of interlocking space stations from different species, and serves as a symbol of galactic cooperation. They are headed by the Grand Speaker.
The Assembly of Species also regulates the use of Conduits, setting forth the rules and regulations of their use.
The Assembly of Species does not possess much in the way of hard laws, and it is not a galactic governing body. It is, however, a place of mediating and peace. The Assembly openly adheres to the fragmented values of the Precursors—specifically the spirit of peaceful exploration and diplomacy. It is honored by many species throughout the galaxy, being seen as a respected and ancient institution that often has widespread, lasting good at the forefront of its agenda. It is not always successful, but for centuries its position in the galaxy has been unchallenged. Until recently, for once more in bloody, brutal conflict has the legacy of peace and hope that's stood for hundreds of generations has been truly shaken.
They make their home on Mosaic Station, a massive mobile space station that traverses the galaxy. The station is built from hundreds of interlocking space stations from different species, and serves as a symbol of galactic cooperation. They are headed by the Grand Speaker.
The Assembly of Species also regulates the use of Conduits, setting forth the rules and regulations of their use.
Name: Coordinated Euphrates Command
Government: Military Dictatorship
Leader: Admiral Albert Ortmann (Interim)
Drive: 2 (Tech: 3)
Military: 5/10 (Tech 3)
Domain: 3/10 (Tech: 3)
Influence: N/A
Current/Potential
Mankind emerged from the shadow of the Fourth World War a unified polity for the first time in their history after almost causing their own extinction. The expansion and colonization that mankind performed of the Sol system and other neighboring regions of space had an air of desperation to them. The common belief that man's homeworld would be unable to sustain the population after the wounds inflicted on it during the Fourth World War scarred mankind , becoming the basis for the later species' self justification for its expansion. The early expansions mankind believed itself to be along with nothing but open frontiers for eternity. Then came the first contact with the Imperial Ulvor Union. The Dawson Incident, named for a soon to be famous Captain William Dawson, was a bloody skirmish between three CEC craft and a lone IUU patrol ship, which saw the trio of human ships badly thrashed by the lone patrol ship. While language barriers proved an issue at first, the sheer technological disparity between the two polities is what received the absolute focus of the CEC's paranoia. Convinced that they were going to be annihilated by an alien race, the Coordinated Euphrates Command went into a siege mindset almost immediately. After a year of careful study and four other incidents the CEC eventually launched its own coordinated strike which saw the capture of one IUU vessel and the destruction of another. Rampant paranoia and human supremacism on the CEC's part, and bruised Imperialistic ego on the IUU's part, practically ensured that the century long brushfire wars would come to pass.
The Coordinated Euphrates Command's victory in these wars, and absorption of the Imperial Ulvor Unions territory and infrastructure helped fuel the ideology of human exceptionalism that propelled the CEC onwards. The defeat of the IUU came as a shock to the rest of the galaxy, with the CEC's new status and general conduct leaving it regarded with a wary suspicion by many of the galactic powers.
In the following two decades before the Hyper War, the idea of human exceptionalism soured into a rabid belief of humanity's manifest destiny over the stars, resulting in a general rise of xenophobia and saber rattling publicly on the CEC's part, and a full-scale build up to fuel galactic conquest in private. When they did finally launch their war, utilizing a manufactured border incident as an excuse, it was with the supreme confidence that they would be the masters of the stars.
And now, in defeat, they know they are anything but.
New Babylon: Capital of the CEC, New Babylon was the largest city on Earth. A man-made marvel, the city was made to float on the ocean, to forever roam the globe. Equipped with the best technology mankind had to offer at the time, New Babylon was intended as a gesture of unity and a demonstration of human ingenuity. While it did partially succeed in these roles, it was ultimately a vanity project of the highest order. All that's left of it now is beached ruins, reduced to slag by the greed and ambition of the CEC.
Polity name: The Ikta Military Council
Government: Military Dictatorship
Leader: Coordinator Tok'al
Species: Ikta, a mammalian species that looks similar to the Earth animal Lemurs
Ulovors; hairless tall mammalian race
Crorruks, small bipedal frog resembling race
Xarzaeds, flying vulture sembling race
Drive: 2/5 (Tech 1)
Domain: 2/6 (Tech 3)
Military: 5/5 (Tech 2)
Influence:
One of the four species of the former IUU, the Ikta managed a stay of execution when they turned on the crumbling Imperial forces during the old empires' last days. As a reward for their loyalty, the Ikta were granted limited autonomy and control of old IUU systems on the periphery. With aid from their overlords, the IMC transformed the neglected systems into respectable areas of industrial power, surprising their masters in the process. Out of all the things the IMC inherited from the Imperial Union, most useful of all was its multi-species nature, with the Military Council turning the other three races into slave labor to fuel their industrial rise and war preparations. During the Galactic War the IMC proved able allies of the Coordinated Euphrates Command, serving especially well in matters of logistics and support. Through careful management of stolen resources their industrial base grew even more, churning out a not insignificant amount of war material for the human military. The Military Council fought harder than Coalition forces expected, turning the march through their territory into a bloody slog in the late war. However their stout defense rapidly drained them of bodies and material, and by the time Admiral Ortmann broadcasted the CEC's official surrender, the IMC was thoroughly exhausted from the fighting. As the victorious powers decide the fate of Earth, protests begin to sprout throughout the Ikta Military Council's territory, calling to an end of the military government and Coalition occupation both. The recently freed slaves also worsened the IMC's economic situation, straining the government's ability to administer its territory as the freedmen set up free states and communes.
Polity name: Gronk Satrapy
Government: Tribal confederation
Leader: Chief Broq of the Hammerswarm
Species: Gronks. A mix between lizards and armadillos.
Drive: 1/3 (Tech 1)
Domain: 3/4 (Tech 1)
Military: 7/8 (Tech 1)
Influence:
A fearsome warrior race that constantly clashed with the Imperial Ulvor Union, they willingly bowed to humanity when the CEC annihilated their hated rivals. This was aided by the Gronk's deeply ingrained respect for might above all else, something the CEC demonstrated in their victory over the Imperial Union. The Satrapy changed little in the twenty years leading up to the Galactic War, but during it they proved to be fearsome shock troops, proving their worth on battlefield after battlefield. The Gronk Satrapy viewed the outbreak of hostilities with a practically religious reverence and anticipation, throwing themselves wholeheartedly into it. For all their prowess however, the fighting proved fiercer than even they expected, and human commanders were all too willing to use them as cannon fodder. Throwing them into meat grinder after meat grinder in order to save human lives for more important operations. The ancient and proud warrior culture of the Gronk has been pushed to the brink, with many significant parts of their culture being burned out in the middle stage of the war when Coalition forces overran much of the Satrapy. The Gronk themselves offered only minimal resistance, with many of their warriors either dead, imprisoned, or off fighting elsewhere. They were briefly liberated during the last stage of the war in one of the CEC's last successful offensives, briefly bringing a form of hope to a tired people, only for the CEC to enact a spite operation on the Satrapies territory, destroying vast swaths of industrial power in order to deny Coalition forces an easy jump off point into core human territory. As the war draws to a close the Gronk are a battered, beaten people whose society is on the verge of splintering completely.
Name: Domain of the Yutkark
Government: Absolute Monarchy
Leader: Yutark Alxun
Species: Silgoill, short fur covered six armed muscular race
Drive: 4 (Tech 2)
Military: 2/8 (Tech 1)
Domain: 2/6 (Tech 2)
Influence
The Silgoill served the Imperial Ulvor Union as laborers primarily miners across their vast empire keeping the IUU economically strong and its military well supplied. The conditions for the Silgoil had degraded as the Ulvor saw them more as hired help than loyal subjects using force to keep the mines operating. During mankind's rise to power they found a fellow race with openly hatred of the Ulvor that was properly stoked by human operatives. The Yutkark Rebellions proved to be an economically crippling event for the Union with rich mineral asteroids and worlds dominated by the Silgoill instead flowed to the CEC thankfully for the liberation. A honored friend and ally of mankind, the Yutkark, the leader of their people whose family had been placed in that position by the humans, answered the call to war with pride, killing many of the Coalition. The Sigoli due to IUU mismanagement lacked the technological prowess of their allies often relying upon mankind to arm them and transport them though loved used the ceremonial pick axe to cleave through Coalition soldiers. The fighting for Sigoill space largely was human ships who fled following orders to secure the CEC proper. The Sigolil living in the underground cities would see the Coalition forced to do pitched battle in the dark tunnels. With the news of mankind's surrender the Yutkark quickly followed suit finally allowing the enemy to occupy their cities.
Polity name: Community of the Paxillus
Government: Horde
Leader: The Encroaching Mother of the Community
Species: Paxillus, hulking mushroom creatures
Drive: 2/6 (Tech 3)
Military: 1/3 (Tech 1)
Domain: 3/10 (Tech 3)
Influence:
The source of the Paxillus is a mystery to galaxy experts with some theorizing that they are a bioweapon of a long dead race yet no concrete evidence exists to clarify anything the Paxillus care little for the source of their origin only for the need to consume and expand. The biomechanical species operated within a caste system with subspecies forced into performing the duties of expansion. The IUU, waged at the insistence of the Assembly, a war of containment as the Paxillus expanded inward to the Prime Gates. The Ulvor military believed the Paxillus to be wiped out yet they persisted on the fringes of known space vowing revenge. Human intelligence upon discovering the Paxillus would strike an agreement against IUU adding in an attack upon Ulvor colonies. There the Paxillus would fester, absorbing the sectors as the IUU due to increasing losses against mankind would be forced to flee the region. Humanity however would see in the hungering swarm a useful ally in the coming years ensuring that the Paxillus would be able to gain control of the colonies. In the Hyper War many worlds would be devoured by the Paxillus with their spore fleets becoming a horror ingrained into the psyche of the galaxy. Their benefactors, humanity, grew concerned about the rate of expansion of the Community with CEC high command drafting their own containment strategies upon victory. As the war turned against mankind the CEC high command would be pleased with the focus that the Paxillus would draw upon themselves as they shifted forces away from their spore based allies to other more vital fronts. The Coalition would eventually liberate the worlds ravaged by the Paxillus before breaking into their home sectors. The landings upon the Paxillus remaining worlds would be a bloody affair as the enemy threw what remained of their drone caste at the invaders. Now the expansion has been halted as Coalition forces make tense patrols around their defeated foe's settlements.
Government: Military Dictatorship
Leader: Admiral Albert Ortmann (Interim)
Drive: 2 (Tech: 3)
Military: 5/10 (Tech 3)
Domain: 3/10 (Tech: 3)
Influence: N/A
Current/Potential
Mankind emerged from the shadow of the Fourth World War a unified polity for the first time in their history after almost causing their own extinction. The expansion and colonization that mankind performed of the Sol system and other neighboring regions of space had an air of desperation to them. The common belief that man's homeworld would be unable to sustain the population after the wounds inflicted on it during the Fourth World War scarred mankind , becoming the basis for the later species' self justification for its expansion. The early expansions mankind believed itself to be along with nothing but open frontiers for eternity. Then came the first contact with the Imperial Ulvor Union. The Dawson Incident, named for a soon to be famous Captain William Dawson, was a bloody skirmish between three CEC craft and a lone IUU patrol ship, which saw the trio of human ships badly thrashed by the lone patrol ship. While language barriers proved an issue at first, the sheer technological disparity between the two polities is what received the absolute focus of the CEC's paranoia. Convinced that they were going to be annihilated by an alien race, the Coordinated Euphrates Command went into a siege mindset almost immediately. After a year of careful study and four other incidents the CEC eventually launched its own coordinated strike which saw the capture of one IUU vessel and the destruction of another. Rampant paranoia and human supremacism on the CEC's part, and bruised Imperialistic ego on the IUU's part, practically ensured that the century long brushfire wars would come to pass.
The Coordinated Euphrates Command's victory in these wars, and absorption of the Imperial Ulvor Unions territory and infrastructure helped fuel the ideology of human exceptionalism that propelled the CEC onwards. The defeat of the IUU came as a shock to the rest of the galaxy, with the CEC's new status and general conduct leaving it regarded with a wary suspicion by many of the galactic powers.
In the following two decades before the Hyper War, the idea of human exceptionalism soured into a rabid belief of humanity's manifest destiny over the stars, resulting in a general rise of xenophobia and saber rattling publicly on the CEC's part, and a full-scale build up to fuel galactic conquest in private. When they did finally launch their war, utilizing a manufactured border incident as an excuse, it was with the supreme confidence that they would be the masters of the stars.
And now, in defeat, they know they are anything but.
New Babylon: Capital of the CEC, New Babylon was the largest city on Earth. A man-made marvel, the city was made to float on the ocean, to forever roam the globe. Equipped with the best technology mankind had to offer at the time, New Babylon was intended as a gesture of unity and a demonstration of human ingenuity. While it did partially succeed in these roles, it was ultimately a vanity project of the highest order. All that's left of it now is beached ruins, reduced to slag by the greed and ambition of the CEC.
Polity name: The Ikta Military Council
Government: Military Dictatorship
Leader: Coordinator Tok'al
Species: Ikta, a mammalian species that looks similar to the Earth animal Lemurs
Ulovors; hairless tall mammalian race
Crorruks, small bipedal frog resembling race
Xarzaeds, flying vulture sembling race
Drive: 2/5 (Tech 1)
Domain: 2/6 (Tech 3)
Military: 5/5 (Tech 2)
Influence:
One of the four species of the former IUU, the Ikta managed a stay of execution when they turned on the crumbling Imperial forces during the old empires' last days. As a reward for their loyalty, the Ikta were granted limited autonomy and control of old IUU systems on the periphery. With aid from their overlords, the IMC transformed the neglected systems into respectable areas of industrial power, surprising their masters in the process. Out of all the things the IMC inherited from the Imperial Union, most useful of all was its multi-species nature, with the Military Council turning the other three races into slave labor to fuel their industrial rise and war preparations. During the Galactic War the IMC proved able allies of the Coordinated Euphrates Command, serving especially well in matters of logistics and support. Through careful management of stolen resources their industrial base grew even more, churning out a not insignificant amount of war material for the human military. The Military Council fought harder than Coalition forces expected, turning the march through their territory into a bloody slog in the late war. However their stout defense rapidly drained them of bodies and material, and by the time Admiral Ortmann broadcasted the CEC's official surrender, the IMC was thoroughly exhausted from the fighting. As the victorious powers decide the fate of Earth, protests begin to sprout throughout the Ikta Military Council's territory, calling to an end of the military government and Coalition occupation both. The recently freed slaves also worsened the IMC's economic situation, straining the government's ability to administer its territory as the freedmen set up free states and communes.
Polity name: Gronk Satrapy
Government: Tribal confederation
Leader: Chief Broq of the Hammerswarm
Species: Gronks. A mix between lizards and armadillos.
Drive: 1/3 (Tech 1)
Domain: 3/4 (Tech 1)
Military: 7/8 (Tech 1)
Influence:
A fearsome warrior race that constantly clashed with the Imperial Ulvor Union, they willingly bowed to humanity when the CEC annihilated their hated rivals. This was aided by the Gronk's deeply ingrained respect for might above all else, something the CEC demonstrated in their victory over the Imperial Union. The Satrapy changed little in the twenty years leading up to the Galactic War, but during it they proved to be fearsome shock troops, proving their worth on battlefield after battlefield. The Gronk Satrapy viewed the outbreak of hostilities with a practically religious reverence and anticipation, throwing themselves wholeheartedly into it. For all their prowess however, the fighting proved fiercer than even they expected, and human commanders were all too willing to use them as cannon fodder. Throwing them into meat grinder after meat grinder in order to save human lives for more important operations. The ancient and proud warrior culture of the Gronk has been pushed to the brink, with many significant parts of their culture being burned out in the middle stage of the war when Coalition forces overran much of the Satrapy. The Gronk themselves offered only minimal resistance, with many of their warriors either dead, imprisoned, or off fighting elsewhere. They were briefly liberated during the last stage of the war in one of the CEC's last successful offensives, briefly bringing a form of hope to a tired people, only for the CEC to enact a spite operation on the Satrapies territory, destroying vast swaths of industrial power in order to deny Coalition forces an easy jump off point into core human territory. As the war draws to a close the Gronk are a battered, beaten people whose society is on the verge of splintering completely.
Name: Domain of the Yutkark
Government: Absolute Monarchy
Leader: Yutark Alxun
Species: Silgoill, short fur covered six armed muscular race
Drive: 4 (Tech 2)
Military: 2/8 (Tech 1)
Domain: 2/6 (Tech 2)
Influence
The Silgoill served the Imperial Ulvor Union as laborers primarily miners across their vast empire keeping the IUU economically strong and its military well supplied. The conditions for the Silgoil had degraded as the Ulvor saw them more as hired help than loyal subjects using force to keep the mines operating. During mankind's rise to power they found a fellow race with openly hatred of the Ulvor that was properly stoked by human operatives. The Yutkark Rebellions proved to be an economically crippling event for the Union with rich mineral asteroids and worlds dominated by the Silgoill instead flowed to the CEC thankfully for the liberation. A honored friend and ally of mankind, the Yutkark, the leader of their people whose family had been placed in that position by the humans, answered the call to war with pride, killing many of the Coalition. The Sigoli due to IUU mismanagement lacked the technological prowess of their allies often relying upon mankind to arm them and transport them though loved used the ceremonial pick axe to cleave through Coalition soldiers. The fighting for Sigoill space largely was human ships who fled following orders to secure the CEC proper. The Sigolil living in the underground cities would see the Coalition forced to do pitched battle in the dark tunnels. With the news of mankind's surrender the Yutkark quickly followed suit finally allowing the enemy to occupy their cities.
Polity name: Community of the Paxillus
Government: Horde
Leader: The Encroaching Mother of the Community
Species: Paxillus, hulking mushroom creatures
Drive: 2/6 (Tech 3)
Military: 1/3 (Tech 1)
Domain: 3/10 (Tech 3)
Influence:
The source of the Paxillus is a mystery to galaxy experts with some theorizing that they are a bioweapon of a long dead race yet no concrete evidence exists to clarify anything the Paxillus care little for the source of their origin only for the need to consume and expand. The biomechanical species operated within a caste system with subspecies forced into performing the duties of expansion. The IUU, waged at the insistence of the Assembly, a war of containment as the Paxillus expanded inward to the Prime Gates. The Ulvor military believed the Paxillus to be wiped out yet they persisted on the fringes of known space vowing revenge. Human intelligence upon discovering the Paxillus would strike an agreement against IUU adding in an attack upon Ulvor colonies. There the Paxillus would fester, absorbing the sectors as the IUU due to increasing losses against mankind would be forced to flee the region. Humanity however would see in the hungering swarm a useful ally in the coming years ensuring that the Paxillus would be able to gain control of the colonies. In the Hyper War many worlds would be devoured by the Paxillus with their spore fleets becoming a horror ingrained into the psyche of the galaxy. Their benefactors, humanity, grew concerned about the rate of expansion of the Community with CEC high command drafting their own containment strategies upon victory. As the war turned against mankind the CEC high command would be pleased with the focus that the Paxillus would draw upon themselves as they shifted forces away from their spore based allies to other more vital fronts. The Coalition would eventually liberate the worlds ravaged by the Paxillus before breaking into their home sectors. The landings upon the Paxillus remaining worlds would be a bloody affair as the enemy threw what remained of their drone caste at the invaders. Now the expansion has been halted as Coalition forces make tense patrols around their defeated foe's settlements.
The basis of all faster-than-light travel is the labyrinth engine. Using this energy-expensive device, based on precursor principles, an object can enter the labyrinth. The labyrinth is a higher dimension that scholars guess was first discovered, or perhaps even created by, the precursors. It is alien to the physical laws of our universe, and appears 'overlain' spatially on top of our own. Note that the terms referring to things such as 'light', 'noise', 'travel' - are mere attempts at comprehension of dimensions beyond the capacity for realspace language to transmit.
In this dimension, a ship may traverse vast distances much faster before exiting, but can also easily be lost or run into dead ends and wrong turns, or exit in the wrong place and be eradicated instantly by a real-space hazard.
Conduits are beacons and rest-stops, places of 'light' and 'noise' that allow ships within the labyrinth to stop, exit safely, and enter without fear. The routes between conduits are well-mapped pathways in the dark, routes to other conduits without high attrition rates. Exploration of the labyrinth by pioneers, both existentially terrifying and extremely risky, is the way by which new routes are discovered, and tunnels opened. Sub-conduits exist as weaker lights in the darkness, opening up singular routes.
As conduits are destroyed and built by different galactic civilizations, the configurations and routes change. The labyrinth itself will sometimes shift and churn, causing specific routes to become irrelevant or even for conduits to become non-viable because of galactic isolation. Given the physical laws of the labyrinth are poorly understood, these events, called shuffles, are treated with an almost spiritual fear.
The labyrinth engine is based on principles which are readily understandable by most space-capable civilizations - it is thus a prerequisite to enter galactic society and become an 'orbital race'. More rarely, a civilization may discover a cache of precursor artifacts, or the relics of an extinct conduit civilization in their own star cluster, and rapidly accelerate their own development.
When a conduit is destroyed, it is as if the light has gone out in a forest. You need to find another route to another conduit, or try and fix your own.
The prime conduits represent the true power of the Precursors – the labyrinth in the center of the galaxy has been rearranged to their preference by tunnels so easy to navigate that they have formed the basis of the conduit network for as long as conduits have existed.
Jumps tend to be small, from conduit-to-conduit or within the 'bubbles' of individual star clusters, where extremely short jumps are used to find micro-paths through the local region. The further you are from a conduit, the more likely you are to be lost and hit a dead end and be forced to emergency eject. Combat in the labyrinth is impossible, although certain forms of short-range communication have been developed to preserve fleet cohesion during journeys. Conduit travel times are very short – minutes to hours between conduits, allowing for a networked galaxy held down only by barriers to navigation at each conduit sector.
There are speculations about a 'minotaur' or other entities in the labyrinth, but none have ever been able to confirm these sailors' tales, and the dimension is little understood. In human languages, the engine is referred to as the Theseus Engine, while other conduit civilizations have their own name for this essential keystone to galactic connection.
In this dimension, a ship may traverse vast distances much faster before exiting, but can also easily be lost or run into dead ends and wrong turns, or exit in the wrong place and be eradicated instantly by a real-space hazard.
Conduits are beacons and rest-stops, places of 'light' and 'noise' that allow ships within the labyrinth to stop, exit safely, and enter without fear. The routes between conduits are well-mapped pathways in the dark, routes to other conduits without high attrition rates. Exploration of the labyrinth by pioneers, both existentially terrifying and extremely risky, is the way by which new routes are discovered, and tunnels opened. Sub-conduits exist as weaker lights in the darkness, opening up singular routes.
As conduits are destroyed and built by different galactic civilizations, the configurations and routes change. The labyrinth itself will sometimes shift and churn, causing specific routes to become irrelevant or even for conduits to become non-viable because of galactic isolation. Given the physical laws of the labyrinth are poorly understood, these events, called shuffles, are treated with an almost spiritual fear.
The labyrinth engine is based on principles which are readily understandable by most space-capable civilizations - it is thus a prerequisite to enter galactic society and become an 'orbital race'. More rarely, a civilization may discover a cache of precursor artifacts, or the relics of an extinct conduit civilization in their own star cluster, and rapidly accelerate their own development.
When a conduit is destroyed, it is as if the light has gone out in a forest. You need to find another route to another conduit, or try and fix your own.
The prime conduits represent the true power of the Precursors – the labyrinth in the center of the galaxy has been rearranged to their preference by tunnels so easy to navigate that they have formed the basis of the conduit network for as long as conduits have existed.
Jumps tend to be small, from conduit-to-conduit or within the 'bubbles' of individual star clusters, where extremely short jumps are used to find micro-paths through the local region. The further you are from a conduit, the more likely you are to be lost and hit a dead end and be forced to emergency eject. Combat in the labyrinth is impossible, although certain forms of short-range communication have been developed to preserve fleet cohesion during journeys. Conduit travel times are very short – minutes to hours between conduits, allowing for a networked galaxy held down only by barriers to navigation at each conduit sector.
There are speculations about a 'minotaur' or other entities in the labyrinth, but none have ever been able to confirm these sailors' tales, and the dimension is little understood. In human languages, the engine is referred to as the Theseus Engine, while other conduit civilizations have their own name for this essential keystone to galactic connection.
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