Six civilizations, under the gaze of unity's guidance.
Union of Arthropodic Civilizations
Alternatively Cesk-Orin Covenant
Demonyms: Ceskorian/Orinite
Currency: Ke (K*)
Unique Exports: Narobide, Erabi Carapace Alloys, Soylent Complete Nutritional Jelly (suited for each species), Narobide Neutralization Serum, Messent Neurotoxin, Messent First-Aid Antidote
Species
Some of them may be aggressive. Some of them may be merciful. Some of them may be peaceful. Nevertheless, the Union ensures that all species will not screw up in attempting to create relations between internal races and other nations. The divisions are the smaller organizations of 3 species each that combined into the Union. While all of the six became part of the Union at the same time, there are "founders" which are recognized as participants in the making of the Treaty of Acruda, more known as the Writ of Amalgamation in formal terms or the Constitution-Treaty due to the Treaty also serving as a constitution.
Orin Division
Le-Ari: The dominant species of the Orin division of the Union, and currently recognized as the main species. They have, on average, 15 ft. wingspan and a 6 ft. main body length, with a tail that reaches up to dozens of meters, all encased in wood-strength chitin. They are notable for their incredible intelligence, their sensory and communicative psychic abilities, as well as their status as being the only flight-capable species in the Union, not counting cyborg Ormosa-enhanced ships. Their main feature is not their psionics, but their unique life cycle:
1. At the period of female ovulation, Le-Ari mates start to get kinky. Instead of male gametes being injected to the female however, the female eggs, which number to tens of thousands, rush through the male body and into their special vascular reproductive system, which runs throughout all their flesh in veinlike vessels.
2. Special clusters of cells called Mire glands along the reproductive vessel network secrete male gametes, which proceed to fertilize the eggs. The zygote divides a few times, then stops after around a two dozen divisions when stasis proteins in the network's fluid triggers the halting of mitotic processes. A few zygotes, ranging around a hundred, die in the process of being halted in the middle of division. The embryos are stored until then.
3. There are two ways to continue development: the Le-Ari male injects the embryos into another organism, or spreads its bodily fluids to nearby victims through examination without safety measures or violently exploding without the fire and flames.
4. The embryos become active once the fluid permeates the skin or enters the body through other means. These cells automatically search for locations to settle, and once a zygote has implanted itself, it releases a chemical signal that forces other embryos to look for another spot in the body 2 feet away from the development position, and kills undeveloped embryos if the chemical gets too concentrated within the entire body in order to avoid excessive nutrient leeching. The average human body can hold up to 3 embryos at a time. To prevent accidentally killing the host, the presence of cardiac muscle tells embryos that the heart is not a place to settle in.
5. The developing embryo starts to kill nearby host cells and replace it with its own. The initial patch of weird tissue can be mistaken as cancer at first, but becomes more clearly alien once much of the organ or skin has been mutated. Even at this stage, the embryo becomes conscious and has the intelligence equivalent to a human child. It is able to move around and communicate vocally, provided that it has been exposed to a coherent language. Embryos that develop in the brain gain control of the entire victim.
6. After the development of most organs and a few razor-like limbs have been completed, the embryo, now a larva, detaches from the host. If other developing larvae are detected, a stump of non-bleeding flesh is left behind to continue their growth. If none are left, the remaining larva kills the host with its claw-limbs.
7. From this point on, the larva lives independently and eats on an omnivorous diet. Once it has grown large enough, the larva curls up into a ball and grows in a cocoon, which grows in a similar manner to plants such that it takes up nutrients from the soil. In the absence of soil, the cocoon's roots become live and reach out to any organisms that pass by except for fellow Le-Ari. The cocoon grows to fairly large sizes, usually as big as an obese human being.
but sometimes as big as your mom
8. After some time, a fully matured Le-Ari emerges from its cocoon, now psychic and flight-capable.
Despite this, the Le-Ari are the most humanlike out of all the species in the Union of Arthropodic Civilizations, using animals rather than sentients to multiply themselves in number. Unlike the stereotypical dull, formal and serious hyperintelligents, they have a sense of recreation, humor and indulgence.
Sounds with repeated changes of pitch between extremely high and extremely low is dangerous to Le-Ari, hemorrhaging their auditory sensory organs and bleeding into the brain if the sound lasts way too long (3 minutes at maximum). What's the most effective example of this?
...yodeling.
Le-Ari cell-stage embryo
Various stages of Le-Ari hand infection. Other body parts mutate similarly.
Le-Ari juvenile after detachment from host
Messent: A second species native to a desert world, the Messent is one of the two venomous species in the entire Union. They possess a highly potent neurotoxin that instantly paralyzes a victim for a week, and if they don't die within that time period either by being fed or becoming a target for other Union species, they are afflicted with the Messent Neural Cognitive Impairment Disorder. This means they lose every single memory they have, including language, walking and equation solving, making them grown infants. In addition, they lose any ability to learn, dumbing down their victims for the rest of their lives. The doses are delivered through the long whisker-like extensions on their temporals.
Ormosa (no picture available): The Ormosa are the only hyperevolution-capable species within the Union. Despite this unique ability, they are as dumb as a stack of bricks and is only capable of solving 4-digit arithmetic equations and speaking choppy sentences, but they are still considered a civilization on the qualification that they have formed a clear social and cultural structure. They are mainly good for producing "cyborg" synthetic-organic ships, but serves a war purpose as well. Ormosa are strictly monitored during battles, as they have no concept of tactics, but has concept of obedience. They hold the record for the fastest
constant reproduction rate of 24 eggs per 5 months, but under some circumstances, can be beat by the Le-Ari. Rarely, an intelligent Ormosa may be born, which could be just as smart as an average human and in extremely rare cases, as smart as an Erabi. There are always one of them present at any given time, and they are chosen to represent in the Congregation.
Cesk Division
Erabi: One of the three co-founding species of the Union of Arthropodic Civilizations (and one of the two of the Cesk Sector species along with their former rivals), they stand 6'2 feet tall and weigh 140 kilograms. Their carapace is darkish-blue, and is known to be incredibly tough such that they can survive a direct explosive hit nearly unscathed. Because of this, they risk being harvested by many other races for alloys, but they also use their own remains for direct use or sale (the Erabi has no tradition of respecting the dead.) . In comparison to other insectoid species, the Erabi reproduce slow (1 egg for a period of 4
1/
2 months, each egg having an incubation period of 8 months). Erabi sport powerful claws that strike by rapidly unfolding in a similar manner to the mantis shrimp, capable of smashing through 1 foot thick steel and produce an additional shockwave that will send an enemy flying, should they survive a direct hit. They have above-average intelligence, but they are suited more in combat and tactical development thanks to their anatomical features. The Erabi evolved on a sorry-ass planet filled with mostly extremely poisonous species, and the Erabi is not one of them. The need to survive gave rise to their carapaces, which blocked the venomous stingers their rivals possessed, and also incredibly resistant immune systems for protection against toxin-producing microorganisms and venom neutralization.
Narob: Also from the sorry ass planet where the Erabi coexisted with them, they are fortunately one of the toxin-blessed species, which also meant that at the early moments of their history the Narob and the Erabi were bitter rivals. Their claws drip of narobide, which melted insides after a few minutes in mere seconds. Only the immune systems of the Erabi and themselves could neutralize narobide, but the Erabi could still fall ill for a day. The Narob chitin isn't tough; mere blades cut through. While the Narob has respect for the dead, they don't have respect for the unborn either; they sometimes rip open their eggs to harvest yolk juices, which in turn is an ingredient of soylent jelly. They have the highest reproduction rate of any Cesk races, birthing 5-6 eggs every 6 months, but is far from being the overall fastest multipliers.
Kesena: The Kesena is a psychic species with an offensive focus on its abilities. They are intelligent as usual of any psychic race, but their physical durability is mediocre. They have a low, technically endangered population resulting from their incredibly slow reproduction due to the combined factors of culture and biological limits; they birth one egg every year and
1/
2, with each egg having an incubation period of 1 year.
Government
The Cesk-Orin Covenant is a confederacy composed of racial units. Each member species has autonomy supervisioned by the Core Laws, which include the constitutional Writ of Amalgamation and central government-passed laws. Violation of the Core Laws by a member species' autonomous government is subject to sanctions ranging from fines to termination of Union membership, and for individual acts, crime-related punishments ranging from fines, to death sentences, and to torture sentences.
Writ of Amalgamation (condensed) (not including amendments)
THAT, us who belong to the Cesk and Orin former states, and with each species acting with guided autonomy, shall create a progressive union, maintain lasting tranquility, ensure the stability of the rights of the Ceskorians and Orinites, and secure the longevity of the formerly mentioned philosophies, agree to ratify the Writ of Amalgamation under the guidance of the conventions within this document.
THAT, all the member states of the Union of Arthropodic Species, under this document's articles and conventions, and under the guidance of the central government, may willfully follow the terms inscribed in this Writ of Amalgamation, cooperate peacefully with other member races of the Cesk-Orin Covenant, be willing to introduce progress among the fellowship, and avoid developing tension, unrest and strife within member species of the Union and non-Union sovereign states, unless necessary to eliminate perils against the philosophies and conventions of the Writ.
Article One
THAT, the following species may be recognized as members of the state: the Le-Ari, the Messent, and the Ormosa of the Orinitic division, and the Erabi, the Narob, and the Kesena from the Ceskorian division.
Enough said.
Article Two
THAT, a Treaty Congregation may be established to fulfill the philosophies of progress, order and rights mentioned.
Article One describes the Treaty Congregation, a body of people composed of various racial groups that perform both legislative and judicial duties in accordance with the provisions of the Core Laws. Congregation members have indefinite terms until death, resignation, forced dismissal or voluntary High Trinity candidacy. Qualifications and requirements are set up such that:
1.) the candidate for Congregation membership must have an 8 year training in governance and leadership
2.) the candidate must be fully mature
3.) the candidate must be a member of a Union species
4.) no race may have no representative member(s) in the Congregation; and
5.) the candidate has been favorably elected by the Congregation
Any misdemeanors and felonies committed by a Congregation member shall bedismissed and penalized in accordance with the Congregation's verdict.
Article Three
THAT, the High Trinity may be established to review the Core Laws and judicial decisions of the Treaty Congregation, and act on behalf of the Union of Arthropodic Species, the Cesk-Orin Covenant.
Article Three recognizes the High Trinity as the heads of state of the Union/Covenant, and commanders in chief of the military. In order to qualify as a High Trinity member, the following conventions are set:
1.) the candidate has served at least 12 years in the Congregation, whether resigned or still in position
2.) the candidate has been favorably elected both by citizens and the Congregation
3.) the candidate must be of a Union species; and
4.) the candidate must have undergone military command training of 4 years
High Trinities are also subject to dismissal if any major felony has proven to be committed, however the other two High Trinity members may reserve the right to overturn sacks if both of them decide to.
Article Four
THAT, strictly under a mass nationwide election, a Congregation review, and a High Trinity review, shall a change be made to this document.
Any change to the Writ proposed by the Congregation or the High Trinity shall require a heavy review from the citizens, the Congregation, and the High Trinity. Unauthorized changes to the Writ will be considered as defacing government property as well as damage to historical relics, and will be met with the appropriate sanctions.
Article Five
THAT, all species are entitled to conduct relations inbetween, be it trade, extradition, travel, personal matter, or the like, to foster camaraderie and cooperation within the Union of Arthropodic Species.
THAT, any species may entitle themselves to diplomacy with non-Union states, and takes full credit and responsibility for any action that may be detrimental or beneficial to the Union through these international relations.
Article Five establishes the link between member species and their interactions. It also describes the system of international diplomatic/wartime relations, which is that one species' action may represent the entire Union's action and subject to appropriate honors/sanctions.
Military
The infantry of the Cesk-Orin Covenant composes of highly specialized soldiers, with resilient and tough Erabi armed marines, dangerous Narob and Messent spies, flying Le-Ari communicators/strikers, Kesena destroyer mages and mindless Ormosa all-purpose infantry/enhancements. This diversity is enough to make the Union's troops a force to be reckoned with, and the same can be said for the ships.
There is no standard classes for ships since it is up to the captain's discretion on what their own ship would appear or how they are equipped. Some ships may appear unique, others inspired from other designs or merely copied. However, for the purpose of organization, the Union navy is divided into "castes" according to size and armaments. A ship can upgrade to a higher caste through the expansion of their ship and the addition of new weapons, and can do so by spending on these upgrades. The upgrade money they get is from completing assigned tasks. Damages to the ships are automatically insured, effectively retaining the earnings captains get. These are the following castes (the image links are for reference):
0.) Caste Zero (C0) - Cannon Fodder: Large ships that do not meet the armor requirement. Caste Zero is more commonly known as the Shame Tier, due to failure to live up to its size. Sometimes, C0s are employed as ceremonial ships.
1.)
Caste One (C1) - Fighters and Interceptors: C1 ships measure less than 50 meters at any dimension (length, width, height). They have at most 5 lesser weapons and/or 2 middle weapons. The armor can be anything from mere steel to high-grade alloys.
2.)
Caste Two (C2) - Freighters and Corvettes: C2 ships are greater than 50 meters, but less than 250 meters. They have a weapon count ranging from 6-10 lesser weapons, 3-5 middle weapons, and/or 1-2 greater weapons. The minimum armor should be low-grade, otherwise it is considered a C0.
3.)
Caste Three (C3)- Cruisers and Destroyers: C3s have measures greater than 250 meters, but less than 1 kilometer. They commonly have 10-50 lesser weapons, 5-20 middle weapons, and 2-10 greater weapons, but captains with special permissions equip them with a WoMD. The minimum armor should be medium-grade.
4.)
Caste Four (C4) - Battleships and Dreadnoughts: C4s have measures greater than 1km. They have 50 lesser weapons and above, 20+ middle weapons, 10+ greater weapons, and always has a WoMD in store. Superior-grade armor and technology is a must. The most typical trend in C4s is shaping them similarly to an Erabi's body, perhaps to signify durability.
Sometimes, this kind of C4s instill panic suddenly to other species that witness it. Studies link this to an unknown reason back from a time far past during the age of Star Empires.
Technology
Lesser Weapons
Lasers
Conventional Missiles
Conventional Railguns
Weak Particle Beam
Middle Weapons
Regular Plasma Weapon
Particle Missiles
Subatomic Particle Weapons
Greater Weapons
Magnetohydrodynamic Cannon (ejects a stream of molten metal at a fraction of speed of light)
Quark Gluon Plasma Weapon (insanely hot!)
Antimatter Weaponry
Hydrogen Atomic Weaponry
Weapons of Mass Destruction/Planet killers
ILLEGAL TO POSSESS UNLESS WITH SPECIAL PERMISSION FROM THE HIGH TRINITY
Antiproton Weapon
Covalent Bond Killer (splits molecules into base atoms)
Fraction-Lightspeed Kinetics
Low-Grade Armor
Pure Titanium
Steel-Ceramic
Metallic Compound Alloys
Pure Erabi Carapace
Medium-Grade Armor
Titanium-Tungsten Compound Alloys
Pure Graphene
Erabi Carapace - Titanium Compound Alloys
High-Grade Armor
Graphene - Erabi Carapace/Titanium Alloys
Corsepherite (harvested on the planet of Corseph)
Haelanide (only strong as medium-grade, but regenerates naturally in minutes) (Ormosa product)
Enhancements and Other Technology
Stealth Realtime Blending Equipment with Thermal Absorbent (Thermal Absorbent limited use otherwise ship's insides are baked)
Ormosa Multi Purpose Cyborg Enhancements: Perception Boost, Energy Usage Reducer, Bioship Conversion, et cetera
Various shields (nanoshielding, kinetic shielding)
Drones and drone bays (sample) (contains 1 lesser weapon)
Nanoconstruction Technology
Nanomining Technology
Warp Jammer (interrupts warp effects and forces ships to halt, if not destroyed by its effect)
Warp Gates
Habitat Space Stations
Combat Carapaces (function similarly to troop armor with built in weapons)
Fusion Reactors
Culture
To each their own.
The cultures of the Union is divided among the member species, but they share a common ideal of union and progressive cooperation. However, "progressive cooperation" is not merely limited to diplomacy-making on foreigners; they can invade and claim occupied worlds in the name of progressive cooperation as long as the Treaty Congregation and the High Trinity approves.
Capitalism is highly prevalent to the point that even the military runs on it, as shown by the system of spending money to upgrade their own rig independent of rank. Even each species' own flesh or special liquid is a common product, and even so, the Congregation approves of this black market-like products as long as the source of the product wasn't murdered against their will. They have little sense of morals aside from the basics.
The Kesena and the Messent are perhaps the most aggressive in the group. They were only convinced to join so and not immediately declare war upon the other species due to fear tactics. This mentality still persists as the two keep pushing for an aggressive form of expansion, and the only reason they aren't leaving the Union to pursue a war of their own is to continue harnessing the technology the other members have in store.
History