Through the Gates: a Space Opera GSRP

Intro

Theaxofwar

Definitely not a Bunny Cat in disguise.
Location
Standing right behind you

(Credit to @Furrybacon for making my ms paint hex grid into an actually good looking map)

Through the Gates: a Space Opera GSRP

Many have looked up at the stars and wondered if they were alone in the galaxy. Few expected the answer to be such a resounding "no." Every spacefaring civilization has discovered the gates: strange, obviously engineered artifacts the size of small moons orbiting a planet at the edge of their solar system. Until thirty galactic years ago no one knew their purpose, just that they were practically indestructible and clearly not naturally occurring. Then, for no discernible reason, they turned on.

It was quickly discovered that the gates have two main functions: communication and transport. Every gate allowed real time communication between all other gates, allowing distant civilizations to speak for the first time. Perhaps even more significantly, each gate was linked to between two to three others in the network, allowing instantaneous travel between them. Practically overnight, every civilization in the galaxy went from seeing itself as alone in the galaxy to being part of an interconnected community.

Thirty years later, a new generation has grown, one for whom the galactic community has existed all their lives. The gate network has been fully mapped out, and translation work has allowed communication between every polity in the galaxy. But as the wonder of the gates has faded, greed and ambition takes its place. After all, whoever controls the gates controls the galaxy.

Welcome to Through the Gates. This game is fundamentally a 4x Space Opera GSRP, but unlike similar games (such as @DanBaque's excellent Infinite Possibilities, from which this game is heavily inspired) all FTL communication and travel is carried out via gates of mysterious origin. These gates are central to the setting, and will influence every aspect of the game. One of these is that every gate system will start the game claimed by a player. Others will become clear in the segments below and over the course of the game.

Economy and Exploration:

The economy of this game will largely exist in narrative form, with stats abstracting the total size and growth of the economy for easy consumption. A stronger economy will have tangible benefits beyond watching a line go up, mainly in your ability to build and maintain ships, armies, and various construction projects. The specifics of this will vary depending on how each specific economy is structured narratively.

Every polity begins with one fully developed core system and two lightly colonized peripheral systems. These are key to the nature of your economies. The core system is your main economic hub, and at game start is where most of your resource extraction and industry is situated. The peripheries are a largely untapped space, with settlements only really getting off the ground recently. Alongside direct investment, players can also spend civic orders to explore their peripheral systems further. You may find unique strategic resources that can put you ahead of the competition in peripheral systems. Of course, the more you develop them, the more damage it will do if you lose them.

It should be noted that while gate systems are linked on the map (and gates only allow for travel to directly linked systems), this does not represent their relative position in real space. Each gate system exists in a sea of solar systems unconnected to the gate network. Without FTL however, reaching these systems is extremely impractical, much less exploiting them.

Trade:

Trade is at once a very easy and very complicated process. In theory, the gates allow for the efficient transmission of any amount of resources anywhere else in the galaxy. In practice however, that requires getting those goods through all the gates of all polities between your goods and their destination. For some this may mean a simple matter of paying a gate tax, but not everyone is so understanding. At a minimum, trade between distant polities will get very expensive very quickly, and in the worst case it may even prove impossible.

Diplomacy and Communication:

Every player starts out in contact and able to communicate with every other player. It should generally be assumed that there are enough FTL communicators on a gate to accommodate any amount of communication, even if your polity allows unlimited civilian access. However, all communications between systems must go through FTL communicators at the gates as of game start. This means that those who control the gate in any particular system have immense power to control the narrative coming out of that system.

War:

Some have theorized that invasions between fortified gates are impossible. The veracity of such statements are doubtful, but it is true that no one has managed to successfully pull off such a feat. But then, no one has ever really tried.

Every polity begins the game with only one spacefaring military vehicle: the Gen 0. The Gen 0 is a catch-all term for generalist military spaceships designed prior to or immediately after the opening of the gates, primarily for use in policing systems against pirates or rogue asteroids. Gen 0s can fill any role within a space navy, but as with many generalist designs, tend to do so badly. If someone manages to seize a gate via force, it almost certainly won't be with Gen 0s.

Thankfully, no one will be stuck with Gen 0s for long. Military designers have been clamoring for a wide variety of new designs ever since they realized the strategic realities of the gates. Now that these demands are being met with sufficient political will, it is suspected military technology will rapidly advance.

If you do manage to capture the space around a gate (or a planet), you must still capture its interior. That will require ground forces. In general, polities will be much better at warfare on the ground than in space, and as such the starting ceiling for ground force effectiveness will be higher. No one has tried to occupy a fully populated world with ground forces, however, and such a feat would prove immensely challenging.

Victory Conditions:

There are four victory paths: Military, Diplomatic, Scientific, and Espionage. What specifically the victory conditions for each path are I will not say, but if anyone progresses far enough along any of them they will receive a sign showing they are moving in the right direction.

If this game runs for twenty in-game years (ten two-year turns) without a victor, I will choose one based on who got closest to completing one of the victory conditions. It may or may not be possible for multiple people to win.

Orders:

At game start, every polity will have access to two civic orders, one research order, one espionage order, and one military order. Players can gain more research and espionage orders as the game progresses by investing civic orders into their respective fields. These investments will find diminishing returns as the number of orders grows, however, and may prove a drain on an unprepared economy. Players may also gain more civic orders if they grow significantly enough in military and economic power, but this will be significantly harder to achieve through civic order investment alone.

Civic Orders: Civic orders are essentially general, all purpose orders. This is what you'd use to explore peripheral systems, develop mining infrastructure, create a social welfare system, etc. If it has a material impact on the game but doesn't fall under any other category, it goes here. Notably, changes in political leadership within your polity can be handled through ICs (linked in your orders) to spare a civic slot, though doing so means that such ICs can directly impact your stats, positively or negatively. This is meant to encourage ICs and dynamic politics, please don't try to exploit it to get another de facto civic order every turn.

Research Order: Research orders are how you unlock new technologies. These technologies can be anything from slightly better guns to genemodding to psychic powers; there are very few techs I will outright say no to. However, keep in mind that some techs may require esoteric materials that you may or may not have access to, and that increasingly difficult techs can have rapidly ballooning research times. I recommend attacking ambitious research in chunks, and I welcome players to speak with me if they're unsure about any specific research.

One thing of special note: all FTL-based technology is currently black boxed within the gates. Scientists are no closer to knowing how they work now than they were before the gates activated, and this seems unlikely to change in the immediate future.

Espionage Order: In the absence of direct military conflict, spies reign supreme. Espionage orders are useful for all things skullduggery. If you want to gain an unfiltered view of another polity's populace or try to subvert a gate from within, this is the type of order you'd use. Even if you don't intend to mess with other players, espionage orders can also be used for counterespionage. Naturally, the results of these orders will not be made public knowledge unless things go very wrong, though their impacts may still be visible even if the causes are unknown.

Military Order: This is the order you use for commanding your military forces. While you technically only have one, this should not be seen as limiting like other kinds of orders. Feel free to write up as complex battle plans as you want. Just remember that things don't always go according to plan in the cold vacuum of space, especially when you have to transmit orders across gates. Shorter, strategic level orders may prove more effective than longer ones that try to micromanage every aspect of a battle.

All orders should be sent to me via PMs on SV, titled TtG: [Your Polity Name]

Applications:

Players should apply with polities fleshed out enough for me to create appropriate stats, but try to be somewhat concise for my sake. Alongside the name and description of your polity, you should also provide names and desired location for your three starting systems as well as a name and description of your home world. While your periphery systems are not fully explored, it can be generally assumed that your capital system is both well explored and well settled.

While you don't have to play humans, all species in the galaxy should be at least humanoid. As a rule of thumb any species should look like they could feasibly be portrayed by a single human actor without significant additions. Vulcans or Twi'leks are okay, Jabba the Hut is not. If you're unsure, please ask me.

Players may app as future versions of Earth, but there can only be one Earth in the eventual lineup, and even that isn't a guarantee. I will judge any Earth apps with the same criteria that I'd judge any other application.

Apps should generally include all the following categories, though you don't need to follow this exact template:

Country name:

Species:

Capital world:

Capital system name and location:

Periphery systems names and locations:

Concise history:

Economic system:

Political system:

Society:

Military:

I currently intend to accept 12 apps. You may now start applying.
 
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The Confederated Accords of Avlentes
Country name: Confederated Accords of Avlentes

Species: The Levexanti are a bipedal reptilian species evolving from carnivorous lizards living on their homemoon's coasts. Varying somewhat in color, their scales are predominantly a sandy brown color over most of their bodies. The exception to this is the scales around their eyes, a set of three strips down their back, and shoulders. These areas at rest are generally a light white, they are able to shift colors as a means to communicate mood and tone in conversation. When stressed, these areas generally shift to match the scales around them. The scales themselves are generally large in size and rough in texture. In stature they are quite similar to other species throughout the galaxy, occupying similar height ranges. In weight, they trend more to the lighter side due to low gravity. They have horned ridges where other species might have eyebrows and where a human's ears and hair would be, The Levexanti possess a semi-rigid fril. Their hands and feet have 5 digits each, with sharp claws terminating each appendage. Naturally hermaphroditic, their life cycle begins with the laying of on average 2 eggs, with outliers of 1 and up to 4 occurring. These are either placed in water or in modern times a bio-engineered solution. Both parents are capable of laying eggs after copulating and is common.

Capital world: Avlentes. A humid oceanic moon orbiting the gas giant of Grande Roa and amidst a sea of astrological rings, Avlentes is the evolutionary home world of the Levexanti. A ring of industrial habitats, stations, and captured asteroids circles the world. From orbit, patches of ocean of a distinctly sickly color can be seen, marks of ecological damage still being repaired. Fleets of trawlers and mobile homes occupy the space between, with some clustering around artificial islands or the access portals to underwater settlements.

Capital system name and location: 8 (Criq) Gas Giant (with 1 major moon, 3 smaller moons, a large number of rings), a barren rocky world, an iceball.

Periphery systems names and locations: 2 (Port Verte) 3 (Port Pearl)

Concise history: Historically a collection of bands and tribes defined by ocean, region, and specific islands, their history is characterized by aggressive raiding and conflict punctuated by collaborative unions to fight larger forces. History was shaped mainly by those groups able to muster and sustain large and increasingly complex naval forces.

The Confederated Accords of Avlentes came to be after centuries of divided operation along tribal, clan, and ideological grounds until the emergence of a philosophical and ideological movement known by many names, but after the fact referred to as the One Sea movement. Open to violence as well as peaceful action to achieve its goal and driven by a desire for an end to the cyclical conflicts and to muster resources needed to address building ecological disaster. The One Sea Movement achieved its goals after a long chain of revolutionary action across the world and a political realignment of those Accords that succeded in crushing their rebellions.

In the years since the Confederated Accords cemented its authority by managing the recovery of the moon ecology alongside centralizing military power under the Accords.

Economic system: A regulated free market. The Ministry of Economy and The Ministry of Ecology collaborate to direct development through grants and regulation. Regulation is relatively strict, with the prevailing policy in the last decade being an emphasis on steady, sustainable growth occasionally leveraged to sprint towards specific goals to capitalize on project opportunity costs. Private Enterprises control the majority of the economic power of the CAA, but utilities and critical industries are subject to nationalization at any time if they are mismanaged. Lobbyists are a moderate problem that wanes and waxes, driven down by well-mobilized popular action and government support from the Ministry of Ecology as well as the Ministry of Interior.

Political system: Semi-Elected Authoritarian Electronic Democracy. Directors are elected for 10-year terms and hold supreme military authority and a high degree of political authority including appointing of ministers. They are supported by the Popular Committee which is able to recall the Director via 80% majority and veto bills as well as present them at 65% majority. The Popular Committee is elected at a ratio of one representative per one hundred thousand voters (any Levexanti of 21 years or older). They serve for 2 year terms, with 20% of the body up for election at any given time.

Society: Individual families are not the most basic building block in CAA Society. The foundation of society is the Tabeau, a group from anywhere from 2 families to in some cases dozens. These are linked both by familial ties, but shifting Tabeau is not uncommon and not looked down upon. They are not considered permanent affairs, with individuals often changing them multiple times across their lives. Tabeau's are not geographically decided, though generally, this occurs due to convenience. With a well-built and robust information network, Tabeau's interlinks across multiple inhabited worlds, moons, and ships. Towns, cities, outposts, and habitats all are important and have their own culturally shared touchstones, but Tabeaus are how gossip, rumors, and other such things spread out.

Culturally, Levexanti are highly social and generally highly extroverted, almost to aggression. Cafes are a ubiquitous social gathering spot. Especially valued cultural events include music (primarily choir), water sports (especially boat racing), and debate. Ecological protection is strongly encouraged and entrenched in the public mind. Military service is well respected as well as compulsory.

In terms of fashion, Levexanti styles lean towards flowing garments integrated with smart materials and microelectronics. These range from adaptive shaping or form-fitting, integrated lights, color shifting, and thermoregulation among others. Colorings trend towards bright, warm colors such as yellows and reds. Patterns trend towards the simple and are most common as edges and trims, and are generally used to accent more simple or subtle stylings.

Military: The CAA is simply highly militarized. Unified under a unified command broken down into Navy, Marines, and Airforce in order of primacy. Navaly the focus is on Cruiser and Destroyer class vessels, geared toward long-range patrols. Marines are now in charge of all terrestrial operations excluding those through flight beyond their own transports. The Airforce is responsible for atmospheric as well as vacuum operations of lightcraft.
 
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One thing I'm not entirely sure about: Are both the capital system and peripheral systems chosen from the 36 locations on the map? And if so, do they have to be linked to each other?
 
One thing I'm not entirely sure about: Are both the capital system and peripheral systems chosen from the 36 locations on the map? And if so, do they have to be linked to each other?
Yes to both. I can't guarantee people will get the exact three they want, it depends on if there are overlapping claims for apps, but I'll try to ensure they get as close as they can.

The gates only allow travel between linked systems and I want all starting polities to be contiguous along the network.
 
While it is highly unlikely the scenario of multiple intelligent lifeforms developing in the same system isn't impossible. Alternatively the scenario of neighboring systems interacting prior may also occour. Of course a fair few of these violate the spirit of the established rules. For example somebody starting as a fragile multi-stellar nation or other aspects.

Anyways, the concept is decent. I do wonder if this game would benefit from a discord channel, though. It does feel like it. Not neccessarily a whole server but GSRP has their own server for a while. Wonder if it'd help?
 
The Decuan Stellar Republic
Country name: The Decuan Stellar Republic

Species: Vedren

Species description: The Vedren are a mammalian species from Yanta IV, named Decua by its inhabitants. Humans would describe them as being about 4' to 5' tall, with short fur on a spectrum between brown and orange. They have large, expressive eyes, wet noses, and thick, prehensile tails. They are, in short, adorable, a fact which endears them to many sentient mammalian species and annoys them to no end. Their hands are dual-thumbed with flexible multi-jointed fingers. They tend to live about half again as long as humans do. They are a creative species that alternates between bursts of high activity and frequent naps.

Capital world: Decua

Capital world description: Decua is a young, hot world with ample humidity, an oxygen-rich atmosphere, large oceans, and tall mountains. Most of its habitable zones are jungle or near-jungle, periodically giving way to floodplains or mountain valleys. The Vedren have settled much of the surface with cities comprised of tall interlinked spires, a callback to their arboreal origin.

Capital system name and location: Yanta, System 10

Periphery systems names and locations: Xasha, System 9; Xinja, System 15

Society: Vedren belong to semi-voluntary semi-hereditary groupings that best translate as "clans" in foreign languages. Each clan is an internally-autonomous semi-territorial economic and political unit based around a certain historical and societal niche. Following the Wars of Consolidation, there are seven clans, each with their own specialization; Clan Xa is the Explorers' Clan, for instance, while Clan Cu is the Warriors' Clan. The Supremacy War guaranteed that every Vedren's first loyalty is to the Republic, but their second loyalty is always to their clan. The Clanless are a small but not insignificant persecuted underclass.

The principal leisure activities of the Vedren are team sports, mass digital entertainment, and a species-wide obsession with puzzles and games.

Economic system: The economic unit of the Decuan Republic is the "enterprise," in which multiple Vedren come together and jointly operate a venture initiated for a specific purpose, whether to exploit a mineral deposit or settle a parcel of land. Enterprises can grow beyond their specific initial purpose but must remain within their general remit. The government of the Republic is considered "the supreme enterprise," while clans are considered "superior enterprises," and both take substantial tithes from lesser enterprises. Significant enterprises generally have representatives from most of the relevant clans, if not all of them, to ensure buy-in.

Political system: The Stellar Republic is an indirect democracy in which individuals vote for their clan representatives and those representatives in turn negotiate amongst themselves to determine the National Cabinet. The Stellar Congress is the principal legislative body of the Republic, though each locality also possesses a representative council to which officials are directly elected. The National Cabinet consists of a Chief Minister and their subordinate ministers, who direct the organs of government. No minister may also be an elected clan representative.

Military: The Republican Defense Force is a semi-meritocratic professional organization made up of representatives from all the clans and planets of the Republic. Aside from a modest population of careerists seeking to bolster their resumes, the RDF is typically comprised of individuals who prefer to remain outside clan and national politics. In keeping with the talkative and disputatious nature of their species, the RDF is much more consultative and egalitarian than the human conception of a professional military.
 
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The New Eden Confederation
  • Country name: New Eden Confederation
  • Species: Humanity/Near-Human
  • Capital world: New Eden Prime (VI), The Sixth planet within the Zilos System, now called New Eden, New Eden Prime is made up of many mountain ranges and flowing waters full of oceans. While land mass is decent, it is not as plentiful as those living on the planet would like. There are three continents, though the northern one (Edlra) is rather harsh and sparsely populated, usually covered in snow year-round. Eldin, the main continent is where the majority of the population can be around, located in the many valleys and open hills between mountains found across the continent. Celeden is the breadbasket of the world with many plains and rolling hills, though it has seen many upheavals with the many wars fought over the years and has many areas still recovering from deforestation, the ravaging of war, and massive craters throughout.
  • Capital system name and location:
    • New Eden (Zilos) System (34)
  • Periphery systems names and locations:
    • Organa System (28)
    • Spectra System (33)
  • Concise History:
    • 1 NC (New Colonisation)/1000 BG (Before Gates) - First Colonlist? Survivors? Arrive on Zilos due to unknown circumstances, all memory of exactly where they came from is lost. The planet was renamed New Eden to promote new beginnings, and small colonies were established.
    • 50 NC/950 BG - First City established, New Edan City and designated the capital for all the effort across the planet, first efforts of Centralization.
    • 88 NC/912 BG - First Conquest Wars, City states fight for power and position, no clear winner. Houses Karlan and Ortega become prominent.
    • 180 NC/820 BG - Second Conquest Wars.
    • 500-505 NC/500-505 BG - Third Conquest War, New Edan finds itself divided into Three Factions led by House Kalen, House Oretga, and House Halleck.
    • 660 NC/340 BG - Humanity returns to space with a full orbit around New Eden.
    • 685 NC/315 BG - House Kalen and House Halleck unite by marriage. Many suspect a final war for domination of New Eden is coming.
    • 697 NC/303 BC - Fourth Conquest War breaks out.
    • 700 NC/300 BG - House Kalen unites the Planet under their rule, House Oretga was defeated after the Fourth Conquest War and wiped out. New Edan Confederation is established, while not called an Empire it is highly Dynastically influenced.
    • 720 NC/280 BC - Restablishing of orbital colonies over New Eden begun.
    • 800 BC/200 BG - Planets within the New Eden System are colonized, Zilos II and IV both develop their own populations.
    • 1000 NC/0 BG - Gate System comes alive! Expansion into the Organa System and Spectra System is authorized.
    • 1005 NC/5 AG - First Colony in the Organa System (28) established, overall direction granted to House Organa.
    • 1009 NC/9 AG - First Colony in the Spectra System (33) is established, and overall direction is granted to House Drak.
  • Economic system: Gold Coins known as Edans are the main currency throughout the New Edan Confederation. A Global (and now expanding Systems wide) trading network has been established to monitor and allow people to exchange goods and materials on the Open Market but is regulated by the Confederation Trade Commission (CTC). Some trade is done off the books, but beware about going against the CTC as it has the authority to come down hard on violations and has its own Enforcement Bureau.
  • Political system: Dynastic Houses are the power of the New Eden Confederation with House Karlan above all else. The Confederation High Senate is made up of the 100 Great Houses of the Confederation, each able to send Four Representatives to be on the High Senate. The Lower Senate is made up of 400 Lower Houses found in the Confederation each sending two Representatives. The People's Senate is a small body made up 50 people elected by the People and used to be a voice of the people and to make sure the Lords and Ladies are kept in Check. Lastly at the top site the High Partriach, the highest member of House Karlan with below them being the Pariarch's Council who helps them with their day-to-day ruling of the Confederation.
  • Society: The Great Houses are the upper range of society, followed by the Lower Houses, and from there the rest of Humanity. To be a Lord or Lady or be from one of the Houses grants you great influence and abilities throughout the Confederation and is considered a high honor. People not in Houses or of lower birth, while not looked down upon, do find their lives more difficult due to having less assets and influence but not to the point that they can't live and thrive (if they put in the effort).
  • Military: Each Great and Lower House has its own military force as established by the Rules of Confederation and defends its own holdings and assets. There is also a United Confederation Defense Force which is tasked with the defense of the Confederation from both inside and outside threats. At time of war the Houses are required to send at least 50% of their forces to fight in the defense of the Confederation with the UCDF being placed in command due to being the professional force tasked with the Confederation's continued existence. Serving in the UCDF can also see one rise above their station and be adopted into one of the Great or Lower Houses.
 
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While it is highly unlikely the scenario of multiple intelligent lifeforms developing in the same system isn't impossible. Alternatively the scenario of neighboring systems interacting prior may also occour. Of course a fair few of these violate the spirit of the established rules. For example somebody starting as a fragile multi-stellar nation or other aspects.

Anyways, the concept is decent. I do wonder if this game would benefit from a discord channel, though. It does feel like it. Not neccessarily a whole server but GSRP has their own server for a while. Wonder if it'd help?
For the purposes of this game, there will be no cases of multiple intelligent species developing on the same planet. I promise you that there is a reason for this beyond GM fiat, but it's also very much because I want all polities to have only very recently discovered with certainty that they are not the only intelligent species in the universe.

Similarly, conventional travel between star systems is currently unfeasible. It would take too long to get there, and even if you could communication would also take too long to be practical.

There actually is a channel on the GSRP discord, though I forgot to link it here. Thanks for reminding me!
 
The Hyperion Congress

HYPERION CONGRESS

Populated by the Inquirii, a hermaphrodite humanoid species with two arms, two legs, two eyes, et al. Key differences are in the pigments of eyes, hair and skin, which typically range between different shades of red, brown, purple, and black. Originally evolved on the planet of Anafagasta, best translated as 'Life-Giver', a temperate 'pangaea' world with a slightly unstable orbit; the sole continent is itself named Haisano, meaning "Against the Flood" or Anti-Diluvian; referencing some ancient flood currently believed to be merely mythical in origin. The system it exists in is named after the central star in it, Kadlob, a reference to an ancient leader [20]; other systems under Hyperion control are 'Gamma Alternus' and 'Opaque Choir' [14, 28], though these are indirect translations.

The recorded history of the Inquirii is generally considered to have seen three eras: the epoch of war, the epoch of revolution, and the epoch of peace. The epoch of war lasted some ten millenia, with tinpot class- and gene- dictatorships squabbling over territory and glory at much cost in sentient lives. As the longest and most diverse, it has seen a great deal of interest by historians, but its study is now broadly passé, with the current sociopolitical regimes divorcing themselves as clearly as possible from that past. The epoch of revolution was marked by war more brutal than any of the previous, seeing a full third of the population as collateral damage to the encounter between a coalition of military-led nations and one of democracies and supposedly-socialist polities. Nuclear-armed warships devastated swathes of space infrastructure, entire peninsulas were forced to be quarantined for decades, and only by a level of total mobilization previously unseen did the democratic alliance emerge victorious.

Exhausted and radicalized, the return of vast armies and armadas to civilian life caused revolution due to the lacking response to demands of a better life, which killed off another significant portion of the population in the years it took to establish itself over the entirety of Haisano and its extra-planetary colonies. The resulting regime, now sixty years old, is officially a 'Congress of Nations' committed to peace, liberty, and prosperity. Most areas are held by regional 'Committees of Revolutionary Security' of diverse size and make-up, as according to a global revolution. These commitees are formed by suffrage, sortition, and an obscure process of selection designed to grant the unluckiest minorities an outsized degree of influence. Hyperion, a translation of the original term, is a term used because of the centuries-old association of the stars with progress, happiness, and positive change.

Its economics were traditionally service-based, but the rise in space exploration and expansion has meant a massive resurgence of the primary and secondary sectors, thus requiring adaptation from the usual forms. Though traditional factories have not been returned to, large-scale manufactory facilities as close as possible to resource extraction are seeing a rise. Production, distribution, and exchange are theoretically entirely autonomous, but in practice governed by a complex system of social expectations and overseen by the CRS to avoid exploitation and corruption.

So too is the military, by now unified in one catch-all institution: the People-In-Arms. Aside from the various militias and other assorted irregulars, the People-In-Arms are composed of the People-At-Sea, the People-In-Air, the People-In-Ground, and the People-In-Space, with the last seeing the greatest recent investment.
 
Discord Link
discord.gg

Discord - Group Chat That’s All Fun & Games

Discord is great for playing games and chilling with friends, or even building a worldwide community. Customize your own space to talk, play, and hang out.

This game is being hosted on the GSRPG Discord, under the channel labeled Mass Effect Knockoff
 
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The Vaerked Sarnokadat
Country name: Vaerked Sarnokadat (Vaer Sphere Alliance)

Species: Vaerked (Children of the Infinite Ocean)

Vaerked slender, thing Humanoid with blueish-pale skin, beep blue eyes with indiscernible pupils, and hands with a sharp sixth digit on the palm of their hands which can retract into the back of the hand, once used for climbing but now a natural weapon in Vaerish Martial Arts. Hearing, fine tactile control, and and vision are sharper than [Humans], but the adrenaline system is underdeveloped, leaving them uniquely vulnerable to surprise attacks. Uncomfortable in hotter climates, comfortable in colder climates. Generations in space have made Vaer fairly adapted to the environment. 120 year lifespan on average. Heavy use of Tattoos culturally.

Capital:
The Harokad
A large space station in orbit of the Dead Cradleworld, where the Twin Houses of the Sarnokadat meet to resolve internal troubles and discus national policy. For all intense and purpose, the capitol, as well as the headquarters of the Kastellads (military clans) and site of the main churches to Vaer, Emoud, and the Liberator. Below the Harokad is the dead an irradiated Cradleworld, destroyed during the Great Liberation by all sorts of diabolical weapons now lost to time.

Capital system name and location:

Kordali, preferred location 25

A Bianary Star system and home world to the Vaerked, who once dwealt in the mountains over their Cradleworld. Since the Great Liberation and the Destruction of their Cradle, the Vaerked have spread across the thick asteroid belt, many moons of the Gas Giant, and Solar Habitats. The Stars are named Delus and Telus.

Periphery systems names and locations:

Rhokadan, Preferred Location 30

The First System settled beyond Kordali after the discovery of the Gates, Rhokadan, Rhokadan is the second most populated and developed system, and benefits from such stature. As habitual of Vaerked, they prefer to live in Asteroid Bases, Moon Colonies, or Extraterrestrial habitats over planets.

Drakoh, preferred location 21
Youngest of the Vaerked expansions, colonized to give breathing room to Kordali and expand the Sarnokadat. Possessed by tradition mostly of orbital, Asteroid, or moon habitats.

Concise history:
Much of the details of Vaerked history has been lost, by time or neglect, but modern scholars would recall that what is certain began with the Great Liberation. A tyrant had come to rule all of their kind, from the Cradleworld whose name is lost. Rising to their challenge, the Liberator led the Colonies in rebellion against the Tyrant, and in the process destroyed the Cradleworld in fire and flame. Before fading into history, name deliberately expunged, the Liberator gave directions for the formation of the Sarnokadat and changed the name of the species to 'Vaerked', meaning in the old tongue "Children of the Infinite Sea"

What comes after had been a long period of reconstruction and regrowth, expanding habitats and colonies to rebuild their population. Generations in the harsh conditions of extraterrestrial climates have taken hold in their culture while the Sarnokadat established itself. The discovery of the gates was seen as affirmation of their way of life, and thus began the gate era of the Vaedken, who expanded into neighboring gate systems.

Economic system:
Bio-psychological predilections against surprise and by tradition of rebuilding from the Great Liberation has developed a culture for Planned economics. Generally planning occurs within a single Vitterkad (colony) or collection thereof, though the Upper House of the Government grants planning directives on national policy. All Adult Vaer are expected to work, and in turn all Vaer, children, adult, and elderly, expect their necessities met, often and then some. Pursuits of art and culture are not considered work per say, but hobbies perused on ones off hours, especially customization of living spaces and self.

Political system:
Highly democratic union of autonomous colonies (vitterkad). All Vitterkad, which is every permeate habitation of the Vaer from small asteroid colonies to large ships, are entitled to elect from their ranks a Captain (Calad) and a Council of Elected Officers for governance, who in turn produce a charter for all Vaerked under them to sign. Calad's generally have extensive executive power, but rarely use them outside of emergencies. With the Calads away in the Lower house of the Diet, almost all Governance occurs through the Council of Elected Officers acting within the charter of the local Vitterkad, and alongside other Councils from nearby colonies.

Most Calads spend all their time at the Harokad in the Lower House of the Diet, one of the two legislative houses of the Sarnokadat. The Lower House is less a legislative body, however, and more a forum for dispute resolution and planning. Extremely oversized, the Lower House usually only meets to elect Sarnocalads or to affirm declarations of War, and usually self section themselves off into regional caucuses to resolve regional disputes.

Those elected as Sarnocalads join the Upper House of the Diet, where national policy is decided upon and military forces are commanded. A far more dynamic body, the Sarnocalads direct the nation, and usually agree upon a "Small Council" to be the de facto executives, though it is not an offical position.

Politically, the Sarnokadat considers its borders to extend to wherever a Vitterkad is found, and that no Vitterkad could possibly be outside of the Sarnokadat.

Kastellads, Vitterked who solely persue martial prowess, traditionally forgo both the Diets and Elected Captains, instead having a rigid hierarchy almost alien to the civilian Vaerked and allowing the Sarnocalad to speak for them.

Society:
Across most of the Vitterkad (colonies) of the Vaerked, societal predilections are based on their life above planets in and amongst the void. Adulthood is when a Vaer gets their first voidsuit, for example. Personal customization of suits, dorms, and self with Tattoos are encouraged, lauded even, as ways to strike out one's individuality while recalling their origin and culture. As a rule, space suits are customized based on work, dorms and hallways of stations and ships are filled with Carpets and knickknacks as as sign of spiritual reverence, while Tattoos are private expressions of an individuals deeds, stories, failures and successes the extent of which is often known only to their owner. While Vaer like to assert they have a culture beyond class, its hardly so simple. Most Vaer will follow their parent's jobs.

Vaer religeon is almost more accurately described as a series of loose superstitions and beliefs about a pantheon of Spirits representing concepts and locations who are given reverence less out of concrete prayer and more by esoteric mantras and habits. Using Carpets, Candles, or other trinkets to decorate starship and station hallways is the most overt form of worship apart from on Harokad, where churches to Vaer (Spirit of the Infinite Ocean), Emoud (Spirits of Voting), and the Liberator (self explanatory) are located.

Culture around the militaristic Kastellads is more rigid, with a significant degree of honor culture, but personal customization remains widespread.

Most Vaer over the course of their life will learn at least the basics of Tikar, a cultural martial art centered around the retractable sixth digit. Sees little use outside of barfights and Kastellad honor duels.

Military:
Military service is dominated by the Castellads, the Vitterkads dedicated to military service who take a noted seperation from much of Vaerked culture. Militia service, recognized as military duties done outside of the Kastellads, are generally for policing and self defense, but these are seen as distinct from the often generational and highly ritualized life in the Kastellads. Unlike civilian Vitterkeds, Kastellads new and old trace linage along lines of established blood and patronage lines, claiming descendant from the Officers of the Liberators Military. The Castellad militaries continue the species habit of overplanning and preferring to act first to avoid surprise, which is extended by ritual use of traditional Vaerked Martial Arts in honor duels between Castellads. Stealth is also a particular interest militarily. Very small standing Army, most troops are Marines who guard ships and stations, or simply in the Navy. While Castellads are mostly generational, there is an accepted bleed out from and into the Castellads by Vaerked.

While the Army is small, both them and Marines make use of Mechs borne from powerloaders used in civilian docks. These nimble war machines are called Mardorked, meaning Children of War.
 
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United Solar Republic
aka "the Sollies"
Species: Human
Capital World: Gaia
Capital system name and location: Sol (3)
Periphery systems names and locations: Delta Pavonis (4), Lambda Auirgea (8)

Concise history: The United Solar Republic or often just the Solar Republic claims dominion over known human space, as a result of the aftermath of the first Solar War, a near cataclysmic clash between several power blocs centered on the human homeworld of Gaia exasperated by the species first push into interstellar travel. Conflicting claims in the systems nearest to Sol rapidly spiraled into a Colonial conflict, which sparked fighting in the core of Sol. in which the widescale adoption of modern anti-missile systems ended up proving analyst's assumptions about the effectiveness of strategic weapons incorrect and led to a long bloody affair across Sol as the warring blocs of the homeworld bled each other dry, alternatively known as the Collapse due to the immense damage that was dealt to the planet and it's outer system colonies.

The United Solar Republic was born from the remnants of the largest surviving power bloc on Gaia, the Gaian Trade Authority, which moved to centralize a response to the Collapse. While this was initially seen as a desperate attempt to collectively retain industrial civilization across the planet in the wake of multiple cablefalls, strategic nuclear detonations, and at least one confirmed use of bioweapons the weakness and instability of many of the states and populations that initially made up the GTA at this point in time led to the alliance command structure taking over increasingly large amounts of the burden to restore and repair the damages inflicted by the Solar War. As one of the precious few organizations to retain some amount of space launch capacity, the GTA was able to secure the cooperation of the majority of the surviving off-world colonies by being able to offer them periodic resupply of critical resources. Over the following decades, the de facto control of the GTA over its member states was increasingly formalized and eventually forged into the United Solar Republic as its collective power allowed it to integrate more and more of the system inside itself. Critics decry this as an imperialist advance across all of human space. Proponents put forth the restoration of much of the Solar system as the Republic's crowning glory and the reason that so many willingly joined it.

It's been over a century since the Collapse, and in many ways, the Republic has managed to repair much of the damage that was dealt across Sol and its colonies, most of the population of Sol has their basic necessities met, colonization has been reopened in the colonies that started the greatest war in human history. The scars of unification are not fully healed, but now the human species can once again look to the stars for their future.

Economic system: Mixed Economy, In the aftermath of the Collapse the Republic has allowed private control of the majority of the Republic's economic system with some regulatory guidelines in place. The government retains public control of key industries that are deemed to be of national importance to maintain services and ensure readiness in cases of disaster, something that it learned the necessity of in the aftermath of the Collapse.

Political system: Federal Republic, member states send elected representatives to the Republic's Parliament and hold votes to elect a President for the Republic. After nearly a century of expansion Parliament is split heavily between a large number of parties, some expansive and some more focused as the central argument about further Federalization in the USR is played back and forth across the system's media. This political divide is driven primarily by the Federalists and the Constellationists who differ on what the USR role should be for the member states, either in that the Federal level should further subsume the State's authority or that it should serve solely in the Foreign Policy and Defense roles.

Society: The makeup of society in the USR is heavily based upon which state an individual lives in, either from the die-hard pro-Republic areas of Lemuria, the remnants of Jaian authoritarianism in the outer system, to the libertarian leanings of the loosely populated states of Gagarian in Lambda Auirgea. Over a century of common purpose and a restored internet has granted the USR some common basis, Albish is now the primary form of language used across human space, and popular media has done much to give your average human a basis of cultural references to integrate themselves with their fellows.

Military: The Solar Republic's military has atrophied significantly from what it once possessed in the immediate aftermath of the first Solar War, The surviving stockpiles of war equipment have mostly been demobilized or left in boneyards and the initial run of post-war equipment have not seen either the planned production or has been heavily cut. The USR's Aerospace Forces and Ground Forces have seen some action against dissidents and anti-unification forces, but much of this experience is in counter-insurgency and small-scale conflicts. They however retain high morale and a wealth of institutional knowledge gained in the Solar War.
 
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I hope this isn't exactly first come first serve because I won't really be able to make a sheet for the next 8 hours ot so. But we'll see.
 
Country name: Sernac Technate



Species: Sectoid


(They are mono-gender, instead, they lay eggs and to share genetic information with the prefer partner they have to " spit" into the mouth of the one that will lay the egg)

Capital world: Trilium



Capital system name and location: Trilium Majoris (36)



Periphery systems names and locations: Karvana and Cardena (31,35)



Concise history: The Sectoids of Trilium were a weak bunch, lacking the biological strength and endurance that most creatures on their planet they achieved mastery using their Greatly oversized brains to dominate their local system, and nature was transformed to suit their needs and limitations, predators were hunted and made extinct while the herbivore wildlife was either domesticated or also excluded from the Sectoid " great plan".
industrialization and urbanization were (and are) paramount to Sectoid civilization, Men of sciences and industry were elected as leaders of their society, and with them, they transformed the Sectoid way of life into what they call " scientific living" glorifying the sciences and that it they should strive to apply it to their entire way of life.

after those changes the scientific output of the civilization grew in lightyears, from primitive steam engines to the first primitive nuclear reactors in but 30 years, carriages became cars that became maglev trains, from exploring the oceans themselves into sailing into the stars... that last one was a surprise to them, finding what seems ancient gateways linking to other solar systems ( something that also ignited what they call " the second scientific revolution" which put far more resources into more industrial and scientific output to be able to survive and thrive in this new galaxy)


Economic system: The economic system that the Sectoids use is a scientific one, factories and industries are controlled by the state (and most importantly the learned elite), and they pay in "item requisition" vouchers ., which an individual can go into a food distribution center or other "stores" and requisition an item, the number of requisition vouchers needed for an item correlate to if the item has a surplus or a shortage.
regions are separated into " industrial development zones" whose primary mission is to supply items, expand the industrial output of the region, and provide the citizens the necessary items to thrive.



Political system: The technocracy is commanded by men of sciences, separated into their respective fields of study into a regional and planetary council, the position is typically held by the most accomplished scientists and academics in the region, voted by their peers (which the term is 10 years for each position), the military is ruled by those learned into the sciences of war, city administrator ruled by architects, civil engineering and the social sciences into a council, etc



Society: The Sectoid society loves the sciences, with many civilians owning a little workshop beside their home, contributing to technological development of the technate, education is mandatory, with working hours are carefully made to allow 24/7 operation to all industries.
Sectoid life is considered by many other species as quite spartan, lacking many of the excess and luxury found in other societies, instead, it focuses on total production and advancing the sciences while also allowing the citizens to have many benefits like small working hours, public healthcare and many more benefits.

Children are raised communally by the state to achieve maximum learning potential


Military: While lacking in organic ground forces (leaning heavily into turrets and drones to do ground operations because of their biology) they invested heavily into the navy, having a particular pride in their starships and fighter crafts, they have earned the position of heavily skilled in ship combat and fighter operation, as they can counteract their biology with technology and better ships.


 
I hope this isn't exactly first come first serve because I won't really be able to make a sheet for the next 8 hours ot so. But we'll see.
This game is not first come first serve. I haven't decided exactly how long applications are going to be open, but it will be at least a few days.
 
The Interplanety Helvetica Confederation









The Interplanety Helvetica Confederation

Humanity​
(Capital) Helvetican Star System: Waldestatte

1. Capital Planet Uri: Uri, the capital planet of the Helvetican star system Waldestatte, is the heart of Helvetican civilization. Every Helvetican originated from Uri, which has been ecologically and environmentally shaped to resemble the picturesque landscapes of its regions. Sprawling forests, serene lakes, and majestic mountains create a breathtaking backdrop. The capital city, Lucerne, serves as the focal point of interstellar diplomacy, cultural exchange, and technological innovation, symbolizing the unity of the Helvetican colonies.
2. Planet Schwyz: Schwyz, within the same Helvetican star system, showcases the Helvetican spirit of adaptation and preservation. Through ecological and environmental shaping on an individual scale, Schwyz has become a realm of vibrant ecosystems, rolling hills, and quaint villages. The Helvetican commitment to sustainable living and their ancestral heritage is evident in Schwyz's every corner, where tradition harmonizes with the marvels of interstellar advancement.

Helvetican Star System: Länder

1. Planet Bern: The planet Bern, nestled within the Helvetican star system Länder, is a vibrant center of cultural exchange and intellectual growth. Careful ecological and environmental shaping on an individual scale has seamlessly blended modern innovation with natural beauty. Bern's cities boast striking architecture, efficient transportation systems, and sustainable infrastructure. The planet's commitment to Helvetican values, technological progress, and interstellar cooperation defines its societal fabric.
2. Planet Zürich: Named after its counterpart, Zürich in the Länder star system mirrors the dynamic energy of its namesake. Ecological and environmental adjustments have transformed Zürich into an exemplar of harmonious urban development and environmental balance. Futuristic cityscapes meld with lush green expanses and glistening lakes. Zürich stands as a beacon of innovation, housing research institutes and vibrant centers of artistic expression. Its ability to blend heritage and progress underscores the core Helvetican principles.

Helvetican Star System: Städte

1. Planet Geneva: Within the Helvetican star system Städte, Geneva embodies the spirit of interstellar diplomacy and unity. The planet's architecture and societal values reflect Helvetican neutrality. Ecological and environmental shaping on an individual scale has created landscapes echoing traditional design, interwoven with advanced interstellar technology. Geneva's cities exude serenity, adorned with lush gardens and cultural districts. The planet serves as a bridge of understanding among diverse interstellar civilizations.
2. Planet Lucerne: Lucerne, located in the Städte star system, epitomizes the harmony between ecological shaping and interstellar progress. Its landscapes, reminiscent of its regions, have been preserved through environmental adjustments while embracing interstellar advancements. The city of Lucerne is a symbol of unity and cultural exchange, thriving as a hub for technological innovation, artistic expression, and interstellar diplomacy.

The autonomous human colonies originating from the Waldstätte star system have crafted a unique history defined by their independent beginnings and expansion into neighboring star systems. Born and nurtured in Waldstätte, these Helvetican inhabitants have cultivated self-sustaining societies rooted in a collective national heritage, technological advancement, and harmonious coexistence with their environments.

Foundation and Early Expansion (Year 2100-2150)

In the early 22nd century, the Helvetican journey began within the Waldstätte star system. Pioneers established the first interstellar settlements in their home system, drawing upon technologies and methods for ecological and environmental shaping on an individual scale. As these colonies flourished, the desire for exploration and independence led them to theorize the possible outward expansion into the now Länder and Städte star systems.
Cultural Synthesis (Year 2150-2200)

Through the passage of generations, the inhabitants of these colonies harmoniously integrated their Helvetican heritage with the unique challenges and opportunities of interstellar life. Traditional Helvetica values like self-determination, equality, and environmental stewardship merged seamlessly with the experiences of life in distant star systems. Festivals, art, and culinary traditions from Waldstätte continued to flourish, becoming cherished cultural cornerstones.

Interstellar Unity (Year 2200-2250)

Establishing themselves as pioneers of unity within the cosmos, the colonies practiced diplomacy and cooperation amongst each other. Guided by the principles of Helvetican neutrality, they excelled in interstellar relations, fostering positive relationships with neighboring colonies. Their skills in conflict resolution through dialogue and mutual understanding contributed significantly to the stability of the interstellar community.

Advancement and Later Exploration (Year 2250-2300)

Fueled by a shared quest for knowledge and progress, the colonies embarked on an era of technological innovation. Collaborative research efforts across star systems led to remarkable advancements in energy, transportation, communication technologies, and sustainable practices. Their responsible management of resources ensured the long-term well-being of their planets' ecosystems.

Continuation and New Expansion (Year 2300-Present)

In the contemporary era, the independent Helvetican colonies that began in the Waldstätte star system stand as living testaments to interstellar accomplishment. Their fusion of Helvetican culture, technological advancement, and peaceful coexistence reflects the enduring potential of Helvetican values beyond its terrestrial origins. As these colonies continue to flourish in their adopted star systems, they contribute to a growing narrative of self-sufficiency, unity, and exploration of the cosmos. With the recent developments, colonies have been founded and built up in the newly discovered, claimed, and organized systems of Länder and Städte and their new planets and colonies. It has been thirty years since the new age of exploration began and many wonder and hope that Helvetican values endure and potentially change for the better.

The economic system in the Helvetican-descended colonies of Waldstätte, Länder, and Städte star systems is characterized by sustainable development, cooperation, and cultural integration. It emphasizes equitable distribution of resources and wealth through cooperative ventures, blending traditional Helvetican values with advanced technology. Cultural industries, sustainable tourism, and interstellar trade contribute to economic growth while preserving the environment. Universal basic services ensure the well-being of inhabitants, and local autonomy allows for tailored strategies. This economic model showcases the successful fusion of culture, sustainable practices, and technological advancement in a harmonious interstellar society.

The political structure in the Helvetican colonies of the newer Waldstätte, Länder, and Städte star systems is rooted in the original Helvetican Cantonal system, adjusted for interstellar colonization. It emphasizes local autonomy, direct democracy, and cooperation. Each planet operates like a Cantonal Assembly, making decisions through referendums and discussions. An Interstellar Council handles collective matters, respecting cultural diversity and upholding neutrality. The system promotes collaboration, innovation, and cultural integration while rotating leadership roles. This political model adapts Helvetican governance principles to an interstellar context, fostering unity and self-determination.

The society in the Helvetican-descended colonies of Waldstätte, Länder, and Städte star systems embodies a harmonious blend of Helvetican cultural heritage, advanced technology, and interstellar cooperation. It values cultural diversity, sustainable living, and education, fostering a strong sense of community and shared purpose. Direct democracy empowers citizens, while cooperative economics, cultural expression, and holistic well-being are central to daily life. The society's universal values of respect, equality, and diplomacy extend to interstellar relations, making it a model of a thriving, inclusive, and forward-looking civilization.

In the Helvetican-descended colonies of Waldstätte, Länder, and Städte star systems, the military and defense strategy prioritizes neutrality, fortification, diplomacy, and peacekeeping. A dedicated defense force focuses on protecting inhabitants and critical infrastructure. Interstellar diplomacy and crisis management are central, with cultural exchange promoting understanding. The emphasis is on cooperation, conflict avoidance, and preparedness, reflecting their commitment to peace, advanced technology, and interstellar stability.
 
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Nation/Country Name: Auriketh
-Named auspiciously after the home star system, Auriketh is the Kerjdara's name for their stellar nation.

Species: Kerjdara
-These short, coldblooded draconic/reptilian humanoids standing at roughly 120 to 150 centimetres tall

Capital world: Isokarthel (Moon; Rasvern)
-

Capital system name and location: Auriketh, 29 (Alternatively, 16)
Periphery systems names and locations: Ulhar (28 (Alt, 21)), Vewar (30 (Alt, 17))

Concise history: Hailing from the world of Isokarthel in the Auriketh system, the Kerjdara species unified around the time during its first lunar mission to Rasvern, the technology developed sparking the flames of war, now named the Unification War, of which Auriketh's founding nations emerged victorious and the scars of the war on Isokarthel healed as the nascent unified nation looked to the stars.

Economic system: Hybridised through and through, the Auriketh economy is a monstrosity of a planned creation by the Potentate of ages past. A mixed system of economics with a good deal of state control and direction
whilst still boasting a degree of autonomy for private actors

Political system: Ruled by a Potentate in an authoritarian dictatorial system, the Auriketh political establishment is essentially a bureaucratic, single-party state exemplified by the saying "As loose/long as the leash needs to be, otherwise, the leash as short/tight as possible". Political power is concentrated and centralised on Isokarthel, though delegation and autonomy exist to overcome localised issues and report on large ones within the system as a whole.

Society: A highly communal and group-oriented culture, the Kerjdara's background and beliefs at first seem at odds with it's tumultuous history and it's current government. Yet both of these were outgrowths from these beliefs and their roots; Autocratic power forming as a result of a belief in a harmonious society within the polities that eventually became Auriketh, and irreconcilable differences between them and their now-forgotten foes from the Unification wars have cemented Auriketh's structure and culture in the present day, hammering it into the cohesive and dedicated society is is in the modern day.

Military: The Auriketh "Veshthroaryte" is a large, well-trained and disciplined force, with a long and storied history and tradition dating back before the Unification war. Even in it's current, untested iteration, the ethos and culture of the Veshthroaryte remains firmly embedded in the psyche of every service member from enlisted troopers to the Admiralty; The Kerjdara behind the gun is the most important tool of war. In this, the Veshthroaryte concentrates in ensuring it's members are well trained and motivated, capable of acting independently should the need arise. One unique aspect the Veshthroaryte has in it's arsenal is the "Verselitrix-644"; Power Armour ensuring it's infantry are cut above most others in the galaxy.
 
1) Country name: Elysian Stellar Commonwealth

2) Species: The Selvian are a species of tall mammalian humanoids standing at around 6-7 feets in height. They are distinguished by their pointed ears and golden hued skin. Generally living up to some centuries with proper treatment, they are nevertheless known to suffer from a wide variety of neurological problems as they age.

3) Capital world: Elysia. It is a tropical oceanic world with two moons, both of which has long since been colonized and are primarily used as resource extraction sites. Vast cyclonic storms are common on the planet and are known to disrupt shipping between the various archipelago.

4) Capital system name and location: Xsinor(7)

5) Periphery systems names and locations: Cora(1) and Eliv(13)


6) Concise history: The Selvian were once a deeply divided people. Kingdoms and Merchant Republics filled the far corners of the world, with each state often centered around isolated groups of archipelagos that dotted the vast ocean. This all changed with the rise of the Anocian Empire. Successful dynastic marriages saw the establishment of a new powerful empire that grew to have hegemonic ambitions. Soon, vast fleets would nearly bring the entire world to heel before a coalition of nations finally checked their advance. The ensuing cold war, sometimes broken by short bursts of conflict, would last for more than a century, until the invention of Atomics. The Empire would successfully annihilate its enemies in the Great War that followed but not without a steep cost. The aftermath would see a popular uprising lead by a radicalized clique of military officers overthrow the emperor and establish a new state spanning the world. Stability would only come through numerous compromises and reforms made to ensure social harmony.

7) Economic system: Means of production is primarily in private hands, but instead of a system of vast conglomerates, most businesses exist in the form of specialized small and medium sized firms distributed across the globe, with the exception of certain state corporations that nonetheless still remain open to private investment. Top down regulations remain fairly limited, with most such things decided organically through negotiations between employer associations and powerful professional and labor guilds, that almost everyone is part of. The state primarily helps in mediation and ensures that the agreements are fairly enforced afterwards.

8) Political system: The Sovereign Protector is elected every twenty years, based on universal suffrage. Supreme military authority is vested in the position alongside primary say in the make up and appointments to the Sovereign Council. Checks and balances exist in the form of an influential corporatist parliament, made up of elected representatives from various guilds, employer associations, and the military to ensure that all voices are heard, with elections happening every half a dozen years.

9) Society: The culture to an extent leans toward conservatism and pacifism, owing to the longevity of the species and trauma from the Great War. This has also led to a civilian society that only slowly embraces latest technological advances. But the ideological views can widely vary depending on the generation; those born after the war often foolishly rage against the hard won wisdom of their elders, despite only now entering their first century! Migration to colonies is often spearheaded by new generations wishing to live in a less stifling environment.

10) Military:

  • Owing to the geography of Elysia, with its vast oceans and great storms, the Navy has always maintained a primacy among the three branches. This has not changed with the advent of the space age. The Solar Navy is a professional force made up of cylindrical vessels, armed with railguns and purely theoretically capable of unleashing nuclear payloads. Many of these ships often carry highly skilled detachments of marines.
  • Terrestrial forces are similarly professionally organized; mass mobilization and conscription having long since been rendered unpopular in the mind of the masses. Owning to their relatively low numbers they emphasize surgical operations, electronic warfare and mass scale usage of drones.
 
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Is it expected we all have unique species for our apps? Because I already see two human apps, and I was a bit curious if an alien species was a requirement for any app I could make.
 
Is it expected we all have unique species for our apps? Because I already see two human apps, and I was a bit curious if an alien species was a requirement for any app I could make.
It is not required that everyone has unique species, feel free to app as human if you'd like. I should note that all civilizations originated within their own system, so non-Earth humans would have no connection to Earth.

How would humans exist in multiple star systems independently of each other? Let me worry about that.
 
The Imperial Hives of Ku'Patk
Country name:
Imperial Hives of Ku'Patk

Species: The Ilken: Lanky, insect-like humanoids standing between 160-190 cm on average. Two pairs of antennae sprout from the temples of their heads, and they have a small cluster of eyes on each side of their face. Relatively short-lived. The Ilken enjoy excellent low-light vision.

Capital world: Ku'Patk, a rocky and mountainous world with a dense, stormy atmosphere. A single large ocean and several smaller seas. Second of eight planets around the local star. Three small moons (Okho, Kuq, and Paka). While the largest concentration of the population remains in the historical underground cities, recent years have seen the expansion of above-ground portions of the various hives.

Capital system name and location: Nactp (6).

Periphery systems names and locations: Matck (5) and Ikck (11)

Concise history:
Born of vast canyons and valleys sheltered from the wind and rain of the ever-storming skies, the Ilken of old dug homes into the rocky surfaces around them. As the centuries passed, scattered tribes became Cities and Kingdoms and simple caves became vast tunnel networks. Soon, these would evolve into the first true nation-states of Ku'Patk: sprawling underground cities under the rulership of Hive Kings and Queens. The Era of Unification, as it was called, saw these Hives spread and absorb their less-developed neighbors until only they remained. The Era of Unification would end with the Hives, divided into several rival alliances, spiraling into war across the land and below it. The Subjugation Wars lasted some hundred years as one Hive, Ithil-Paq, came to dominate all others militarily and diplomatically. The end of the War would see the Ilken's first (And so far only) deployment of Atomic Weaponry against their last rival for planetary dominance. In the decades since then, the Ilken have risen to the stars, and now seek to spread their hives across the stars.

Economic system:
The Hives run off a centrally-planned command economy. The government harnesses land, labor, and capital to serve the economic objectives of the state as directed by the Imperial Economic Office on a yearly basis. Each Hive has its own Economic Office that reports to the central headquarters in the Capitol. The Empire maintains a system of simple welfare to care for the elderly and disabled, but those in good health are expected to serve the state in any manner in which they are capable.

Political system:
Hive King Il'Kaden has is the current Emperor, ruling from Ithil-Paq as head of state, government, and supreme commander of the Imperial Military. His heir, Crown Prince Nakuman, has been groomed since birth to take the throne when he passes. His house has ruled since the end of the Subjugation Wars, and many consider his line to be the greatest in Ilken history. The Emperor's world is Law, but he rarely influences the day to day operation of the Empire.

Below the rule of the Emperor comes the Imperial Council, a purely appointed body of the King's closest councilors and advisors. Here, most of the day-to-day work of the Empire is handled by legions of scribes and secretaries. The Councilors are the hands and brain of the Empire, while the King is its inexorable will.

Finally, the Imperial Senate is a largely ceremonial body. Consisting of elected representatives from each Hive in the Empire, they have very little actual power over Imperial Society. They may draft and submit laws for approval by the Emperor, they may set up committees and councils to solve local issues (at the pleasure of the Imperial Council, of course), but they can do little to influence the course of the Empire.

Society:
A highly centralized and community-focused culture has risen out of the Post-Subjugation world. Imperial hands have guided the Hives to glorify unity and service to the State and the Emperor. Individuals are encouraged to join Imperial Clubs and Societies that cover everything from the the Arts to Paramilitary training. Some anti-imperial sentiment remains, even years after the subjugation wars, but is largely confined to the shadows. Children are raised communally, and taught in state-sponsored schools. Social Mobility is limited, but present if an indivual or group shows some great benefit to Imperial Life.

Military:
Forged in the fires of the Subjugation Wars that ravaged the planet for nearly a century, the Imperial Military is a sharpened blade. Focusing on mass mobilization and overwhelming firepower, Imperial Army Doctrine eschews "Perfect" weaponry for "Good Enough" weaponry in massed groups. Split into two branches, Planetary Command and Orbital Command. Most recent combat has been against splinter groups or minor remnats of Anti-Imperial forces in the remote areas of the planet.
 
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Country Name: The Maxifun Omniconglomerate

Species: Maxsis™ - The Maxsis™ are a race of avian(adjacent) humanoids, possessing mostly mottled blue-gray skin and bulbous eyes with yellow sclera. Plumes of feathers in a variety of colors extending from the top of their scalps and cascade down their neck. Life expectancy for the Maxsis™ range from anywhere to 50 to 60 years depending on one's position with the Omniconglomerate and the extent they abuse their bodies through leisure activities. Maxsis™ reach their biological prime and adulthood at age 20, and experience few to none symptoms of aging until the last 10 years of their life, which are characterized through chronic health problems and rapid degradation in mental and physical health.

Capital World: Maxifun Central™
Formerly a planet covered in dense jungles and clear oceans, Maxifun Central™ has become a heavily urbanized world, with much of the native ecosystem decimated after Maxifun's earlier inefficient resource extraction methods left the planet scarred. In response, much of the native flora and fauna that remains has become highly resilient and even invasive, doing their best to adapt to the climate catastrophe. Maxifun has yet to find a proper way to deal with their unbalanced homeworld beyond advertisements of their colonies, environmental disaster proof architecture and a thriving pest control market.

Capital System Name and Location: Maxifun System Classic!™ [34]
Maxifun System Classic!™ is the homesystem of the Omniconglomerate and a singular star system composed of 4 planets.
- The Shining King is the name of the sun, styled after the name of a long since out-of fashion solar deity.
- The Shining King™ Waste Depot: An uninhabitable planet suffering from sulfuric storms that acts as a junkyard for waste in the system. Premium+ level customers can put in an order to use a launch site located on the planet's moon that sends especially noxious materials into the sun.
- Maxifun Central™: See above
- Maxifun Mining N' Dining™: A gas giant with 2 otherwise lifeless moons being mined for their ore-rich interiors, while providing gourmet cooking while you gaze at the tempestuous gas giant's colorful storms. The exact details on what to do when the moons run out and collapse has yet to be worked out by Mine N' Dine™ Ltd.
- Maxifun Central 2: Now With Less Annoying Pests™: A bustling colony world, the Omniconglomerate have restrained themselves from instantly devastating this planet, instead keeping their thumbprint limited to massive arcologies interconnected with a subterranean transit network. The idea being to try and avoid mistakes from their early years.

Periphery systems names and locations: Maxifun System Classic 2!™ [33], Maxifun System Neo!™ [28]

Concise History:
Since the beginning of their collective history, the Maxsis™ have struggled to answer a simple question. How to be happy? After multiple millennia of different kingdoms rising and falling, an answer was found in the year that has come to be known as Maxifun Year Zero™. When a wealthy shipping merchant known as Lawt of Clan Deysni invested in a theater dedicated to delighting audiences with a relatively new invention. Stringed puppets dancing on a mechanism. The Maxsis™ who attended would become enraptured and more willing to spend savings intended for everyday necessities just to watch the puppets act out harrowing and exciting narratives.

It was this rather innocuous indulgence that Lawt took advantage of, spreading more puppet theaters and increasing their quality. Puppet fever overtook many communities, and created rival theater companies that Lawt would soon collect and incorporate into one singular monolith of entertainment. When Lawt passed on, future Company Heads would take over the Deysni Entertainment Syndicate, expanding from just entertainment to merchandise promoting that entertainment, to the industries meant to create that merchandise, to the kings responsible for reigning over those industries.

Overtime, Deysni's most popular motto of "Maximum Fun! Maximum Smiles!" would become more recognizable than the original Deysni brand. The DES would rebrand itself upon the final monarch on the planet signing over their wealth to the company. With that, the Maxifun Omniconglomerate was born, though it soon had to contend with an inner period of stagnation as the Omniconglomerate shifted from extracting money to shuffling it around their various subsidiaries.

Quite recently, the gates have proven an especially tempting investment, with the opportunity for unparalleled expansion.

Economic System & Political System:
The Maxifun Omniconglomerate is THE economic system of the Maxsis™, a megacorp bordering on the obscenely expansive. The Omniconglomerate is composed of hundreds of thousands subsidiary companies, each one responsible for a different resource and commercial endeavor. At the head of each subsidiary is a Branch Executive, responsible for maintaining the subsidiary's brand integrity, profit margins, and product quality. Successful or especially important subsidiaries will see their value on the Maxifun Value Market rise. And with that rising, the Branch Executive will climb the ranks of the Executive Board, the regulatory body for Branch Executives and the wider Omniconglomerate as a result.

The upper echelon of the Executive Board is the Smile Council, a collection of the most critical and most influential subsidiaries within the Omniconglomerate. Oftentimes these subsidiaries will be so large as to have sub-subsidiaries within themselves, the Branch Executives within those sub-subsidiaries reporting directly to their Branch Executive instead of being a part of the Executive Board. Formerly a practice reserved for the largest and oldest subsidiary, the Deysni Maxispectacle Syndicate, the recent expansion of other Smile Council subsidiaries has necessitated them employing a similar structure. There has been some grumbling about this outside the Smile Council, questioning why these sub-subsidiaries should be exempt from the rigors of the Executive Board, but no action has been taken as of yet to bring these new Branch Executives into the fold.

On the Smile Council, 5 Branch Executives reign.
- Slorp Deysni of Deysni Maxispectacle Syndicate: A subsidiary directly descended from the entertainment juggernaut that started it all, DMS is a massive media company that keeps the employee-consumers of Maxifun delighted with endless stories and recreation. Where other subsidiaries might dip in and out of the Smile Council, DMS remains a constant.
- Cranch Ingo of Hugglepump Resource Extraction: Responsible for the direct extraction and traffic of all manner of raw natural resources and shipping them to all manner of industries within Maxifun. The fairly recent expansion into new systems has allowed Cranch even more room to expand and experiment with his harvesting techniques.
- Sorin The Truly Stupendous of Constant Corporate Construction Inc.: It's Sorin's truly stupendous delight to ensure every last employee-consumer of Maxifun has a roof over their head, a floor under their feet, and a cubicle to work in. Previously more practical in it's design, Sorin's reign as Branch Executive has seen CCC instead gain a tendency for the architecturally eccentric, bolstered by studying alien designs and geometries.
- Jawn Plasm of Friendly Meds: Friendly Meds addresses the medical concerns and biological aspects of Maxifun's Employee-Consumers, ensuring sick days are a thing of the past! Jawn himself is especially interested in pushing the boundaries of life extension for the wider Maxsis™ race, trying to get the most out of the average worker.
- Mayz Cane of Owie Security: The foremost Private Security subsidiary within Maxifun, Mayz Cane is the most recent member of the Smile Council, Owie Security having risen to prominence by putting the hostile in hostile takeover, eliminating other subsidiaries through rather untypical means, employing corporate espionage and blunt military force instead of offering an outright better product.

Society:
Maxsis™ society within Maxifun has morphed to become the ultimate consumer culture. In tandem with their short lifespans, and deliberate cultural norms established by Maxifun in it's infancy, many of the Maxsis™ live a philosophy of hedonistic impulse, cramming their lives with as much temporal pleasure as possible before their sudden collapse within the final decade of their life. Maxifun itself exists as a vehicle for the wealth it extracts and shuffles around it's subsidiaries to allow the average Maxsis™ to enjoy themselves once off-work. Even then, hiring agencies within Maxifun often will try to marry the hobbies and interest of the Employee-Worker to their occupation, trying to make even everyday labor as psychologically rewarding as possible.

The blurring of lines between work and play means that there isn't a strict delineation between working and actual free time. The two exceptions to this are the actual 6 hours of sleep every Maxsis™ requires, and a given Maxsis™'s Hatchday, an annual celebration of one's arrival into the Maxifun family. One's Hatchday will see all work concerns shelved as the Maxsis™ in question spends the entire period focused on their own recreation.

A sub-culture also exists within the Branch Executives, where one's status and ranking in the Executive Board can often fuel desperate attempts to climb it and improve their own subsidiary's standing before they expire. This desire can often supplant more traditional pleasure-seeking methods, and will often negatively psychologically impact these ladder-climbing Maxsis™.

Military:
While the average Maxsis™ doesn't enjoy violence as part of their myriad pleasures, there is a distinct subset that definitely does. It's these that the Maxifun Omniconglomerate funnel into multiple private security subsidiaries within itself, each one offering a variety of services and varying levels of competence. Though it's not unheard of for particularly individualistic (or socially maladjusted) Maxsis™ to offer their work as independent and eccentric mercenaries.

Of the multiple private security subsidiaries, the foremost of them would have to be Owie Security, having sharpened it's talons on a brutal series of hostile takeovers of it's peers. Owie Security's troops fall into one of two categories. The first is purchasing the contracts of highly specialized mercenaries, often employing them to perform sabotage and espionage. The second are highly disciplined squads, made to deepstrike into a given territory, complete a given objective, and then withdraw. Owie Security has a fairly paltry fleet, but also operates Shoot 'Em Up Arms, an arms dealing and weapons research sub-subsidiary meant to refine their competitive edge in weapons.

Mass warfare simply hasn't occurred amongst the Maxsis™ ever since Maxifun toppled the final Maxsis™ king in Maxifun Year 193™, so the Maxsis™ as a whole are fairly rusty on the subject. Though Owie Security has recently, upon the discovery of other lifeforms, been making strides to study the warfare of other races to try and play catchup.
 
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Country name: The Unfunctioning Hives of the Othuijen Coalition

Species: Dierkayte - a flightless bird, with rock-hard needle-like feathers covering most of its skin. Their wings have evolved into strong, rugged arms, covered in durable stiff scales, while their wingtips have evolved into hands with long, destructive claws, which it uses for digging. It's head is dominated by a large beak, which covers half of its face. There are 2 small slits above the beak, where the Dierkayte's weak eyes are located. At the very top of their head lie two soft 'horns', which are actually its ears. This species does not stand upright, but instead hunched over, with its ands its claws resting only a foot above the ground. Dierkaytes grew in size since it's days as a subterranean herbivore, and now stands 6 ft. tall straight up, although it is more commonly around only 4 ft. tall in its normal hunched over position. This avian does have normal long soft feathers on its tail. This sole feathery point on its body gives off a variety of very fragrant scents, which Dierkaytes use to communicate and organize themselves. in fact, the primary method of communication was mostly by smell, especially when it used to live underground. However, Dierkaytes do use equivalent audible communications much more in the modern telecommunications era (sight-based communication is still extremely lacking, because of the species own lacking visual perception capabilities).

Capital world: Talioth - a green gem of a world, with numerous blood red 'cracks' of lava spread across its surface, this world looks remarkably stable and prosperous given that it only formed from a collision between planets less than a quarter of a million years ago. However, a closer look reveals that the planet still suffers from a massive recent collision between itself and its moon, and its spin around its own axis is still effect (with the planet being noticably 'wobbly'). Talioth is orbited by a single remaining moon, Othialun. However, this cold, round rock is in a rapidly decaying orbit around the planet, and predictions expect this final moon to collide with the planet in around 5 million years

Capital system name and location:
Tiothlaren System (27) - The capital world of Talioth orbits a pair of collapsing Binary stars (Bavjes and Bavtion), in which one of the stars (Bavtion) is predicted to collapse in the next 0.8 billion years. Talioth is the 2nd closest world to both stars, and one of 3 habitable planets within the system. The other two smaller red planets, Mabioth and Derioth, are separated from Talioth by a wide asteroid field that occupies a quarter of the system. Both planets lack any moons, but were heavily settled and developed, with attempts starting roughly 71 years ago.


Periphery systems names and locations:
Mubvixan system (32) - the first system colonized after the opening of the gates, there is only a single inhabitable world in this system, with the only other known interplanetary bodies being 3 uninhabitable gas giants, and the single star at the center of the system. The single inhabitable world, Mabpertayn, is a bright blue gem, colored by the zinc-infused fauna that covers its surface.

Juithicaros System (23) - The second system colonized after opening the gates, this system is home to a single star, Juirtioth, and the inhabitable planet that orbits it, Naricaros. This is a violent red planet covered in iron rich fauna and visibly marked by dozens of mile-wide rivers of lava. While the colony here is currently fairly successful, many hope that a more hospitable colony may be founded elsewhere in the system.

A more detailed history might begin with the latest planetary development for the life bearing planet of Talioth. Unfortunately, this event woulod the collision with its moon, Otheer, just 250,000 years ago. The event would become the single greatest mass extinction event in history of the planet of Talioth. Yet, even with the light of the stars blotted out by an ash-filled sky, and a planet bleeding lava in every conceivable direction, life would still find a way to survive. Contrary to expectations, it was deep underground, in the areas with the most consistent and highest volcanic activity, where ecosystems were able to form around chemosynthetic plants, which derived energy from sulfide vents (in contrast to photosynthetic plants, which derived energy from the sun). However, even here, life would find it difficult to thrive, until certain herbivore species (such as the Dierkaytes) would begin selectively graze on certain species (such as weeds), curtailing the most self-destructive species (which often ended up overconsuming resources in a location and starving all wildlife in an area). This eventually evolved into specific species actively managing the ecosystem, in order to promote biodiversity and sustainability in the harsh conditions. The Dierkaytes would become the most successful of these species, practicing the most intricate and complicated forms of proto-agriculture, and ensuring the local biomes exploded with the necessary biodiversity in order to not only survive but begin expanding.

50,000 years ago, the skies of Talioth would begin to clear, and life would return to the actual surface of the planet. In this early period, civilization would finally begin to develop. This early period would lack the destruction that came to define later eras, as most rivalries were largely non-violent. Instead, this would be the period that individualistic thought became more prevalent in Dierkayte society, and signs of civilized culture, like art and pottery, would begin to show up. It is meaningful to note that much of Dierkayte culture would directly draw inspiration from the ecosystems and biomes that they managed, and this would often lead hives in the same biomes to develop similar cultural traditions. It would be these commonalities in art and culture that would help define the different civilizations that appeared across Talioth.

However, this changed around 5000 years ago, as the global climate finally began to return to something approaching normal, temperate levels across the world. While this period begins with a notable technological advancement of long-term olfactory communication (equivalent to writing), this era would be defined by the change in relationships between hives. multi-hive nations finally began expanding far enough to spread into completely different biomes, into completely different civilizations of Dierkaytes. The nations with completely different cultural foundations would quickly find themselves at odds, and this era would be marked by ongoing conflicts, interrupted every so often by attempted war of extermination or conversion.

Concise history:

The important turning point in history perhaps came around 150 years ago, when the constant tension and warring between civilizations escalated with the formation of the Bavkayten Collective. This nation only unified of hives from within a single biome, but these hives easily had the most biodiverse and bountiful ecosystems, which resulted in the united nation having the most efficient economy per capita. However, this nation quickly adopted the Hivnarian Postulate (the equivalent of fascism) and attempted to conquer and cleanse the rest of the planet. The Hivnarian Postulate was a religious/philosophical belief in a single ideal Dierkayte society with a quintessential way to administrate their ecosystems. Of course, the Bavkayten collective intended to replace all alternative forms of civilization, societies, and even ecosystems. They were able to successfully conquer and exterminate over 40 hives before being stopped by a military coalition of the final 17 nations.

This young antifascist alliance would adopt the derogatory moniker the Bavkayten propaganda used for their alliance as their name, causing headaches for many future politicians and diplomats. This new alliance, The Unfunctioning Hives of the Othuijen Coalition, would champion the antifascist values of individuality, of diversity and of tolerance. While initially only a military coalition, in the last 100 years, this body would grow into becoming the main national governing body for all Dierkaytes. It is now this government which will determine the future of the Dierkaytes amongst the stars.

Economic system:
Hives have always been extremely centralized, with almost all work being directed to workers from the leadership of the hive (or the larger state). However, the history of civilization on Talioth as been the history of growing individuality. In today's post-scarcity economies, most citizens find themselves only needing to dedicate half their working hours to communal services, and are often able to spend significant amounts of time and effort on their own businesses or artistic efforts. This has led to a full third of economic capacity to be fulfilled by local businesses (mostly in the service and media industries). However, these independent businesses never extend beyond the local hive, with most national cross-hive businesses owned by the state.

Traditionally, most raw materials have been gathered from the local ecosystems/farms that a hive will manage, with more biodiverse and bountiful ecosystems directly leading to more productive economies. However, the needs of the modern economies have finally move beyond what can be grown in nature, especially with the expansion into space. Now, more and more synthetic materials are used, with some calculating that a full 25% of products in the economy use synthetic materials to some degree. This transition has caused tensions in the economy, as some wonder whether synthetic factories will replace the diverse ecosystems that the Dierkayte have always taken care of.


Political system:
Instead of a single ruler, all hives have a council of leaders, with each leader taking stewardship of a specific department. While each hive is unique, most hives determine their leaders through a periodic democratic process (voting in new leaders around every 4-10 years), with the notable exception being the Lukaytion hives, which practice a form of hereditary oligarchism. Of course, most hives have grown big enough to necessitate middle management positions. Some societies allow their workforce to organize 'worker representatives' to be middle management, while others let council leaders (and their subordinates) choose who to promote based on meritocratic principles.

However, while promotion to management positions differ between every hive, all hives fall under the aegis of the Othuijen Coalition Government, which uses a representative democratic system of representation. While the legislative body (the senate) has 2 members from each hive (elected every 4 years), the executive branch only has 17 members in its council, elected every 15 years in a popular vote.

Society:
Traditional Dierkaytian society is organized around a small set of alpha pack leaders, wo were the sole breading pairs of a hive. These alphas would organize the rest of the hive, which would be full of worker Dierkaytes. However, after arrival to the surface, Dierkaytes ended up discarding such strict dichotomies between the leaders and laborer members of society. Now, most Dierkayte have a chance to start their own families, and most citizens end up organizing into 2-6 mixed-gender member polyamorous 'packs'. Their is still social stratification, but the leaders in society are no longer defined by age or strength (as in the pre-civilization subterranean era), but now by political systems.

Most hives are still highly communal, with expectations that all citizens dedicate half of their work time (4-5 hours a day) to a state business. However, there is now more emphasis on one's own independence and inherent value, with each citizen enjoying large swathes of personal free time. Today, more than ever, citizens have their own self-identity beyond being as laborer of the hive, spending their free time for their own personal pleasure.


Military:
The military is the one branch of government which isn't defined by hives in any way, instead being a stand alone body. This prestigious service is still considered extremely important in society, and is earmarked for the most cutting edge technology in society. Moreover, military service is so highly regarded that 10 years in a military branch is enough to earn exemption from daily communal service. In general, the military is the highest performing branch of government services.

As of now, the military is split into 6 departments (Army, Air Force, Underground Force, Naval, Orbital Marine and Support) for the ground combat, air combat, subterranean combat, space combat and zero g infantry combat and support operations (cyber warfare and logistics) respectively. As of now, the army and underground forces are disproportionately funded, as many war games still use the Bavkayten War as a model for warfare. However, the relatively recent discovery of gate travel, and other species across the galaxy as begun to shift priorities. However, it remains to be seen whether the military will be able to perform competitively against its contemporaries.
 
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Country Name: The Ascendancy of Kal
Species: Kal-Etans. A strange species even by the standards of the Galaxy, for their biology is not entirely rooted in hydrocarbons, nor solid substance at all for that matter. Life on their world evolved 'thought' through the complex intermingling of particle fields generated by exotic-matter organs, their biological incorporating the abundant amount of high-complexity substrates in their planetary atmosphere. Due to this, they tend to have a very strong tendency towards leaps of logic that other species would find hard to follow- Though from their perspective, the more 'matter-bound' races' thoughts seem to follow strange lines of logic as well. Other than this quirk of biology, they aren't too special by the rest of the galaxy's standards. Bipedal gait, three fingers on each appendage, one very perceptive ocular organ on their 'face'. While they may not be the fastest or strongest, they may be one of the most capable races in the galaxy in terms of raw intellect and cunning. However, for all their otherworldly intellect, they are ultimately still restricted by being minds of fire and light in bodies of hydrocarbons. Shooting them will still kill them.

  • Capital world: Kal Prime
  • Capital system name and location:
    • Kal-Dun (16)
      • Perhaps one of the most fascinating solar systems in the known universe from a scientific perspective; Kal-Dun is a large terrestrial planet that circles around a 'White Hole'; the theorized inverse of a Black Hole, linked to its counterpart by a wormhole. What goes in the Black Hole, comes out the White, albiet as strange exoticized matter and energy. While the location of the 'other end' isn't known, with some theorizing it to lie at the center of the galaxy, it constantly spews exotic matter and energy into the Kal Prime, with the asteroid belt in particular being saturated with it. For this reason, life on Kal Prime has developed as it does, as Exotic Matter asteroids bombarded the planet over the millennia.
  • Periphery systems names and locations:
    • Dok-Dun System (17)
      • A much more 'normal' system consisting of a red dwarf star and several gas giants with rather pretty rings. The Kal-Etans have built some mining stations in the system, as well as a few resort stations.
    • Mol-Dun System (15)
      • A system consisting of a standard yellow star and as single rocky world in the Goldilocks zone, with a truly massive asteroid belt just beyond it. Some theorize that something must have destroyed several other rocky worlds in the system- But who could do such a thing? There is a modest colony on Mol Prime's surface, regardless.
  • Concise History:
    • While the Kal-Etans were once a warlike people, the rise of the great philosopher Kal revolutionized their culture. As they delved into the sciences, Kal expounded upon the base principles of reality. That the universe was a hostile, unforgiving place, that strove to degenerate all that is and exists. Therefore, Kal argued, the highest and most glorious form of warfare must be against the universe itself; to break it and master it, to bend the whirling cosmos and all its entropy into a shape defined by one's will. This philosophy, called the Kal-Mak, would go on to be the defining feature of Kal-Etan culture, as they set aside their fractious nations and empires to form the Ascendancy and perpetuate an eternal and glorious war against the cosmos itself. Eventually, they set for the stars, and found that they were not alone in the void...
  • Economic system: Credit system; while the Ascendancy Council controls industries considered vital to the civilization, there exists a wide variety of of other enterprises within the Ascendancy. While there is no true scarcity due to the abundance of resources that space provides, many Kal-Etan has their own pet projects and grand designs, desiring greater allocation of resources to devise, research, and construct their own personal blow against Entropy. To this end, the Ascendancy Credit exists to ensure that Kal-Etans contribute to the common good so as to earn their right to requisition resources for their personal causes.
  • Political system: The Ascendancy is a highly centralized state based on a system of rigorous honor codes. Many of these codes originated in their warlike past, but today what were once lines of lineage have been replaced by 'master-apprenticeship' relationships and networks. Different such networks hold authority and domain over different segments of society; with different asteroids, sewer systems, and more all being run by their own close-knit circle of thinkers, authority being passed from one respected intellectual to another.
  • Society: Achievement, intellectual, martial, or otherwise is all in Kal-Etan society. One's worth is established by what they can accomplish with what resources. This cultivates a perhaps ruthless streak amongst its people, as competition for acclaim and prestige is constant. At its best, Kal-Etan society is the culmination of the meritocratic ideal, with the best of their people always at the forefront, and glorifying triumph even in its smallest forms. At its worst, it is a cutthroat game of social standing, stratified and ruthlessly oppressive. Of course, work is not the only concept in Kal-Etan society- the Ascendancy glorifies the act of creation, and legacy. Those who can create institutions, devices, or concepts of great lasting utility are hailed as striking grievous blows against the great Entropy. Acts of destruction are, similarly, frowned upon, for feeding Entropy is considered in some ways, a surrender.
  • Military: The Ascendancy military exists in two parts. The High Legion and the Far Wings. The Legion protects the great arcologies planetside, warning away pirates and criminals with the bulk of the Ascendancy's military spending at their disposal, while the Wings specialize in defending settlements in the far reaches of asteroid belts and are considered the less prestigious of the two. Their vessels are designed for durability and reliability; able to hang on and keep up the fight for longer than most.
 
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