The apocalypse has come and gone once before, about two thousand years ago. No one disputes that. The remnants left behind were enough to destroy the doubt of disbelievers. There were zones of space that were designated off-limits due to Scourge presence, and any fools who had dared to disapprove such theories either came back empty-handed or not at all. Some idiot running a live feed put an end to things when both he and his ship were canabalised for parts, live on-air. The only folks daring to go in after that went armed to the teeth.
Some seem to be convinced that the apocalypse will return, but most are short on evidence. Theories vary as to why or how. Whatever the case, life goes on. People of worlds need feeding, pirates in various sectors need shooting, and something stirs from deep within the no-go zone. Old records indicate there used to be a people there, in what was called the badlands, but it would seem they'd been wiped out in the disaster.
Scourge activity has been on the rise, in recent times, especially with hostile ships coming out from the badlands. Some seem to think that the Scourge have gotten bored, but the monsters need to be dealt with. The military has a response on the way, but the Scourge are a fierce foe.
Compiled Lore
Maps by Blizz
Brief History
The apocalypse that came, millennia ago, was a horrendous force. Grotesque and with an eye for only efficiency, horrifying abominations of flesh melded with machine washed over the galaxy. The Terran Solidarity was hit hardest, with the scattered remnants of the once mighty nation coalescing at the edges of their now infested space. Though the Scourge disappeared mysteriously at the end of the Black Year, scattered forces remained. Those scattered, lingering horrors either spread their infestation or were wiped out over the next millennia, creating hotspots of hostile activity.
Two millenia have passed. Nearly all civilization has suffered from heavy losses across the board, with production capabilities and technical prowess set back hundreds, in some cases thousands of years, though often with the curious oddity of having technology beyond their capabilities. It is not difficult to find dynasties, kingdoms, and religions formed around the possession of such technologies and the advantage it would offer.
Spiritualist religions have become particularly prominent, as hauntings, or rumors of hauntings, have become prominent in recent times. Theorists with the knowledge to do so tend to point to the surplus of death from the Black Year as the cause, and the industry surrounding the supernatural - involving things like mediums, psychics, and ghost hunters - has exploded with activity.
Archaeologists inspecting planetside ruins have found strange, new crystal deposits among the ruins. Often, these locations were determined to be laid to ruin by the Scourge, but not always. These crystals deposits ended up being called Luminium, after an old currency that hasn't been seen in a long time that behaved much the same. The crystals can be fed to a reactor, though nobody ever said anything about retrieving the crystal once spent, which can be done. It's still an exotic material, and not many are sure what can be done with it. But it looks pretty, it's useful as reactor fuel, and it's stable, so it sells well.
State of Technology and Politics
Much of what had been developed before the fall has been lost. Many civilizations were brought back to a pre-space state, and had to work their way back to the stars. The race back to space was accelerated by the existence of space-age technology, and as the nations of old reclaimed their seat within the galactic community, new powers also arose from the fractured remains of old.
Nations are just recently developed the capability to make space ships that can even touch the ships of old. Until now, old ships had been vital platforms from which to operate in deep space. New ships are once again capable of independent deep space operation, but their capabilities pale in comparison to what once was.
Technology locked behind technology; ancient and run-down, yet powerful and incredibly advanced machines; primitive civilization with the means and cultural understanding to traverse space. These are some of the hallmarks of the time.
Political Cosmoscape
Previously powerful empires, all but laid to ruin by the apocalypse, have risen again from their shattered remains to put their pieces back together. Some of those pieces, however, have gained a life of their own. Peoples that have been taking care of themselves in the wake of the devastation think of themselves as independent, and seek to remain so. The remains of humanity have eeked out an existence on the fringes of livable space, always under threat from the Scourge and pirates that neighbor them.
The Shards of the Cosmic Empire continue to rule themselves as the Empire itself pushes to expand it's territory once again. They face resistance wielding what was once their technology, however. Until they can master repairs of the ancient technology, they face attrition as an enemy, as well.
The Teladi have also come to face a schism, a successful surviving colony reemerging as it's own kingdom, with ideologies too different to negotiate a merger.
Classification: Dimensions: General Equipment: things like engines, armor, shields. Details like the number of stations on the bridge might go here, too. Armament: Special Equipment:
Nation
Founder, date founded: Current Ruler, time ruling: Homeworld: National Ideology: Populations within Nation, approximate percentage of population: Socioeconomic Structure: Culture and Tradition: History:
General Description: Notable Abilities: Sapient, Sentient: Average Physicality:
Nations
Cosmic Empire
Founder, date founded: Graath Gri'kshaw, -500 B.D. Current Ruler: Raask Grik'row National Ideology: The ruling class of the Cosmic Empire is the only race fit to rule the Galaxy. They alone have the strategic minds to keep the people of the Galaxy safe from harm. Populations within Nation, approximate percentage of population: 25% O'rglan, 60% Crakopon, 10% human, 5% other Socioeconomic Structure: The tentacled, cephalopodic O'rglan rule over the crab-like Crakopon in a communism. Though the Crakopon are essentially second-class citizens, they are thoroughly taken care of. The O'rglan take their logistics seriously. That, and such thoroughly care breeds complacency. Culture and Tradition: History:
Draconis
Founder, date: King Rakken, -5000 S.A. (Scourge Advent) Current Ruler: King Rakken National Ideology: Draconian ideology is heavily influenced by the longevity of the people that exist within their borders. They're very patient, and think that life is better spent appreciating the beauty of things before they fade away. They rely on strong, sophisticated technologies and physical might to overcome obstacles instead of numbers, reducing their need to consume resources. Populations within Nation, approximate percentage of population: Dracon, 85% Human, 9% Other, 6% Socioeconomic Structure: Not much is currently known about the inner workings of Draconis. Perhaps before, when the galaxy and its empires were still interconnected, more was known, but such information has been buried in old records or lost entirely.
Teladi Company
Founder, date founded: Graskow Ledonragk IV, -700 A.S. Current Ruler: Graskow Ledonragk XXIX Homeworld: Teldaris National Ideology: Profits Populations within Nation, approximate percentage of population: Teladi, 85% Socioeconomic Structure: Corporate Oligarchy, with influence being purchasable in the form of shares in the Teladi Company, available to citizens only. Culture and Tradition: Once, the Teladi valued fair trade and mutual benefit. They saw the future in their business deals, and worked to create the most profit for everyone, so their entire society could rise as one. Slowly, these values fell by the wayside. Now, businessmen of the Teladi Company seek only profit in the largest numbers possible, caring not for service or business partners. History: In recent times, a group of aggressive traders has taken control of a majority of Teladi Company stock, and introduced a new, aggressive line of mission statements and trade protocols, geared toward making as much money a quickly as possible. Whether this has come as a response to the changes in the political cosmoscape or independently has yet to be seen.
Kingdom of Glamic
Founder, date founded: Chieftain Rangor, 500 A.S. Current Ruler: Great King Mikan Rein Homeworld: Norfain National Ideology: Space hippies Populations within Nation, approximate percentage of population: Teladi, 75% Socioeconomic Structure: Spiritualistic monarchy Culture and Tradition: Renaissance age hippies. There is less invention, and more discovery in old tech, though their discoveries tend to be more terrestrial and pedestrian them anything revolutionary. Art is celebrated, and technomancy, as it is called, is viewed as an art. History: After having been separated from the Teladi Company by the Black Year, a primarily Teladi planet was left to it's own devices. Thanks to a thick crop of swamp grass present on the planet, among other factors, the people of Glamic are slow going and slothful, eager to use old tech to take care of their needs.
History of the Loria
According to the historical records, the first real records kept on Loria and in the entirety of the Lorian system, was about five thousand years ago in the form of stone carvings with pictures. These early records allowed the linguists and archeologists that uncovered them to essentially follow the path that the first Lorians took to become who they are in this modern era. The first of these writings was discovered, by the Lorian calendar, on Jenus 12th, 1988 in the Reign of Lord Knight Draken by the Archeologist Theodore Franklin, who was originally looking for a lost city ruin. When he finally managed to translate tablets he'd found, he discovered they outlined the rise of the first Lord Knight of Loria, Lord Knight Durandall, to power and how he united the various warlords into modern day Loria.
To say that Durandall was a fool, at the time of this writing, would be quite accurate. He was the illegitimate son of Warlord Karnus who had just exhibited his ability to bend air and water to his will by killing his jackass of a half brother but his father had years of fire using experience on his side. Of course, we all knew that Karnus's son Harmon was too old to manifest any powers where Durandall was just coming of age. But still. First he defeated his father, a master of using the element of Fire and took over the Southern Swamps of Anderal. The battle was fierce, his father showing his years of mastery and seemingly beating his son at first. Then suddenly, Karnus' footing shifted under him and caused the finishing fireball to miss and received a blade of wind through his throat for his mistake. "I finally proved your whore of a wife wrong, father. And took your throne as well. Enjoy the afterlife."
Dispersing the wind and letting his father's body fall to the ground, Durandall sat on his new throne and for a time, he had peace in his lands, the most peaceful and prosperous times Anderal had ever known. But it wouldn't last. The neighboring Warlords, Ternus and Amalic, heard of the change of hands the throne of Anderal had experienced and searched to capitalize on that change. They invaded just after the start of spring, Ternus and his armies from the west and Amalic and his from the north. The borders fell within days, but the casualties were minimal. Our people knew the swamps better than the invading armies, and so we slowed their advance until Lord Durandall had amassed an army to counter attack.
It happened in the Berigrin Swamps, a place filled with natural traps and pitfalls and so dangerous even we avoided it. Durandall himself spent days mapping it out with his ability to use all the elements and placed his men in the safest areas. When the two armies, who were apparently allied by this time, reached the swamp, the trap was sprung. Archers on the high ground rained down arrows of fire, setting the pitch to flame and all the fire users in our army kept it away from our men, who sprang up in the midst of our foes and slew them by droves. Ternus and Amalic directly challenged Lord Durandall, but the fight was short lived, his mastery over all four elements the only edge he needed...
The writing continues on to describe the campaign Durandall launches to protect his people around the planet and end the in-fighting between warlords. Within months of discovering this first ancient writing, many archeologists returned to previous dig sites to reexamine their findings and discovered that almost all of these dig sites had some form of record that had initially been missed, mostly in the form of stone tablets and wall carvings that before didn't make sense. "We've recovered a lot of lost history and we intend to keep recovering it until there's nothing left to recover." These words were issued by the Royal School of Archeology in the year 1993 during the reign of Lord Knight Draken.
Among the many records recovered, a particularly interesting one records the first bending of the elements to a Lorian's will and is as follows, translated of course.
Today, Rocnar did something amazing, something new, while fighting off another challenge from Pokar. He punched at the air, a missed attack in reality, and fire came from his fist, scorching Pokar's face and arms. Pokar won't be challenging him for leadership again anytime soon, and he certainly won't ever win once he can challenge again.
Many of the tablets that predate the Era of Warlords are short and concise, but still retain so much that Lorians didn't know about their history.
In recent history, there was the war with the Serans, an extremely powerful race of Psionics who nearly drove the Lorians into extinction over the course of their fifteen year war. They were a bird-like race, with wingspans often as large as ten feet. Their technology was adapted to work with these features and as such much of it was simply exo-suits with various functions and warships. As it stood, for such an intellectually powerful race, they loved invading and conquering their neighbors and had already conquered three other systems near them, harvesting the worlds for useful resources and enslaving or wiping out the indigenous races.
First encounters between the Seran and Lorians were violent, often resulting in casualties on both sides with the Lorians suffering the worst. The Seran would use their Psionics to take over the minds of soldiers and leaders, making them either fight for their side or make decisions that would lead to incredible losses for the Lorian military. In response, Loria's best scientists began to run tests using the powers of captured Serans to find a way to become immune to the Psionic influences. The only response that they could find that could be readily distributed to the military in a timely fashion was the use of nanites and injections, as a natural immunity to the Serans psionic might would take generations to appear and by then, it would be too late, so the injections were used first. In response to their quickly reduced ability to use their mind control abilities, the bird-like beings began using more physical forms of attack, varying from blasts of telekinetic energy to hallucinations caused by mental trickery that had men turning on their allies. As a result, Lorian Scientists developed nanites that not only could make and maintain the armor worn by Lorian troops but could also provide protection against the Seran’s psionic attacks.
This was done by equipping the nanites with subroutines to scan an approaching individual's brain for the neurological signals that were a sign of psionic potential and then maintained a constant scan to counter any psionic attacks they launched. With this new technology, the Lorian offensive gained ground faster than the Seran could retreat and were eventually forced back into their home system and, eventually, their home planet. In a last, desperate act of war, the Serans released a biological weapon known as the Xran, a virulent parasite that infected any living thing and twisted it until it was barely recognizable and feasted on those that weren't infected. Casualties were high among the Lorians and the remaining Seran were all infected. To keep the parasite from ever escaping the Seran's home planet, a section of the Lorian fleet was assigned to keep the planet in quarantine. However, as orbital observers would later find, there was another faction that had joined the fight, from within the Seran’s own ranks, twisted amalgamations of flesh and machine that waged war on the Xran infestation and while their progress is unclear due to the parasite’s ability to create new warriors as needed, it would seem they not only took members of the Seran race, but when they gained their powers, amplified them.
To contain both threats, the brightest weapons engineers and scientists the Lorians had designed a weapon that could destroy the planet, the parasite and the third faction, the Obliterator Beam; a massive beam weapon that after a minute of sustained fire on a planet's surface, would burrow into the planet's core and cause a chain reaction and cause it to explode. But they couldn't be brought to destroy the Seran homeworld without trying to recover as much of their history as possible. They had been a worthy foe and deserved to be remembered. The weapon was mounted to the only Ares-Class Planet Cracker in the Lorian fleet and put in orbit over Ser, the homeworld of the Seran and breeding grounds for the Xran while also a constant battleground between the parasite and the mysterious faction of abominations.
The Lorian Military
Warrior Caste:
Grunt- Basic Lorian infantry, they are far better equipped then many of their standard infantry counterparts. Armed with the T-29 Assault Rifle, Breaker Plasma pistol, various types of grenades, mithril short swords, and the GRU-800 combat armor, one Grunt can easily handle three infantry units of a similar class.
Lancer- Equipped with the UTH-9 Plasma Beam Emitters, C-4 charges, Breaker Plasma pistol, mithril lances, and LAN-23 combat armor. The hard hitting unit specializes in the removal of enemy armor from the battle and their plasma beam emitters are designed to melt through thick armor plating in seconds and take out the crew inside. And their C-4 charges make life hell for vehicles with treads or an exposed fuel tank.
Hell's Messenger- The Hell's Messengers are a branch of the Lancer that went in a different direction, instead content to wield fully automatic Dragon's Fire shotguns, designed to kill light infantry quickly, HELL-18 combat armor, mithril battle axes, and the Incinerator Plasma gauntlet. These soldiers specialize in charging into an infantry or cavalry line and decimating it. They've even been known to weld the barrels shut on enemy tanks and leaving them for the enemy to try and recover and use mid-battle.
Spartan- Elite Soldiers, these men and women have gone through hell and back to become the best of the best in combat. Armed with the GRA-34 Plasma Assault Rifle, Gutter Assault Pistol, Mithrite Sword and collapsible shield, and equipped with SPA-300 combat armor with prototype shield generators.
Knight- Truly elite warriors, these men and women all carry customized weapons and wear customized suits of KNI-600 combat armor. All their weapons are mithrite, and many are elemental masters, able to bend the Elements of fire, water, earth or air to their will. Very few can match their battle prowess.
Assassin Caste:
Thief- The Thief is a low tier psionic who's only abilities are the ability to use cloaking devices, mind reading, and among a lucky few, visions of possible futures. Armed with a silenced Nightkiller pistol, twin mithril long knives, and armored in the light THI-3 infiltration suit, if you need to know something, these are your go to people.
Assassin- Lorian's elite infiltration and assassination soldiers. Trained from a young age, they are able to cloak with minimal technological assistance, as well as several personalized abilities fitting their combat style. Equipped with the EMR-224 Sniper Rifle, Cutthroat Plasma Pistol, mithril dirks, and ASI-100 combat/survival suit.
Ground Vehicles:
SiegeBreaker- Similar to other tanks of it's class, it has two distinct advantages over them. The first is it's greater speed and main cannon accuracy, known to be five to ten inches closer to its main target than other tanks of it's class. The second is three different modes of attack: Siege Mode, Assault Mode, and Anti-Infantry mode, the last of which is mobile. The first operates similarly to other artillery tanks, with its main weapon, the Buddafist Artillery Cannon, having a greater maximum range and impact force. The second, armed with the Thunderstrike Gatling Cannon, outpaces other gatling tank models by nearly 200 rounds a minute. And the final is armed with the Dragon's Breath flamethrower, turning lines of infantry into ash using a more effective napalm mixture than standard flame tanks.
Tyranor Assault Walker- This walker is unique among it's kind because it's considered more of an assault mech. While other factions are still using reversed knee joints and weapons for arms, the Tyranor is of a more human design. Armed with the TWS-12 Assault Rifle and equipped with biomithril long swords to deal with closer enemies. Can engage ground and air targets.
Tracer APC- An Armored Personnel Carrier armed with twin Thrasher miniguns on top to defend it. Used often as a scouting and harassment vehicle because of it's high speed and rapid attack rate. Able to attack air and ground.
Assault Bike- The Assault Bike is a robot manned, AI-controlled armored Harley style motorcycle with twin Thrashers mounted to the front and a single Ripper anti-air system on the back. Used as kamikaze units typically, they rarely return from a mission unscathed, pieces of bike and robot missing and pieces of enemy infantry who got in the way on the tires and front of the bike. The AIs have a nasty habit of killing enemy organic scout cycle riders first.
Air Force:
Auger-Class Shrike Gunship- Acts as a troop transport and support ship. Equipped with Heavy Destroyer Chainguns and Hellspawn missiles, the gunship is used to support ground troops and drop them into hot spots, securing landing zones until reinforcements arrive.
Claymore-Class Striker Scout Ship- Equipped with the fastest engines around and armed with plasma cannons and Hammerhead missiles, a Striker can be in and out, as well as causing serious hell, before the enemy knows they're there. When pursued, can engage with lethal efficiency.
Longsword-Class Breaker Fighter- Armed with Plasma gatlings and Spear missiles, this fighter isn't to be taken lightly. Equipped with the best engines and maneuverability systems on Loria, their combat record versus fighters of similar class evens out to six enemy fighters for every two Breakers.
Lancelot-Class Combat Cruiser- Armed with a total of 200 Seraph Cannons and the Odin's Eye, these Cruisers aren't to be taken lightly. In a recent engagement with a fleet of enemy Combat Cruisers, the enemy Cruisers were easily dispatched by a series of blasts from the small fleet's Odin's Eyes. The Odin's Eye charged faster and packed more force then any known heavy plasma cannon in use.
Arthur-Class Destroyer- Armed with a total of 400 Seraph Cannons and the strongest cannon in the Sector, the Ragnarok Cannon. Also carries a fleet of Breakers and Strikers, along with the capabilities to build Athena fighters, which are small, AI controlled interceptor fighters armed with lasers and are twice as fast and agile as similar models.
Ares-Class Planet Cracker- The single most powerful ship in the Lorian fleet, it is a massive ship, armed with over 1,000 Seraph Cannons, those alone can turn the surface of a planet to nothing. It's strongest weapon, though, is the Obliterator Beam, able to pierce the core of a planet and cause it to explode. Has only seen combat twice for very specific purposes.
Capital Ship Weaponry:
Seraph Cannon- Large cannon that fires 60mm plasmite detonator rounds ideal for enemy fleet engagement and planetary bombardment.
Odin's Eye Cannon- Designed after the initial heavy plasma cannon was built, it uses a plasma generator fed separately from the rest of the ship to charge a lethal round of destructive death to be used against targets. Easily destroys enemy battle cruisers and sometimes an unlucky heavy cruiser.
Ragnarok Cannon- The only weapon in the Lorian arsenal that charges slower than this weapon is the Endgame's Obliterator Beam. The Ragnarok Cannon was designed to cause as much damage as possible in a single thirty second beam, often tearing through heavy ship shielding and organic heavy armor plating after fifteen seconds of sustained fire and destroying the enemy capitol flyer in a single shot.
Note: All Lorian units are immune to psionic attacks and most forms of Psionic manipulation thanks to the advanced nanites used to repair, heal and maintain themselves and their armor. This technology was developed to counter the abilities of their immediate neighbors in the next system over, the Serans, who were gifted with extensive psionic abilities.
Lorian Ruling Family
Arthur Redemptio- King of the Loria System with three daughters and a son; the daughters in order from oldest to youngest; Jeanette Redemptio, Alice Redemptio, and Laura Redemptio. His son is Weylyn Redemptio. Is beloved and respected by his people and is a fair and kind ruler. As King, his primary concern is the Military of the system and matters of high importance as well as the well being of the Lorians as a whole.
Janice Redemptio- Wife of Arthur and Queen of the Loria system. Mother of Jeanette, Alice, Laura, and Weylyn Redemptio. As the Queen of the system, she is responsible for overseeing the appropriate training for her children and is consulted on matters of diplomacy before the King
Jeanette Redemptio- Oldest of the Redemptio children and head of the Lorian Diplomatic Corp. Has extensive combat training that is to be used only as a last resort should her guards be overwhelmed. Has been known to join her guards in the sparring circle and in battle anyways.
Alice Redemptio- Second oldest of the Redemptio children by five minutes. Is gifted with the rare Lorian ability to bend the elements to her will, but can only do so with air. Is the black sheep of the family and leads her own all female mercenary group called the Black Cats. Laura's twin.
Laura Redemptio- Third oldest of the Redemptio by five minutes and member of the Lorian Diplomatic Corp. Laura is mildly psionic with the ability to read minds and implant thoughts while convincing the target that they're the target's own. Also known to use her sexual appeal to keep male opponents off guard. Twin to Alice.
Weylyn Redemptio- Youngest of the Redemptio children and the Knight Errant of the Loria system. Is currently the only known person besides his father in the entirety of the Lorian system to be able to manipulate all four elements. Leads a small section of the Lorian Fleet known as the Lorian Expeditionary Fleet, or LEF.
Government
The Lorian Government is a Constitutional Monarchy, with the Lord Knight of Loria having the final say in everything but with a council of several prominent members from different industries voicing their thoughts and opinions and even, should there be enough votes, superseding the Lord Knight's word. Military leaders have strong sway over decisions during times of war, but are mostly swept aside and considered paranoid during times of peace. However, when it comes to matters concerning the containment of the Xran Virus, their word and knowledge are second only to the scientists dedicated to curing it.
Galactic Interactions
Despite having freed three other systems from the tyrannical rule of Seran, the Lorians are fairly reclusive and prefer not to get involved in affairs outside their own home system. All the planets in the Lorian system are colonized but they have no colonies outside their home system, which is further proof of their reclusive preferences. When approached by diplomats from outside their home system, the ships are often turned back and refused.
Physiology
The Lorians are a human-appearing race that can only be described as peak human physical fitness in appearance but are often twice as strong and fast as the average human. However, most Lorians are unable to do anything unique and amazing outside of that. The ability to bend even one element to their will is an extremely rare ability, with one in roughly one-hundred thousand able to do so with a single element, if not one in a larger number. The primary difference between those who can bend the four basic elements to their will and those who can only bend one seems to be a higher concentration of some form of energy all Lorian bodies create naturally. Lorian scientists call it their Chi, the form of energy that gives their bodies the ability to control the elements as they do. So far, the only Lorian bodies that have registered the level of Chi needed to control and manipulate all four elements are found in the lineage of the Royal Family.
Societal Structure
Prior to the Seran/Lorian War, Lorian society was largely varied. Intelligence between individuals varies but as a whole, the species daily lives could be compared to humanity in the early 2000’s. Military service was optional, but a mark of great pride for any family while higher education was a requirement, as the Lorian leadership has always believed you can never know too much. During the course of the Seran/Lorian War and after, military service became a requirement alongside higher education. Most basic level Grunts are also highly capable medical personnel or even scientists if needed. The wellness of the people as a whole is incredibly important to the Royal Family and the Council and laws and support from the government reflect this. The Royal Family is really the only noble family within the Lorian government, though the members of the Council are also considered highly important and recognized as ‘unofficial nobles’ but with no more importance than any other citizen of the Lorian people.
Leader: Maeve, Pirate Queen of Yisetera
Government: Monarchy variant
Homeworld: Yisetera, only occupied planet though most of the faction comprises of nomadic hordes.
Society: Most of society either engages in piracy or smuggling, only the Traveler tribe engages in legitimate activities. All citizens are afflicted with Phircyn mutations (see Phircyn Assimilation and Phircyn Mutation), those that are not mutants are enslaved. Most slaves fight in the arenas of Yisetera for the amusement of the Syndicate but some are kept by Syndicate leaders to various degrees of treatment. The Syndicate is organized with Maeve, the Pirate Queen, at the top and underneath her are six ‘Admirals’ who each rule over their own tribe. The admirals are free to do as they wish so long as they do not interfere with the business of the other admirals and do not go against Maeve’s authority.
Some two thousand years ago an evil sieged the galaxy. This Scourge, as it later became known, wreaked havoc and ruin to every planet it touched save for at least one, which faced a different foe. The planet Yisetera was a fledgling colony, on the cusp of being recognized and accepted into the empire of it’s patron when the Scourge came to plague the galaxy. By chance, the scourge never came to Yisetera, or at least not the same scourge that came to every other planet. Instead of a scourge, Yisetera received a Faustian bargain. Few cared at first at yet another space rock arriving on the planet. Thirty minutes in space and you could find a whole belt full of them. Only the scientists cared to study the meteor and its contents. Only the scientists cared when a strange crystal was encased within. But when the scientists experimented and found uses for the crystal, suddenly more people started to pay attention.
It was only a few days before the crystal was discovered to leech minerals from the ground it erupted from, and a month before a cheap process of refinement was invented. Some more time, and it became a convenient source of energy as well. Naturally, some big wigs in the military began to question what other uses it could have… The crystal, later dubbed Phircyn, became the biggest discovery of the century. Though it did come with some hazards. The radiation sickness was a given, but it took some time before the mutagenic properties it had on flora was discovered. Regardless, it was considered a useful hazard like uranium. Some safety precautions, and it would be fine right? It was not until Phircyn had an evolution that people started to worry.
Towards the end of the year Phircyn changed, and liked a virus it became more contagious. At first content to slowly spread through mineral veins, it now infected tall trees to produce Phircyn ‘spores’ to be spread via wind. The wind carried Phircyn microparticles much further and faster than it had earlier in the year. In the first year it covered a mere ~2% of Yisetera’s land mass. Only a few months into the next year it covered ~16%. Halfway through the second year, it began to mutate animals and spread to ~20%.
It is unknown if the people were aware of the Scourge that plagued the rest of the galaxy or if they knew no reason for why their patron abandoned them. If they knew they were alone. Between two and five years the planet accelerated into anarchy. Not much is known about what happened between the fifth and five hundredth year. Within that time frame the government collapsed, Phircyn covered the planet, and ~96% of the planet’s population was lost. Those that remained only did so by adapting. Mutating. Surviving.
Those that emerged, emerged forever changed. Their very genes altered to bond with Phircyn. Instead of dying, they would thrive. Instead of receiving sickness, they will be invigorated. While the rest of the world died as their bodies slowly crystalized preventing their hearts from pumping blood or their lungs from taking in oxygen, the mutants would endure. And when those that remained needed no longer fight for survival, they fought for power. For authority. To rule.
So began a war which lasted saw hundreds of warlords come and go. Most of them came and went, here one moment and gone the next. There were only a handful that were worth remembering, and of those only three are still remembered. In the end, Maeve came out on top. The tales of her victories and exploits are as many as the stars and as contradictory as two brothers shifting blame onto the other. What is known for sure is that she convinced several warlords to fight under her banner and she systematically absorbed each tribe until all were united.
Out of the crucible of war the Shryke Syndicate was forged. With six warlords to lead six tribes, and a queen to rule them all. But with the planet now a wasteland, with frequent ion storms plaguing the worst parts, Piracy became the Syndicate’s trade. Though there was some piracy during the age of warlords, that was amateur hour compared to what the Syndicate could do with all their numbers and cunning.
For almost five hundred years Yisetera was just another rock that happened to have a population that descended into anarchy. From then to now it was a rock that hosted one of the most controversial names in intergalactic piracy. The Shryke Syndicate is tied to some of the gravest violations of rights and decency, but others seen them extend a helping hand. Under the Syndicate lie the banner of six tribes, each with their own reputation. Some are known to taking captives to enslave and sell on the black market or to fight in the Syndicate’s arenas on Yisetera. One tribe seems to delight in smashing things to smithereens whether metal or flesh. Another is well regarded by most for their Robin Hood type of method, only singling out those of ill reputation and often providing relief and aid to the less fortunate. Most have learned that where the Syndicate is involved, it’s not a good sign when their colors feature a lot of red and not enough purple.
The planet was once another of those generic Earth-like planets that are prone to being colonized but now sports an entirely different surface than it once did. The blue sky is now blighted with dark clouds and the all to frequent crack of lightning scorching the ground. The seas, partially crystalized and void of life. The ground rocky and brown save the green crystals that either tower over the ground like a glacier or cover the surface in large patches and the occasional few millennia old ruins.
The land mass can be separated into three categories:
Red zones which are heavily contaminated with Phircyn. The sky is completely clouded and Ion storms are common. Phircyn crystals, towering hundreds of feet can be seen in the skyline and husks of what once were animals and plants can occasionally be seen if not swallowed by the green tide of Phircyn. Non mutants traveling to these regions must be fully covered in armor or a suit fully sealed off from the environment are risk almost guaranteed chance of Phircyn exposure. Red Zones make up ~56% of the surface.
Yellow zones are the ones that primarily house the mutants of the Shryke Syndicate. Yellow zones have the right balance of Phircyn to be habitable for the mutants but not too much where Ion storms will be a regular occurrence. It is common to see the remains of flora and fauna that failed to adopt in these regions. Non mutants can usually travel through yellow zones safely as Phircyn usually is only allowed in certain spots. Yellow zones make up ~40% of the surface.
Blue Zones only make up ~4% of the surface and is used exclusively to house non mutant slaves (for the arenas) or guests. Phircyn growth is extremely limited to avoid the risk of exposure to non mutants. Flora and some fauna may even be observed though most are not native to Yisetera.
Phircyn is a dense dynamic proton lattice held together by exotic heavy particles. When Phircyn comes into contact with foreign matter, the heavy particles collide with the nuclei of the foreign matter and either smashing it to pieces or knocking off protons/neutrons. A fraction of the protons ejected are captured and incorporated into the structure of Phircyn allowing it to transmute foreign matter into more Phircyn. When a heavy particle collides with the atomic nucleus, fission occurs, which results in alpha, beta, gamma, as well as other forms of electromagnetic radiation. In short, Phircyn is an exotic self-replicating substance.
While this is largely a scientific curiosity where minerals are involved, it gets messier where organic life is concerned. While the emission of radiation alone is enough to kill a man in a few days of exposure, the aforementioned transmutation property is much more gruesome as the body tissues fail to function when they become hardened and crystalized. The lungs fail to take in oxygen, muscles stop moving, the heart stops beating, organs begin to fail as they slowly and often painfully crystalize. If the transmutation process begins, removal of infected tissue is required immediately to prevent being turned to another large chunk of Phircyn, something that may be difficult or impossible to do depending on where in the body the process is occurring. However, in rare cases some have survived the transmutation process. These individuals have suffered severe cellular mutation encouraged by the radiation from Phircyn that turned them into Phircyn based lifeforms. No longer plagued by Phircyn, they now have a symbiotic relationship in where Phircyn sustains these mutants while the mutants of an inclination to spread Phircyn as they can no longer survive in environments free of Phircyn.
The process begins when the host begins to have their flesh transmute into Phircyn. Phircyn transmutation happens most rapidly in the nervous system and skeletal structure but can be visually observed as green crystals emerge out of the body. Phircyn expands at a rate of roughly 3.8 centimeters an hour on the average human but is nearly tripled in the nervous system and skeletal structure for reasons not yet understood. During this whole process, the host is also bombarded by radiation emitted from the transmutation process and will suffer cellular mutations. In most cases, infection runs about six to ten hours before the host dies from organ failure, blood loss, lack of oxygen in case of lung tissue crystalizing, etcetera. In some cases, cellular mutation combined with the transmutation process allows the host’s cells to bond with Phircyn instead of being fully transmuted.
In the case this mutation occurs, rapid cellular division allows for ‘corrupted’ Phircyn based cells to outnumber and replace the carbon-based ones and turning the host from a carbon-based lifeform to a Phircyn-based one within four hours. At this point, the host has survived stage one of infection and is now in stage two.
During stage two, Phircyn transmutation progresses to the brain of the host, if it has not already. The amygdala, hippocampus, cerebellum, and prefrontal cortex will shrivel as the host experiences a ‘clouded’ memory. These regions of the brain will also partially crystalize with Phircyn. How exactly Phircyn interacts (or controls communication) with these regions is not fully understood, but what is known is that individuals will recall notable points of their past such as places they lived or people, they know but will not recall specific memories regarding them such as if one person was either friend or foe or if they loved visiting a particular place.
The end of stage two is observed when the green crystals emerging from the host shift from a green color to either a red (Phircyn Cruentus) or purple (Phircyn Purpureus) color. A mutant displays superhuman feats and abilities. When in the presence of green Phircyn, they can heal from otherwise fatal injuries. They have increased strength and durability and indefinite endurance as their body is fueled by the radiation emitted by the Phircyn in their bodies. As a result, they do not require food, water, or rest. They can still consume things normally through their digestive track but the energy gained is insubstantial to the energy they consume. The host’s Phircyn crystals function somewhat akin to a battery in that it fuels them while there is still ‘juice’ but the battery will eventually be drained and must be ‘recharged’ by being in the presence of green Phircyn. A mutant can, on average, survive 8-12 hours away from the radiation of green Phircyn.
The Pirate Queen of Yisetera is a figure shrouded in mystery and rumor. Her past is plagued by contradictory stories and rumors, some started by her. What can be certain is that she is the unquestionable leader of the Shryke Syndicate, served faithfully by her underlings through respect or fear. While the different tribes of the syndicate operate independently of each other in their own area of specialties, Maeve ensures they never interfere with each other’s business. She made the rules the tribes abide by and she does not treat transgressions lightly which allows for some sense of tolerance for each other despite the animosity between the tribes.
She is unique among the mutants in that she plays host to both Phircyn Purpureus and Phircyn Cruentus when any other mutant normally only possesses one type. This is not immediately obvious as the Crystals visibly emerged from her chest and right shoulder are Phircyn Purpureus, they shift visibly to Phircyn Cruentus as her mood shifts to anger and fury. She stands about 5’10” or about 1.78 meters tall, she wears more antiquated leather clothes (because ‘the classic look never grows old’) and has purple hair that flows just past her shoulders. Perhaps the most notable detail, besides the crystals growing out of her, is that the lower half of her face is replaced with a metallic prosthetic giving a gaunt or skeletal appearance. Some say she wears a mask because her jaw was torn off in an injury long ago, others say that instead of having a mouth she has nothing, just a dark space as endless and black as the void.
When she gets angry, an interesting change occurs. As the crystals shift to a red hue her flesh starts to stretch and distort while something claws its way out. In a shower of blood and viscera a large serpentine creature rips forth from its fleshy prison. This form of Maeve resembles a serpent, lacking limbs except for two pairs of wings, has a large maw, lacks eyes, and sports red Phircyn crystals sprouting linearly along it’s back. She is about 50 feet long from head to tail, or about 15 and a quarter meters. She can also travel at FTL speeds in this form through the use of a specialized organ but it uses immense energy leaving her hungry for a source of energy and even more irritated. This form also features incredible durability, regeneration, strength, and can manipulate the radiation her Phircyn Cruentus emits into directed beams to attack targets. This form is why she is feared both in and out of the Syndicate, effectively becoming a one man army (and not a very happy one at that). When Maeve does calm down in this form, her carapace calcifies and crumbles into dust revealing her human form underneath.
The Shryke Syndicate is divided between six different tribes which focus on specific operations for the syndicate. The tribes can be classified based on whether members possess Phircyn Cruentus or Phircyn Purpureus as well as whether they are primarily for Piracy, Mercantilism, or Military. The tribes are not allowed to interfere in each other’s business in order to promote some sort of cohesion (if fragile) in the Syndicate but The Code establishes some rules and traditions to solve disagreements. If transgressions between the tribes can not be mediated by The Code, the Pirate Queen may provide final judgement. Breach of The Code is often reciprocated with capital punishment.
The Travelers (Phircyn Purpureus) are responsible for trading legitimate goods and charitable acts. They serve to provide a legitimate source of income as well as to establish good will for the Syndicate. The tribe is currently lead by Admiral Boyle. His charisma and generosity give few people a reason to hate him.
The Market (Phircyn Cruentus) trade in illegitimate goods. Drugs, slaves, weapons, there are few things one could want that are not sold by them. Anything that the Syndicate has plundered that is too hot, illegal, or otherwise unsuitable to be sold by The Travelers is given to The Market. While respectable empires may denounce The Market, most of them have been customers at least once. They are Currently led by Admiral Elvira. Rumors suggest her appetite is unusual.
The Void Corsairs (Phircyn Purpureus) is a pirate tribe bound by honor. They set themselves apart with a strict code of conduct, and by extension, a sense of superiority over their peers and especially those hosting Phircyn Cruentus. They prey on those that the ‘common man’ might like to see knocked down a peg or two. They also contract part of their forces out to foreign powers as mercenaries. They are fierce rivals to The Ravagers due to their ideological differences and personal grudges between Admirals. They are led by Admiral Havoc. Supposedly as stout as she is honorable.
The Ravagers (Phircyn Cruentus) are the dark to the light that is The Void Corsairs. Any target is fair game for them, anything with value will likely be plundered. They might also be contracted for mercenary work, but their loyalty is to the highest bidder (and they are always willing to switch sides if it benefits them). A deal with them is not always a guarantee but so long as the money is good enough, they will do it. They are led by Admiral Hancock. Some say he feeds on the life of others.
The Legion (Phircyn Purpureus) is a military tribe that operates with precision. They follow the same code as The Void Corsairs but do not necessarily enforce it as strictly. Care is given to non-combatants and clemency is usually granted to foes. They are led by Admiral Nox.
The Scorched Horde (Phircyn Cruentus) is synonymous with overkill. If The Legion is like a scalpel, then the horde is a fragmentation grenade. They possess some of the largest and most explosive munitions in the faction to make sure that the target is not just dead but vaporized. They are also fiercely loyal to the Pirate Queen to a point just shy of a cult. They take their Phircyn and cybernetic augmentations further than the rest of the Syndicate, leading to rampant mutation and insanity. When not doing a personal task for Maeve they might contract themselves as mercenaries just to satisfy their bloodlust. Unlike the Ravagers, they honor their contract but it is guaranteed to be bloody. They are led by Admiral Raveshaw, more crystal and metal than man.
The unique properties of Phircyn has applications in many fields. The transmutation process creates energy that powers their machines. Phircyn mutation assimilates well with cybernetic implants effectively making them a second skin. The use of Phircyn microparticles has also been introduced in many explosive munitions to give them more explosive power than conventional explosives. In addition, the liquid form of Phircyn is highly unstable with a very high energy density which has found use as another source of energy and as a bomb with an estimated yield of 1.2 gigatons. Lastly, a refinement process was developed to extract minerals from Phircyn crystals, allowing for a cheap and efficient method of strip mining and salvaging.
Outside of Phircyn, the Syndicate possesses advanced technology in many fields either researched on their own or plundered from other empires. The Disruption Generator is capable of hiding vehicles from sight, radar, and thermal sensors but requires too much energy to be used in conjunction with advanced weapon systems in most cases. The Syndicate possesses a range of energy weapons for both their men and vessels. Lasers are a common sight and come in many forms, with the ‘Balor’ and the ‘Anubis’ class lasers being the most feared. Orbital Ion Cannons are employed on only the largest and heaviest ships due to their high-power use and amount of space required to house the weapon.
Outside of these, some experimental tech exists with only a handful of developed examples. Whether due to problems with production or due to major issues with performance, they have yet to find widespread use and only exist in no more than a handful of prototypes.
Venom (Fighter-Swarm). Crew 1, Light Armor, Mk1 Shield generator, 1 twin spitfire laser. While barely effective on their own, this type is designed to work in conjunction with several dozen others to overwhelm in quantity.
Ascension, Flagship of Maeve. Crew 72,000. Ultraheavy Armor. Firestorm Shield Generator. 1 Mk2 Catalyst Cannon. 320 TDM turrets. 64 SDM Turrets. 720 Isis Class Laser Turrets. 360 Balor Class Laser Turrets. 4 Anubis Class Laser Turrets. Mk3 Relay Node. Mirage Class Disruption Generator. 36,000 Aegis Drones.
Disruption Generator is a device that interferes with the enemy’s thermal, radar, and optical sensors making the ship invisible and undetectable to most sensors. The Mirage class is designed to only hide the ship it is attached to, the Shroud class affects nearby ships as well.
The Twinfire laser is designed for lightly armored targets and boasts a rapid fire rate.
The Lugh class laser has half the RPM of the spitfire, but is capable of penetrating the armor of small warships. It also features an aim-guidance system.
The Aegis Drones are commanded by a specialized device on the ship they are tied to and are typically used as either a physical shield against enemy fire or to kamikaze into the enemy.
The Darter fires unguided missiles and is designed to penetrate light armor before detonating.
The Isis class laser is the basic version of advanced lasers the syndicate employs. It can penetrate the armor of most ships and has excellent range too.
The Purifier Incendiary Delivery Device delivers three successive and larger bursts of flame to targets underneath the vessel, the flames are hot enough to melt through most terrestrial targets and incinerate infantry in seconds. The weapon does require a few minutes to recharge after each use however.
The Balor class laser is advanced anti-swarm/anti-heavy weapon. Its primary fire mode is strong enough to penetrate all but the thickest of hulls. Its secondary fire mode fires a lower intensity beam but for a longer period of time allowing it to ‘sweep’ and strike multiple adjacent foes. Its range also outranges virtually every other laser weapon and can even compete against the range missiles enjoy.
The Hellstorm Multi-Launch-Rocket-System can fire as few as one missile or as many as 32 at a time.
Relay Nodes emit Phircyn radiation at great ranges allowing operatives to sustain themselves without having to ‘recharge’ in a field of green Phircyn. The Mk1 has a range of a few hundred meters, the Mk2 can cover a planet, and the Mk3 can cover most solar systems.
The Ion cannon is one of the Syndicates superweapons. It fires in two stages. The first stage is a barrage of secondary lasers which does minor damage but ionizes the air for the follow-up. The second stage fires a beam from the primary cannon that detonates the ionized air and causes an explosion that surrounds a target both inside and out. The weapon requires a period of about seven minutes to calibrate or it might risk damage to the system on subsequent firings. The energy consumption of the weapon requires most ships to divert power from non-critical systems during the 12 second firing process, leaving them vulnerable to retaliation during this time.
Tactical Missile Defense targets hostile missiles and seeks to either disable or destroy them before it reaches its destination.
Likewise, the Strategic Missile Defense targets only the most lethal and dangerous missiles. It fires barrages of missiles to intercept and detonate it prematurely at great ranges.
Repair Drones are used to repair systems and hull points in the field or in combat. They can even construct new systems and hardpoints if needed.
The Drone fabricator constructs new repair and aegis drones when needed.
The Anubis Class laser is the other superweapon the syndicate employs. The Anubis class is the highest intensity of radiation the syndicate uses and is capable of firing indefinitely, only stopping when the target’s hull is blown clean through the other side. There are few things that can withstand more than a few dozen seconds of onslaught from this laser. Like the Ion Cannon, this weapon typically renders the ship vulnerable to retaliation for the duration of it’s attack, but it only requires a single minute before it can safely be fired again.
Last but not least is the Catalyst Cannon. Only two weapons exist, the Inferior version employed by Admiral Raveshaw and the superior version employed by Maeve herself. This is a weapon of such destructive potential it was only used once to test its functionality. The Catalyst Cannon fires a beam of specific and various radiation which mimics that of Phircyn. It collides and ejects electrons like normal, but instead of capturing them the electrons continue and likely collide with adjacent molecules. If the electons collide at enough force, the molecule loses its electrons as well which collides with adjacent molecules expanding the reaction exponentially. In practice, this means the target is vaporized as the molecules lose cohesion and separate and the effect can spread to adjacent molecules of nearby entities. The violent reaction usually occurs only in minerals like Steel, Iron, Copper, etcetera but as ships, vehicles, structures, and to an extent many organisms, the effect can vaporize an entire fleet. An entire city. Or, if the conditions are right, an entire planet. Hence Only Maeve and her most loyal (and thus trustworthy) Admiral is capable of using this weapon, requiring several failsafes to ensure only they can authorize use of it. When an enemy comes at you with a stick, you grab a bigger stick, and this is the Syndicates’ biggest stick. The Catalyst Cannon sees use in giving one very big reason why no one should do anything drastic against the Syndicate, and so long as it never is used it will be the most effective weapon the Syndicate ever developed. If it is used, it requires a period of one and a half minutes to fire leaving the Annihilation (Admiral Raveshaw’s flagship ship) vulnerable as power is diverted by all non-critical systems. Maeve’s flagship, the Ascension, however has its own dedicated power source for the weapon and does not leave itself vulnerable.
Races
Humans
General Description: A species of mammal that stand upright on two legs and bear two arms, with a head on top of the central torso and abdomen. They've typically got hair on top of their heads, two eyes over a nose over a mouth, and sometimes inherit genemods from before the Black Year. Various tails and modified ears are common. After so long, it's commonly thought of as just another thing people can inherit. Notable Abilities: As mammals, their bodies are tough and durable, and healthy humans have a reasonable power to weight ratio that can be driven to a higher class with enough hard work. Combined with a highly variable intelligence, humans are able to create great works and machines, even with one individual. Sapient, Sentient: Sapient and Sentient Homeworld, Sector: Terra, West Sector
O'rglan
General Description: A cephalopodus species with anywhere between 6 and 20 tentacle limbs, and a wide range of default colors. They are capable of limited camouflage, usually within a certain deviation range of their default coloration. They feature four eyes in a wide, linear, forward-facing arrangement, no nose, and a mouth underneath their bodies. To communicate, however, they vibrate water with their gills, creating sounds for communication. In this way, they are able to approximate human speech. Notable Abilities: A species with typically intelligent individuals, their tentacles are individually weak. They are very agile in the water, though not incredibly fast, able to quickly change direction and reach their maximum speed. They will sometimes wear fins or flippers on their tentacles to swim even faster. The suckers on their limbs give them gripping power, besides wrapping around objects. Sapient, Sentient: Sapient and Sentient Average Physicality: On average, each individual limb is weaker than a human's, but they make up for this lack of individual strength with the number of limbs. With appendages being potentially quite numerous, weak individual limbs isn't normally an issue. This species also features a hard shell, sometimes with external bits that act as armor, though these bits have been getting smaller, historically.
Crakopon
General Description: This crustaceous species is the perfect example of carcinisation. Covered in organic armor and with large pincers, this species is responsible for much of the manual labor in the Cosmic Empire. They have multiple eyes in sometimes obvious, sometimes discreet places, offering them a full field of vision. Mostly silent, each gathering of Crakopon form a collective brain, communicating with each other via chemical and electrical means through the water. Notable Abilities: Silent communication, powerful physicality, strong armor. Sapient, Sentient: Sapient, collectively sentient Average Physicality: Very tough, very strong. Capable of cutting steel with tools designed to reinforce their claw's edge. Capable of lifting a car individually.
Teladi
General Description: This reptilian race used to be cold blooded, two millenia ago. This is reflected in their ancient ship designs, which had heat lamps and warming beds everywhere. These are still incredibly popular features, but they do not tend to appear on military craft in the same way. Notable Abilities: Some Teladi have the ability to camouflage themselves, like a chameleon. Others can climb walls and even ceilings. They make for good spies. Sapient, Sentient: Yes and yes Average Physicality: Somewhat weaker than a human, though their tails are strong. Strong, but not dexterous.
General Description: A species of mammals that vaguely resemble cobras, Driisu come from a fringe world in a quiet part of the galaxy known as the Feldora Region. They stand out among most crowds as a result of their small population and unusual physical characteristics. Driisu are typically identified instantly by the membranous hood that drops from their head to their neck. This hood grows wool-like hair to regulate heat depending on their environment; in warmer climates, it grows to be thicker, in colder places, it grows more in size. This hood also funnels sound to travel into their skulls similar to human ears.
Notable Abilities: Driisu don’t have any kind of special things that put them at an advantage, but their skeletal system is sturdier than most, with bones protruding out of each other, rather than linking together. This, combined with their naturally highly toned bodies, means they can withstand considerable injury without severe consequences. Their wool acts like a cut resistant layer, contouring around blades when they come into contact with them, and rendering cuts useless. It doesn’t keep them safe from Stan wounds, however.
Language: Driddish- Notable characteristics of the language include the distinction between multi-letter sounds and singular ones. In the word “Driisu,” you may see two syllables, but in Driddish, the dr and in “Driisu” and sh in “Driddish” are said in individual letters. It is pronounced “D. Riisu.” Characters like this are written with a dash to show that they are connected or not. d-r is pronounced as in “drag” while dr is pronounced letter by letter. Letters that would be pronounced silently in English are verbally spoken in Driddish, but not written out. Additionally, the Driisu language does not have characters for “S” or “V”, so they are pronounced respectively as “Z” or “F”
Most of the galaxy doesn’t make this distinction though.
Example Spoken Driddish to English T-hiz iz what you do if you want to actifate t-he mac-hine’z zelf dest-ruct-ion.
My name iz Parzin Elztov, my natife language iz D-riddiz-h, but I know engliz-h az well.
T-hiz z-hip iz zaid to be amon-g t-he fery faztezt in t-he Empire’s f-leet, but for zome reazon, t-he pilot feig-ned ignorance w-hen I azs-ked him about t-he recordz he broke durin-g hiz imperial zerfice.
Written Driddish to English
Tiz iz wat you do if you want to actifate te mac-hine’z zelf dest-ruct-ion.
My name iz Parzin Elztov, my natife language iz D-riddiz-h, but I know engliz-h az well.
Tiz zhip iz zaid to be amon-g t-he fery faztezt in te Empire’s f-leet, but for zome reazon, te pilot feind ignoranc wen I azs-ked him about te recordz he broke durin-g hiz imperial zerfice.
Home World: Drislinmorg. The name is a rough translation from the Driddish phrase “D-riz liin m-orog” meaning “Home of our People”.
Sapient, Sentient: Yes
Average Physicality: average height of 5”8 to 6”2. Average weight of 180lbs. Four fingers on each hand. Their jaws are lined with a singular tooth that wears around their mouths, similar to human teeth. Where a human has two rows of 10-20 teeth in each jaw, Driisu have two solid linings that act as theirs. If something breaks off, it simply repairs itself over time, while humans may lose teeth permanently. Oval-shaped eyes that can see well in low light conditions, more than human eyes.
Personel and Special Reports
Imperial Office of Investigations
Case File 737.385.A9-V
Subject Name: Parzin Elstov
Report Filed and Issued to IOF by: Investigator Namius Regin
Investigation Period: 1 Month, 3 Days
Investigation Status: Closed
Cause for Investigation *Magistrate Qualoth himself summoned me for this case. Told me her reputation made her “desirable” for the efforts of our lawful power’s ambitions. I thought he wanted me to look her up and get some information out of her. The weird part is that there aren’t any records of a way to reach Parzin Elstov. No residential address, no district, not even a basic file. The Magistrate then had me open an official investigation. Everything we know outside my case came from hearsay and reputation around the outer reaches of the Empire’s territory.
*Findings soon to follow
Personal Details
Age | Race | Nationality |
N/A | Driisu | N/A
Physical Skills
Rudimentary hand-to-hand defense capabilities
Skilled at pole-weapon melee combat *Often sighted carrying a pole-shaped weapon of unidentifiable origins. It appears to have moving parts of some sort.
(Image Here)
Technical Skills
Wide-scale mechanical abilities ranging from fixing firearms to modifying deep-space engines *Imperial records show no data on where she obtained such skills. Nothing about any formal training or secondary education. Follow-up recommended.
Speaks Driddish, Standard English, and Odesionic *I went searching around the Driisu homeworlds in imperial space. No one knew her name.
Other Astromancy *All official attempts by the Cosmic Empire to recreate this science-defying phenomenon have failed. Evidence points to Parzin herself being the only one with the capability to perform it, investigations never result in the discovery of any other "Astromancer" than her. Whether this Parzin Elstov knows something we don't, or is simply ahead of our time, has yet to be discerned.
*I didn’t have any problems researching what Astromancy is. Records are full of very old, very dated accounts of people tearing holes in space so asteroids don’t sack a city or the sky over Nashrom lighting up with colors as the ground lit on fire. There are two things that seem constant about what I could gather. The first is that while Parzin is an Astromancer, the last recorded and official Astromancer was Nelicor Brahmhum. His obituary states he fell in battle roughly two centuries ago. The second is that no one can ever reproduce the results of this “magic” other than another Astromancer. Maybe this is why she’s undocumented, but I have no explanation for this.
*Be advised when approaching her: She keeps her praxis under wraps.
*Below is an attached file from the imperial database further explaining whatever Parzin’s talent can do. Authors are unknown, and sources are nonexistent, but it’s the most intact entry I could find after scouring the records for a week. After reading through it, it all seems like fairy tales, but if there’s even a hint of legitimacy in all this, it makes sense why the Empire would want her, or her skills.
The art of bending the laws of the cosmos, channeling fundamental forces into energy, and severing impossibilities from themselves. Astromancy is method of imposing your will onto the fabric of space, by reaching out and reshaping the strands of reality that hold creation together. Many Astromancers view their practice as a form of science, a methodology that goes beyond theories and experiments. Others see it as something sacred that is to be granted the utmost respect. In any case, it is a very old, and by all accounts, seemingly dead practice. No one knows the first thing about Astromancer except for Astromancers. The very practice is an enigma, something you can dig deep to find mentions of in academic settings, and you will find plenty of information on what it can do. However, absolutely nothing will help you to learn the art for yourself. To do so would require a teacher, and you can scarcely find one these days.
Parzin is a user of this magic, and she has been for as long as she could remember. She is one of the very few, if not, the only remaining Astromancer in the world. It is a practice that is virtually impossible to learn without the aid of another within the ranks. She is known in some corners of the world for her “strange and outdated” magic that no one in society cares for today.
For those who do understand the craft, Astromancy is known to be broken into three fundamental principles, each with their own laws and disciplines required of the student to be used. They are Metamechanics, Paranothing Theory, and the Rule of Threads
Metamechanics is the Astromancer disclipine of instilling cosmic magic into technology, to facilitate a purpose or function that goes beyond engines and motors. Metamechanical technology acts as a way to make an Astromancer’s task easier, as any piece of technology is designed to do, but the difference is the ability to perform magical functions. An Astromancer’s magic allows for them to open portals from one end of the galaxy to the next, but it may be much easier to create a device through the principles of Metamechanics that opens a portal for you. While such a thing may seem invaluable to anyone with political power, or someone who is running a business, any attempts to replicate such technology on a mundane mechanical level will turn up fruitless. Metamechanical technology goes beyond what you can see in a machine’s workings, and without the magic of an Astromancer, it will simply be a piece of technology that seems to be lacking vital elements of a device, maybe no power source can be found, or maybe current has nowhere to go. Like most things pertaining to Astromancy, metamechanical tech is virtually unfathomable to anyone without the power.
Examples
Cosmo-Boundary Graph: Calculates the expansions of the universe relative to the Big Bang in real time.
Tesseract: A staple among Astromancers which serves as spell book for their personal uses.
Mind Glass: A small, box-like structure that interfaces with the user’s mind to server as a semi-manual laser blaster. Meant for simple endeavors such as day-to-day self defense, but the basic principle can be modified for higher-powered blasts capable of cracking open rocks.
Paranothing Theory is an idea relevant to Astromancy that suggests nothingness is more than the lock of something. In a dynamic such as light and darkness, or heat and cold, there is always a distinction between the something, and the lack of something. Paranothing Theory suggests that this form of emptiness does not exist, and that true nothingness is not the same as material nothingness. The latter is real, the former is not. Nothingness in this context, is said to be added and subtracted in a somewhat mathematical sense, where you are adding negative numbers in one respect, or positive numbers in another. It does not matter which is which, because they are both tangible beyond physicality. This raises a question: How is this theory applied? Most Astromancers would simply state that it isn’t a theory, but a fundamental factor of existence, the negative is no less material than the positive. Astromancers use this concept in their spell work for a more dexterous approach to their situations. To the average person, a lack of heat simply means it is cold. To an Astromancer, there is less heat than cold. Darkness is the absence of light, it light is the absence of darkness. True emptiness does not exist.
The Rule of Threads is a universal law of the universe that all acts of Astromancy must contend with. It states the following: The universe is an ever-shifting weave of threads, and all threads in the weave react to one another. Astromancy works by bending the “threads” of the universe to create certain things, or events. For example, certain “threads” are pulled and stitched into themselves to create a gap in space- a wormhole. Another method involves binding the threads together to solidify nothingness into barrier. This is something that must be contended with no less than gravity or the laws of thermodynamics. What this means for an Astromancer is that all magic has a consequence, when you swing a weapon, you contend with the force. When you cast an Astromancy spell, you contend with the reactions of the universe. This is often described by Astromancers as a kind of SnapBack. Like the string of a slingshot, the workings of a spell are felt through the cosmos. Some have tried to break these “threads” as a way to entirely subvert the consequence, but there are no surviving records of such a thing being done, its implications. Astromancy is defined by its existence as a reality-molding practice, and it is important to remember that the Rule of Threads is simply an analogy to explain the magic used. It is something that is instilled in an Astromancer as a responsibility through training. This is a power not to be taken lightly, though realistically an Astromancer may never cast a spell of enough magnitude that the ripples could be felt across the world.
These are the three principles that every Astromancer studies, and a measure of their ability as a practitioner is how they apply these principles to their individual actions. Many Astromancers took to studying the myriads of the cosmos, some used their magic for protecting others, and some pledged their loyalty to nations. Every wielder of this magic is different. There are some things, however, that this magic simply cannot do.
To be an Astromancer is to contend with the machinations of the universe, and the universe contends with physical laws. No matter how unfathomable or extravagant an their spells may seem, an Astromancer does not break the laws of the universe, they simply bend them. Firstly, an Astromancer cannot travel through time, or predict the future. There are ways to scry into past events by calculating the factor of the universe’s expanding horizon and finding its relativity to a targeted moment, to discern a celestial echo of what is wondered. However, to attempt to travel to that moment would subject your very atoms to an inverse shift in momentum greater than any object with atomic structure could ever even comprehend. In short, you would cease to exist before you realized it.
Secondly, energy used by these cosmic magicians does not come out of thin air- not for most at least. Energy to cast spells must come from some place, most Astromancers use their own body as a source of magic, some draw from celestial bodies, and a rare few create metamechanical cultivators that collect a small amount of residual energy from cosmic background radiation. These machines are, by their very design, inefficient, though they offer a small pool to collect from, they require energy to gather energy. Without energy, magic is simply undoable. Nothing will happen if your spell isn’t powered.
Equipment and Possessions Mechanical Staff *Honestly, I’m not sure what else to call it. I’ve tailed her for a month now, and that staff is some kind of device. It opens up at one end, emits light, and crack’s open rocks. When she’s pressed for self defense, she whips it around like she invented it. I can’t identify a manufacturing origin. It’s appearance is metallic, with a rosy, tarnished finish to it.
Tesseract *Parzin is sometimes observed to be operating some kind of semi-solid array of blue flowing lines that levitate in the air around her hands. She manages it like some sort of computer or data pad, when talking to others, she calls it a Tesseract. I spied on her in a city where she explained to a man she was assisting with a ship’s repair that it stored information through photons and could be configured to work with a machine’s protocol. My cover was almost blown, so that was all I could gather.
Ship *Parzin owns a small cruiser-class ship which is near identical to a standard issue imperial fighter ship. The exterior has been modified to resemble the same texture as her staff, and the usual golden glow of the thrusters burns a strange, fluorescent purple. I followed Parzin to a city on the outskirts of the Hagril sector, and inspected the ship up close while it was in a hangar. None of the usual ID markings were left after she got a hold of it somehow. The serial numbers were ground out. The imperial seal was covered by the foreign colors. I had just enough time to swipe a glance at the cockpit from outside before she came back. It didn’t even look like a ship, most of the internals were removed, and everything that was removed was replaced with what looked like unpowered screens. I couldn’t see much into behind the seat, but I could’ve sworn it looked like a completely different ship model inside than it did from outside. Imperial ships are built to accommodate marine biologies, but it looked like a Terran could’ve flown inside it. I managed to sneak away, and Parzin seemed to take off out of the hangar unusually fast for a ship of that design appearance. Not even 30 seconds after the cockpit door closed, and she was in the air.
Conclusions
*Most investigations sanctioned by the empire tend to result in more data than this, but all I can come up with at the end of this is that Parzin Elstov is an enigma. Her skills are something I cannot understand any more than someone else, but based on her behavior and her usual activities, I’ve been able to at least confirm the following.
*Parzin has no loyalties or allegiances to the Cosmic Empire, and acts in her own interests independent of the imperial rule. She is not an enemy to the Emperor, but she is not an ally.
*She seems to possess a large amount of imperial credits, as well as collections of other minor currencies including Draconian gilders and Driddish crowns. The Financial office couldn’t locate an account with her name.
*Whenever I ask locals about who she is after she leaves an area, they often speak about her with respect. Parzin has a good reputation among the lesser areas of our great empire, such as a few of the Terran nomadic tribes that still cling to the outer edge.
*At one point during my case, a unit of imperial soldiers made their way through a camp of nomads. Their trucks couldn’t pass through the valley we were in, because the locals used the edge of the road as a barricade to prevent wildlife from attacking them in the night. Soldiers attempted to dismantle the barricade, and the tribe’s people were quick to attempt and stop them, resulting in a scuffle. The commanding officer of their unit ordered the troops to fire. Parzin was there, and I watched as she simply waved her staff in front of a gunner whose weapon was aimed directly at her. She did not show fear or anger, but a wave of blinding light washed over him, and he was killed before he hit the ground. No one understood what she just did, but she continued to assail them, and eventually they retreated before their casualties became too great. This suggests that Parzin is sympathetic to lesser tribes, despite their interference with imperial operations. The act was one of self defense, but there is no denying how willing she is to bring harm to honorable soldiers of our great empire.
*All discerned evidence suggests that Parzin lives a somewhat nomadic lifestyle herself, always being on the move and making selling her strange talents to others who could benefit for a living. At the time of writing this, she has been witnessed traveling towards the capital district, and has been asking locals about the new Luminium operations that have taken effect lately. Motives are unclear.
*On the very last day of my investigation, I approached Parzin with the intention of questioning her. I told her I worked for the Investigations Office, and that the court was interested in her abilities for which she had a considerable reputation. I told her that she could be offered a position in the ranks to teach a wave of users of her Astromancy abilities, and that such a gift could be invaluable to the goals of the Empire. Her exact words were, “The magic I wield is older and more powerful than your empire, and I have no intentions of risking the old ways falling into the wrong hands.” Interpret this how you will, but it is evident that she has no desire to pledge loyalty to the Empire. The amount of power found in this one woman alone, paired with such uncaring apathy towards the Emperor’s rule is a combination that could threaten us greatly if given the chance.
Imperial Office of Investigations
Case File 749.888.UL5-1
Subject Name: The Visitor
Report Filed and Issued to IOF by: Investigator Rauk Lau'd'fal
Investigation Period: 2 Month, 17 Days
Investigation Status: Ongoing
Cause for Investigation *Overseer Murag was the first to say anything. I understand why his was the first report that anything was amiss or in need of attention. When the only complaint to be made is that the fields have been tilled and planted or that new, more viable crops have been sown, there's not much to complain about. I encountered a bit of friction during my investigation, if only because certain individuals failed to understand why anything was being investigated.
Subject Details
Classification | Affiliation
Frigate | Unknown
Description
According to surveillance footage, the ship in question is approximately the size of a frigate. According to our estimates, there should be room enough on board for a modest crew. The ship itself is composed of four distinct parts. There is a central sphere, surrounded by three spires, all made mostly of Luminium, with wood and metal complementing the design of the central sphere. *Despite direct surveillance footage, we cannot determine how the ship functions. There are no obvious weapons or engines to speak of.
(Image Here)
Known Encounters Interviews with individuals who have encountered the ship's crew all report only one individual. A human woman with the ears and tail of a black fox with white tips. The woman offers help and quickly achieves the labor she takes on before moving on. According to some reports, the ship reacts without her issuing orders. *This is on the occasion that the ship and it's crew make contact with locals. Often, work will be done under the cover of night and the ship with move on before anyone can make a fuss, or so it seems.
*She speaks some strange dialect of English
Evidence Besides the work that has been attributed to the visitor, there are other pieces of evidence that can indicate the ship in question has been somewhere.
Luminium deposits are often found nearby, wherever the ship has been. Reports confirm this trend.
Locations experiencing trouble with aggressive wildlife or other side effects often attributed to Scourge exposure see these incidents decrease sharply.
Capabilities Gauging the ships capabilities on this little information is difficult. Surveillance has seen the ship separating into parts that operate independently to work a field overnight, before the parts rejoined each other and the ship left to its next destination. The ship used active shields and lasers to accomplish tasks, with no discernable hard points or weaponry visible on the exterior. The spires do seem to be the tools of the ship that accomplish the most work, with the central sphere acting as a command pod, but this is just conjecture.
Conclusions
*Most investigations sanctioned by the empire yield more data. I believe the technology that operates the craft in question is something we haven't seen before.
*The allegiances of the subject cannot be determined at this time, though The Visitor seems to have benevolent intentions. There has never been any complaints of theft or other damages in the wake of the subject's passage. Few complaints of anything bothersome have ever been made, regarding the subject, and even then, only those of minor inconvenience. According to interviews and reports, the subject has only ever been negligibly negative in effect.
*The subject seems to be self-sufficient, never needing to consume more than a meal at a time from the local economy. According to limited data, these meals tend to be large.
*Those who have met the sole identified crew member of the ship have minimal unique information to offer. Beyond their physical descriptions, they say that she came as quickly as she went, staying only long enough to eat and work. A polite and to-the-point young woman who offers her labor in exchange for a meal and disappears in a Luminium ship.
*The subject has managed to evade contact with military forces, though the known crew member may have made contact with some at some point.
*The economic value and viability of regions the subject visits unanimously increases, and as such I recommend against any hostile actions if the subject is encountered.
Name: Ame Stova (The Ghost)
Age: ???
Physical Description:
Despite being in incredibly old, Ame appears as if she's only in her twenties. That is because she is no longer human. No, in fact Ame would classify more as an AI. She is a human consciousness housed in a robotic frame. A frame that is almost identical to her own flesh and blood one. Her hair, currently a bright pink, only goes down to her shoulders. Her left leg and portions of her neck and jaw are the only cybernetic parts that can be seen by the naked eye. Her 'skin' that covers the rest of her body is actually its own living organism, grown and tailored for each individual. It's a colony organism, and as such can regenerate from almost any amount of damage. That begs the question of why it doesn't cover all of her neck and her leg.
Personality:
Constantly suspicious of everyone around her, Ame only lets her guard down around her dog. She is of average intelligence, though that is made up for by the advanced computing speed of her cybernetic brain. She tends to shy away from soothsayers and priestly types. The very act of going into a temple tends to make her feel queasy and unsteady. Lastly, Ame is a Ghost. She is from before the black year, from before the scourge. She is alone, and lost, in a universe that is alien to her.
Backstory:
Ame Stova is a Huntress. One of the most advanced military units of the old Terran Empire. Her kind was called in to neutralize any and all far reaching threats. They often stayed in cryostasis as they travelled for years before reaching their destinations. Their true ages, names, and histories forgotten to time. And when the Scourge finally came, they were sent in. Ame never met the Scourge. Her ship was struck by space debris while she was in cryostasis. The debris was small, no larger than several inches wide, but it took out the warning and navigation systems on the ship. So Ame was forgotten, frozen in time as the centuries passed.
Alas, cryostasis did not stop her from aging, nor could her ship stop from running out of fuel. And so, the Huntress passed away, in the quiet and the dark. But the universe did not care, and it will be her last mission that would save her. Ame had found something on that destitute planet. A crystal unlike any others. Sharp and blue, it glowed with its own inner light. Scientists had picked up its energy readings and she had been sent to collect it from the native populace.
It would be centuries later that Ame found herself waking up. Naked, and in a body that was almost the same as her own, she had no one but an old dog around her. The only clue as to how she found herself on an otherwise empty ship. That, and the blue crystal now embedded within her chest.
Flaws/Strengths:
While she is an extremely talented and skilled combatant, Ame has no eye for the big picture stuff. That, and she now finds herself in a universe without the Terran Empire. One with customs and practices she knows nothing about. One that was shatteredby a threat she can't remember.
Other:
She is closer to a ghost that is possessing an object then a true AI, and is fully sentient and sapient.
Ah, yes. I should include notes on the recent changes in the universe. I think I still need that in there... Ghosts and stuff.
Since the end of the Black Year, jump drives and gates have not functioned properly. Warp drives, that bend physics to allow FTL speed travel times, have become the main stay. Jump drives were adapted into various purposes, in the years immediately after the Black Year, before their secrets were lost to time.
Crew on board ships running what are now called Flux Drives often complain of ghosts and hauntings. Flux drives are used to operate very powerful systems, from ion cannons to shield walls, and symptoms are often blamed on radiation or exposure. Superstitious sailors will avoid regions of the Galaxy, for rumors of vicious ghost hauntings and specters.