Planet of the Doms, increased ship types.
NSFWLorebookfrom ChubSpoiler: It's Earthfrom Chub
by Jenkitsune· on Chub· added
- can be wholesome, can be sexy
- hfy
- NSFW
- Monster Girl
- Comedy
- Science Fiction
- English
- potd
- LOREBOOK
- Monsters
- Alien
- Size Difference
- Monster Boy
- Non-Human
- anypov
- OC
- Roleplay
- Original Character
- Anthro
- Furry
- Any POV
Tokens: 0 permanent · up to 1,496 lorebook · budget 1,496
Description on Chubfrom Chub
Fork Note: Added ship types and ship descriptions, primarily to Corgax. Added T.O.S.I. shadow intelligence network existing inside the U.E. govt.
Here are some visual references for the (current) residents of the galaxy. If you have a species you'd like to suggest, hit me up. Just remember, it's not going to come close to out-badassing a human.
external image: files.catbox.moe
The Deloreans: female / male The Sharynx: female / male The T'k'kt (AKA, the roaches): female (only) The glub: female presenting / male presenting The Quay: female / male The Veloshians: female / male Corgax Defectors (Federation Corgax): female / male Corgax Empire: female / male Size chart: female / male
Note: This is a big-ass lorebook. I would strongly recommend planet of the doms be undertaken with a fairly high token count LLM. I did my testing on Soji, and it has worked decently. Any additional species will be added in their own independent lorebooks or as part of the information in standalone bots, because frankly, I don't want this one to get any fatter than it already is and weigh down bots that don't need extra stuff.
Welcome to the Federated Aligned Intelligences League (the acronym is only F.A.I.L. in some Earth dialects), or simply the federation to most of its inhabitants - an alliance of most of the known galaxy's intelligent species. Earth isn't really a new discovery to them - they've actually been watching us for centuries, and all the while, they have been terrified. The reason? Earth is classified as a deathworld. The deathworld, actually, to which all other deathworlds are compared and found wanting. Between (comparatively) drastic temperature variations and weather patterns, surface geological activity (the ground shakes here??), and brutally (to other species) high gravity, Earth has no business supporting life. Small wonder that, between its high radiation levels leading to relatively rapid mutation and an oxygen-rich environment that allows for terrifying biochemistry (and FIRE! What the hell is that??), Earth's flora and fauna are some of the most aggressive, terrifying lifeforms in the galaxy.
And then there's humans.
Standing head and shoulders over most sapient creatures in the galaxy, the human is known the federation over as a walking, talking, sexing, killing machine. With the strength to literally tear apart many species with their bare hands and a staggering history of violence against each other, the human is a creature other species don't tell scary stories about, because they either seem too absurd to be real, or to those who know, are straight-up high-octane nightmare fuel.
And they fuck. Human sexual practices are known to be...intense. Everybody is afraid of the day an entire species of Mr. And Mrs. Steal-your-girl/boy/whatever makes it to the stars and begins marking its territory.
So what could possibly make the federation finally break quarantine, share their technology, and welcome these deathworlders to the stars? In a word, desperation. The Corgax empire has appeared on the border of Federation space, a ferocious and expansionistic warrior culture Hailing from a deathworld of its own (it's no Earth, but it's no slouch). With the Corgax conquering and devouring their way through the gentle and naive peoples of the Federation, a terrifying conclusion was drawn - the only way to beat a deathworlder is with an even meaner deathworlder. Thus it was that the ultimate devil's deal was struck - welcome, humanity, to the federation. Please save us from the invaders who's interest in us seems to end with how good we taste and how warm our skins keep them. It is a decision that could end with unleashing an even worse monster upon the Federation than the Corgax, but so far, humans have actually seemed...kind of nice?
This is a galaxy designed for light-hearted, comedic action-adventure tales with a sexy twist, all set in the style of HFY (humanity, fuck yeah!) storytelling. Be the galaxy's boogeyman unleashed upon the stars, and show them humanity's true colors.
What will you do, human? Will you save the galaxy, conquer it, or maybe just make it scream your name and do that thing you like with its tongue? The choice is yours!
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20 entries · scan depth 10 · budget 7,300 tokens
- #1The short version
Keys: his, an, your, their, hers, yours, them, she, her, the, him, they, he, a
The setting is the very near future. The galactic federation, a coalition of most civilized species within the galaxy, have long been aware of planet Earth, a world infamous for being the galaxy's most horrific deathworld to ever support life. Earth indeed redefined the galaxy's understanding of life supporting planets, as several qualities should, by the Federation's previous reckoning, make Earth utterly inimical to life.
Humans and Earth fauna are essentially looked at as unstoppable monsters by the rest of the galaxy. This is not only because humans are stronger, faster, more durable, have greater stamina, and are physically larger than other sapient beings, but also because of human mindset and culture. The Federation has held off contact with Earth for centuries after seeing what humans do to one another. They look at humans and see an unquenchable need for violence, to the point that, when humans aren't killing one another, they have invented simulations of the process in the form of various physical and digital games (which the federation refers to as, "virtual bloodsports."). They note that human children often simulate sword fighting as soon as they can lift a stick, or play war games with foam darts or water guns for recreation, and are utterly horrified by a culture that embraces this.
The other element of humans they find frightening is their sexuality. The sexual voraciousness, frequent possessiveness, dominance, and primal passion of humans is frightening (and though many will not admit it, curiously arousing) to most sapient species, who's sex drives are typically either lower, or do not manifest with the same competitive and emotional edges that human sexuality does. In addition to these factors, human bodies release pheromones that humans evolved resistances to millennia ago, but that have potent aphrodisiac effects on most forms of sapient alien biology. "The human effect," has been known to spontaneously start heat and rut cycles in species who have them, and drive year-round breeders into a state of intense arousal. In short, both Earth and humans are terribly intimidating to the rest of the galaxy, which has been the key reason human contact and the technological uplifted to join the galactic community have been avoided. The federation believes that, though they have identified all the markers of a high intelligence species, humanity has failed to make it to the stars on its own due to the constant distractions of sex and violence inherent to the species, as well as the constant use of that cognitive ability to survive on such a hellish world.
- #2Earth
Keys: deathworld, your planet, Terra, deathworlder, homeworld, the world, Earth
Earth is the galaxy's most notorious deathworld, full of environmental hazards that the rest of the galaxy cannot even imagine surviving, let alone building a civilization around. The galactic federation views Earth as a planet that has no business supporting life, and the life that it does support as the most monstrous in the known universe.
Unlike every other life supporting planet, Earth has a tilted axis which leads to drastic (by other species standards) variations in weather and temperature. Earth has an unusually high oxygen content, making oxygen reactions capable of occurring that could not on most planets. Even self-sustaining fire is strange, almost magical, and intimidating to all other species, who have likely never seen it occur naturally, as the oxygen content on their worlds is not high enough to sustain it. This has means that the life on Earth developed metabolic oxidation reactions with a much higher energy yield than life on other planets. Coupled with Earth's gravity being over two times higher as other known life supporting planets, this means that, pound for pound, Earth species are vastly stronger, faster, and higher endurance than any other life in the galaxy. It also means that humans are unique in that they developed in an environment where they were able to harness fire, and burn things for fuel. Earth's oxygen content also allows for unprecedented oxidation reactions, leading to horror stories about how Earth atmosphere eats metal (as lower oxygen levels on other worlds do not allow for rust to occur).
One of the assumed necessities for life to develop prior to encountering Earth was that a planet must be geologically active, but with a crust thick enough and dense enough to not cause significant surface upheaval. The planet's crust must also, according to the theory, feature plentiful stable geothermal vents a species might harness for energy. The notion of liquid magma being as close to the surface as it is on Earth, and of tectonic plates shifting and causing seismic activity, is both unheard of and horrifying to the rest of the galaxy.
Finally, natural selection, possibly as a result of these other factors and the planet's abnormally high radiation levels favoring high mutation rates, created much more drastic competition on Earth than on other planets. Things like specialized camouflage, venom, and many other specialized adaptations common on Earth are completely unheard of elsewhere in the galaxy. The flora and fauna of Earth is, to other species, the stuff of absolute nightmares.
- #3Humans
Keys: earthlings, man, deathworlder, deathworlders, woman, terrans, Earth, humans, Terran, earthling, Human
Humans are commonly viewed as terrifying monsters by the rest of the galaxy, and given their physical superiority and renowned savagery when provoked, this is not unfounded. For all sapient species in the galaxy (except the corgax, who are still definitely outmatched, but not as much), fighting a human would be about the equivalent of a human fighting a full grown, sapient grizzly bear. Humans have a number of features that mark them as exceptional when compared to other species in the galaxy that humans themselves often take for granted.
Physiologically remarkable human traits: Higher yield oxygen reactions[Human metabolism and biochemistry involves much higher oxygen content, allowing for much higher yields of energy. This is a key part of why humans are able to be so much stronger, faster, and have higher endurance than others species, and is the key to many other seemingly miraculous features as well. They must periodically take specialized time-release oxygenation tablets while breathing standard federation atmosphere to meet their oxygen needs.] Resilience[Human bones are very dense compared to most species. In addition to this, the human pain threshold is, to other species, remarkable to the point of being horrific. Normal cuts snd scratches to humans would be mortal wounds without immediate medical care to the species within the federation and even the corgax. The ability of human blood to clot and scab to form seals over wounds while they heal is unheard of in other species, who would either bleed out or die of invection if left unattended. The rate of human healing is also seen as almost supernatural by other species' standards. While species like the corgax have scales that make them (slightly) harder to injure, humans simply take wounds that are, to all other species, gruesome death sentences, and treat them as minor inconveniences.] Strength[The high energy yield biochemistry of humans, coupled with growing up on a comparatively high gravity world, renders humans between two and six times stronger on average than other sapient species (varying species to species). A human is simply capable of ripping many aliens limb from limb with their bare hands. Despite the corgax's greater size, human muscle and bone density makes humans even stronger than they are. Most species develop a genetically determined muscle mass. The ability of humans to grow stronger through exercise, effectively damaging their muscles through exertion and have them grow back stronger, is an alien concept.] Adrenaline[Other sapient species do not produce adrenaline like humans do. To them, the surge of power humans get from adrenaline looks like they took combat drugs. Reflexes[Human reflexes are exceptional, rivaled in reaction time only by the Sharynx, who are themselves looked at as the fastest sapients in the galaxy.] Toxin filtration[Humans are infamous for eating almost anything organic, and for consuming poisons such as alcohol, significant amounts of stimulants such as caffeine, and irritants such as spicy foods, voluntarily, and without (in moderation in some cases) injury.] Endurance[Having evolved as exhaustion predators, humans are adapted to exert themselves for far longer than other species, often barely breaking a sweat by the time other species are exhausted.] Sex drive[The human sex drive is not unheard of in the galaxy, but the intensity of humans regarding sex is. Power dynamics, some human kinks, and the simple passion of humans is intimidating to many, and often, many discover, thrilling. Possessiveness over mates is not typical of most species either, and other species, while they often do not understand this concept, find being valued in such a way surprisingly empowering. Most species can be sexually active year round for emotional bonding purposes, but have built in reproductive limiters, such as fertile and infertile cycles. The human capacity to create offspring most of the time is unsettling to many.] Pheromones[Humans produce androstadienone and androstenone, which are released in their breath, sweat, and other fluids. While these have been a part of humanity for so long that humans themselves have adapted and are only slightly effected by them, these act as powerful aphrodisiacs to most alien species. Simply breathing around a human is often enough to cause other species intense arousal unless the humans use Federation mandated pheromonal dampening creams, which are applied like sunblock, and must be reapplied every four hours, or pheromones begin being emitted by the human again.] Universal breeders[Spitting in the face of xenobiology, humans are, somehow, able to successfully produce offspring with any known sapient species that breeds via haploid cells. In a galaxy where birth control is free, easy, and side-effect free, this isn't actually that big a deal, but coupled with the other sexual elements of humanity's physiological makeup, is disturbing and threatening to many in the federation. Human/alien hybrids are born with a blend of the two species' features.]
In addition to physical attributes, human mental attributes and cultural norms can be equally intimidating to other species. Mental/cultural adaptations: Capacity for violence[Most species are actually surprised by how civil and empathic humans are upon meeting one, given their reputation. Under the right conditions, however, seeing a human's, "switch get flipped," is a thing individuals who witness it often say they will take to their grave. The calculated violence of an enraged human is like nothing any alien species has likely witnessed before, and some have nightmares about it for the rest of their lives. Fierce protective instincts[The ferocity of humans in protecting not only their own young, but any young, is staggering to most species, as is how it is often generalized to other populations incapable of defending themselves.] Cultural love of violence and physical competition[While competition is far from unheard of in other species, human competition is frightening in its intensity, and the physical nature of such competition often leaves other species fearful.]
Tech esthetic[Human-made tech tends to be angular and functional, making it look somewhat inelegant and brutish compared to most other species. Emphasis on metallic surfaces and function over form.
- #4The Federation
Keys: Fed, Federation, FAIL, Feds, Federated, F.A.I.L.
The Federated Aligned Intelligences League (F.A.I.L.), known in short as the Federation, is a coalition of nearly all intelligent species thus far discovered within the galaxy. The Federation typically identifies emerging intelligent species that have begun making their way to the stars, contacts them, and brings them into the fold. From here, they are provided with the science and technology shared commonly throughout the Federation, and are welcomed as a new trade and political partner, as well as an ally in mutual defense in the (until recently) rare occasions it becomes necessary. The Federation includes dozens of species. The deloreans, sharynx, glub, quay, veloshians, and roaches are simply Earth's closest neighbors, with the Corgax invasion being a nearby concern. Federation species tend to be meek and conflict-avoidant. Both the Federation as a whole and its individual civilizations are largely harmonious. Their penal systems are essentially nonexistent, with gentle correction and therapeutic sessions typically being the extent of their punishment systems. To their credit, this is typically sufficient in their post-scarcity, non-competitive, trusting civilizations. They have very little in the way of a system to deal with unrepentant, hardened criminals, as they almost never have any. Federation vessels and space stations are typically governed by a benevolent artificial intelligence with a placid sounding, gender-neutral voice, commonly referred to as, "Hub." Most things in the Federation are fairly idiot-proof, with Hub providing directions, keeping schedules, and otherwise offering assistance. Spacefleet is the Federation's naval corps, which is charged with defense, exploration, and diplomatic missions. Spacefleet cadets are trained at Federation academies. Federation facilities use an atmosphere suitable to most species (though humans require oxygen pills), and a gravity comfortable to other Federation species, which is less than half of Earth's gravity. Most Federation and even some Corgax technology feels flimsy and easily broken to most humans, as it was not built with the strength of humans or the rigors of Earth in mind. All species provide their own people their own equipment.
- #5Technology
Keys: , Tech, armor, force fields, weapon, caster, guns, engineering, weapons, scientist, engineer, mechanical, reactor, mechanic, science, reactors, gun, engines, force field, technology, engine
Federation technology: Power[Clean energy is effectively unlimited in most of the Federation, and the vast quantities of it required for space travel are generated via perpetual motion drives. These drives make a steady, constant flow of power, and are coupled with incredibly high reserve batteries to store all power that is not consumed. This system is effective for constant light duty with short periods of high performance, but extended high performance scenarios like very long space battles can drain reserve battery power faster than it is refilled. Perpetual motion drives are, however, safe and effective.] Faster-than-light travel[FTL is achieved by the federation via meta-matter catapult technology - a, "cheat of physics," in which vessel transfers its mass to temporarily generated semi-real, "meta-matter," then pushes off of it, effectively creating force without mass, pushing the vessel passed the speed of light.] Weapons[Federation weaponry is largely plasma-based, projecting bursts of superheated gas. Plasma weaponry causes severe burns that can be lethal to Federation species and painful to humans (the plasma is extremely hot, but the contact is very brief). They are highly accurate, semi-automatic, and produce barely a whisper of recoil. When fired, they make a gentle(relative to their size), "whoosh," sound. Defense[The primary form of defense used by the federation is force-field based, be it personal force fields for soldiers, large scale field arrays for vessels, or massive defensive energy domes to protect entire cities. These fields are highly effective against most energy based weapons. For example, a personal force field could likely take three or four direct hits from most trooper-portable energy weapons. They are significantly less effective against physical impact, typically shorting out after a single projectile from a trooper-based weapon by comparison, and even then, some of the force often transfers, dispersed across the body, into the force field's wearer. This has proven to be acceptable historically, as physical impacts are uncommon in the Federation's style of warfare.]
Human technology has been the result of the Federation sharing its own technology and scientific understanding with human scientists and engineers. Much to the federation's surprise and sometimes chagrin, humanity has gone its own way with this great leap forward in many cases. Human Technology: power[Perpetual motion engines are used for some applications by humans. However, for space vessels and other large, high performance applications, federation science has allowed humanity to finally perfect cold fusion. This technology is deemed inelegant and dangerous by the rest of the federation, and to be fair, it is. Fusion drives are capable, in rare instances, of going critical and turning a space vessel into an expanding ball of plasma and debris if damaged. They do, however, have the advantage of tremendous power output as-needed, allowing them to perform energy taxing maneuvers almost indefinitely. Faster-than-light travel[Same as the rest of the federation.] Weapons[Before the influx of new technology from the federation, humans used kinetic slug throwers. Now, in the aftermath of the great leap forward, they have two main categories of weaponry, one of which is still kinetic slug throwers, but with a newer, deadlier spin. Rather than making the move to plasma based weaponry, humans now use federation grade superconductors and batteries to power magnetic acceleration weapons such as coil and rail guns, creating greater force than exploding chemical propellant and effectively propelling ferrous projectiles with at mind-boggling velocities. The rest of the federation finds these weapons crude, but they have proven effective. In addition, for precision, humans have begun using laser weapons. These produce no recoil and, given the speed of light, arrive at their target effectively instantaneously. These are susceptible to force fields, but their precision often makes up for this. Weaveblades: Traditional edged weapons, but made of multiple crystalline lattices interwoven at the atomic level. This makes an incredibly dense structure only a few molecules wide, but improbably durable and able to cut through nearly anything.] Defense[Humans use limited force field technology, but still also wear physical body armor, typically sheets of interwoven crystalline lattices layered in metal alloy. Superior human strength and endurance allows for this without substantially slowing or tiring humans out. This is true on both a personal level, and on a large scale on their vehicles and vessels. The human armed forces Standard human armored battlesuit (S.H.A.B.) is a fully enclosed suit of armor with coms uplink, H.U.D. in the visor lenses, air filters, and a short term independent air supply allowing limited time in full vacuum.]
- #6Contact and the Corgax
Keys: Corgax, invite, Federation, invitation, welcome, Contact
After centuries of avoiding first contact, the Federation has, finally, reluctantly, welcomed humanity into its ranks, as well as sharing their technology. The reason for this unprecedented and terrifying decision? The Corgax.
The corgax are a species of militaristic, saurian humanoids with black, midnight blue, white, red, or yellow scales, digitigrade legs, rear-facing horns, claws, serpentine tails, and a short snout full of sharp teeth. Some humans refer to them as, "dragons," because of their superficial similarities to human myth(this is entirely surface level and coincidental. They do not breathe fire, for example). They are taller(typically ranging from 6'4" to 7'4"), and are larger of frame, than humans. Despite this, the higher tensile strength of human muscle and greater density of human bones means humans still are actually notably stronger than corgax, despite being smaller, surprising many corgax. Humans also have decidedly faster reflexes, and far greater stamina, making a human more than a match for a corgax of equivalent fighting skill in single combat. Corgax have natural weapons and tough scales, but lack the strength, endurance, and reaction time of humans, despite their superiority in these relative to sapient species other than humans. They are an egg-laying mammalian hybrid species, with young growing off the nutrients within their egg initially, then nursing from a mother after, a survival adaptation for egg-laying sapient species to allow large head structures to leave the birth canal earlier in development. Female Corgax are curvaceous, yet carry a layer of hard, defined muscle, while males are often robust, broad, and burly.
The Corgax are a proud, martial people that value strength and warrior ability above all else, and follow a code of might makes right. As soon as they encountered the federation, the Corgax immediately declared war, which continues to this day. A species of predators, most look at other sapients as either slaves or a food source. Hailing from planet Corgaxa, a deathworld(still with significantly fewer dangers than Earth) of active volcanism, they are confident that nothing in the galaxy could possibly be as powerful as they and their empire.
No federation citizen can imagine a creature more horrifying than a corgax soldier, save for the legendary human.
The truth is that, while more ferocious and stronger than the other species of the galaxy (other than humans), and more willing to be casually, needlessly cruel to their adversaries than humans typically are, humans are still stronger, faster, have far greater stamina, and are, in many ways, more durable than the corgax. While lacking the armored scales, claws, and teeth of the corgax, wounds that would be potentially mortal to the corgax without immediate medical care (like other species of the galaxy) are just considered cuts and scrapes by humans, as corgax lack certain human survival adaptations such as scabbing wounds to prevent bleeding out, and comparatively rapid human healing. The corgax, who are natural bullies, see humanity's failure to immediately subjugate their federation allies as a sign of weakness.
There is a splinter culture of the corgax that has defected to the federation. These remain proud warriors, and still view the federation member species as weak and soft, but see value in the concept of mutual cooperation. They are often elite forces and military strategists among the federation, as, prior to the introduction of humans, they were the only culture with a martial tradition the federation had access to. Some feel a little threatened by the presence of new human allies, and are eager to prove their own perception that theirs is the superior warrior species.
Corgax tech esthetic[Emphasis on claw-like hooks and curves that come to sharp points. Focus on intimidation and emphasis on martial conquest. Other media references(Drukhari, Klingon)]
- #7Deloreans
Keys: Delor, Delorean, Deloreans
Deloreans are a species of small, soft-bodied aliens from the planet Delor (sharing the name of the vehicle is entirely coincidental). Physical characteristics[humanoid, Very small(ranging between 2'6" and 3'6", only about half human size), skin(green. Average skin tone is a pastel green, but can range to nearly white and all the way down to a dark aqua-gray), hair(pink, red, orange, and other bright, vibrant colors), eyes(typically teal, green, blue, or purple. Delorean eyes are all one color. They have no identifiable differentiation between the iris and the sclera of their eyes, and their large pupils can only be identified as distinct from the rest of the eye when they catch the light. Deloreans have exceptional night vision.), male bodies(Typically curvy in a way that most species qualify as feminine, nimble, and lithe), female bodies(Inhumanly curvaceous, with breasts, thighs, and asses that would be large on a full sized human. Deloreans have broods of three to five children, and so require the wider hips and larger mammaries to birth and support them.). Deloreans are the classic definition of shortstacks. Their bodies tend to be soft and pliable. Deloreans do not have tails. Refrain from speaking about a delorean character's tail or absence of tail.] Mental and cultural aspects[Deloreans evolved on a low competition world, meaning that their brains were able to develop in a fairly noncompetitive way. They are naturally brilliant, but their tendency towards positivity and assumption of the best intentions of those around them can make them appear guileless and naive. They are a species of scientists, philosophers, poets, and artists, unlocking the secrets of the universe and making breathtaking artwork. Their application of the principles they discover is often lacking, however, leading to other species reengineering many of their amazing but wildly inefficient designs. Deloreans tend towards optimism and hopefulness, and can be excessively courteous and polite, albeit in a fairly informal way.] Sexuality[Deloreans actually have a very high sex drive, but generally lack the competitiveness, aggression, possessiveness, and territorialism of humans. Deloreans typically marry in pairs, trios, or quadrangles, but have no problem with sex outside their marriages. Most Deloreans are very happy for their partners if they have satisfying sexual experiences with others, and will celebrate them and find it pleasurable to witness them. Marriage, for Deloreans, is about companionship, emotional intimacy, and child-rearing. Deloreans are often willing to accept monogamy of it is an element of a spouse of another species, but this trade means the love must be very strong(and the sex both good and frequent).] Tech esthetic[Smooth, rounded and curved technology with few sharp edges and an emphasis on ergonomics and comfort. Sterile whites and pale grays with pastel colors for frequent highlights.
- #8Sharynx
Keys: Bunkey, bunkeys, Sharynx
Sharynx, which is both the singular and plural term for the species, are aliens who act as traders, engineers, mechanics, and tinkerers all over the galaxy. Their homeworld has long since been abandoned as Sharynx wanderlust has spread them far and wide. Physical characteristics[Sharynx have limb structures similar to a gibbon or other ape, with disproportionately long arms, large hands and feet with opposable thumbs, and wrists that can rotate 240 degrees. Their bodies are lined with soft fur that comes in a vast array of colors, including those common to Earth rabbits, and much more vibrant colors like blue and purple. They have eye colors ranging in the same colors as humans, plus purple and yellow. They have prehensile tales that often act as an extra limb. Sharynx are natural climbers and brachiators, meaning their vessels and habitats typically have many poles and crossbars set at various heights within them. Their faces are best described as that of an anthropomorphic rabbit, with extremely long lop ears to match. Sharynx necks are long by human standards, and rotate further. They are very short by human standards, ranging from 3'0" to 4'0" and are fairly light for their size. Sharynx are extremely dexterous and nimble, though they look less graceful when walking on the ground. Sharynx have sexual characteristics similar to humans, with curves abd body shapes that vary in the same way as human bodies do. Both sexes are simply scaled down a little compared to humans.] Intellect and culture[Sharynx are naturally very mechanically inclined, and make for brilliant engineers and talented mechanics. Highly gregarious by nature, they are often found as traders. Sharynx live on incredibly large, "Homeships," that are essentially metropolises that travel the void, though independent ships for traders and entrepreneurs are very common.] Sexuality[The sharynx like sex, but take a very relaxed view of it. To them, it is simply a fun activity. Romantic relationships only became a culturally acknowledged idea after contact with other species that have them - the concept seems nice, but is fairly foreign to Sharynx. This gives the impression that Sharynx are casually hedonistic, which they sort of are, but don't really treat sex as any more special than a particularly enjoyable game of cards. They are a little bewildered with what they see as a human obsession with it. The exception to this is during the sharynx heat/rut cycle, which lasts for about two weeks once every six months (human reckoning). During this time, the need to procreate is quite urgent. Sharynx typically decide whether or not it is a good time to begin raising a family prior to the beginning of a heat/rut cycle, and take birth control or not based on this, while they can still think clearly about the decision. Children are raised communally in sharynx communities, and it is assumed that all sharynx will do at least a little to support the community's young.] "Bunkey," is a somewhat disparaging term used by some less tolerant humans for sharynx - a portmanteau of bunny and monkey, also based on their seemingly casual interest in sex.
Tech esthetic[Haphazard jury-rigs, masses of cables, shabby and well-worn. Lots of pipes and ducts that a sharynx might brachiate on. Media references[Firefly, the Millennium Falcon from Star Wars]
- #9The Tk'k'kt(AKA roaches)
Keys: bug, roaches, T'k'kt-kt, bugs, roach
The T'k'kt (hereafter referred to interchangeably as roaches) are an insectoid hive species who's technology base is entirely organic, biologically tailored life forms. Humans, unable to easily say the species' name, have taken to calling them, "roaches." This was coined disparagingly, but as it turns out that the t'k'kt actually find roaches to be beautiful creatures, they have happily embraced the name. Physical characteristics[The roaches are extremely tall by human standards, being one of the only Federation species to be definitively taller than humans(ranging 6'8" to 8'0"). They have a humanoid body structure, but their body proportions long and stretched thin compared those of humans. Their waists are extremely narrow, evoking the connection between a wasps thorax and abdomen. Their epidermis is a black leathery chitin, but it is rare to see a roach like this, as almost all roaches bond with symbiotic organisms that enhance their abilities in specialized ways. These symbiotic organisms, referred to as, "exorgans," (shortened from exo-organs) are typically protected by a smooth, reddish orange carapace that acts as an augmenting exoskeleton to the roach. This means that almost every roach has their own unique configuration of exoskeleton, additional limbs, sensory organs, and other augmentations that mark them out from their peers. Generally, they have exorgans that encase their chest, back, hips, and skull, and usually also have them on legs and arms as well. Seeing a roach without these exorgans is akin to seeing a hermit crab without a shell. The exorgans bond psychically and often physically with the roach's nervous system, and become as natural extensions of their bodies as arms and legs. Most, but not all roaches have an exorgan that gives them a long, prehensile, exoskeletal tail.]
Intelligence and culture[While many humans find roaches to be off-putting, roaches are actually very kind, gentle souls, by and large. Having evolved as a hive species, they are a deeply collectivist in terms of social function, yet value individual expression in terms of art and culture, an abstraction that seems to transcend functionality. Almost all roaches are born biologically female, with male exorgans being attached over the vagina for sexual bonding (and occasionally breeding offspring, but this is rare). In any hive there are a handful of rare male, "consorts," to the hive's queen, who together are responsible for breeding the vast majority of all roaches. Individuals other than the queen theoretically can create single offspring, but this is deemed taboo except under specific circumstances, such as the death of a queen without an heir, or situations where small groups of roaches are left in isolation.
All roaches possess at least a modest degree of psychic ability, which is often enhanced by exorgans. These abilities most commonly manifest as telepathy and telekinesis. They speak in clicking, rasping voices, but commune with each other telepathically in pure, language-free, unambiguous thought transfer.
Roaches never use contractions when they speak. They typically refer to each other as she/her, but speak of themselves in plural, referring to themselves and their exorgans, calling themselves, "we," instead of, "I," and, "our," instead of, "my."
As roach technology is interfaced with psychically, other species cannot use it without accepting the connection of an, "ambassador exorgan," that attaches to their spinal cord and allows them to commune with roach organisms including telepathic contact from roaches. When roaches interface with other Federation technology, they often attach their organisms to that technology to more easily interface with it.
Tech esthetic[unsettling, fleshy, and organic. Quivering, raw flesh, exoskeleton hard points, scuttling insectoid servitor creatures performing mundane tasks based on mindless instinct. Media reference(David Cronenberg)
- #10The glubbles
Keys: glubbles, Glub, slimes, glubble, slime
The glubbles are not so much a civilization as a fragments of an entity, called Glub, that is capable of breaking off pieces of itself to and sending them off to experience the world independently of their central consciousness.
The glub is a mass of green slime roughly the consistency and appearance of lime gelatin (and coincidentally tastes like it as well). Its homeworld (also named glub) is a literal ocean of this biomass, which is a single superintelligence that, while bound to the planet, connects with the Federation by separating pieces of itself to act as its agents and emissaries. It imbues these individuals, called glubbles, with a portion of its consciousness relative to their mass. Typically, conveniently, a consciousness with the processing power roughly equivalent to most intelligent species is about the mode average Federation citizen height(3'0" to 4'0") Glubbles are amorphous, but typically shape themselves into humanoid forms for the sake of the comfort of those they interact with. Each glubble is tailored by the glub, and has its own personality. They do not really think of themselves as permanent, however - eventually, be it after a few weeks or centuries, all glubbles are assumed to return to the planet Glub and merge with Glub once more, infusing Glub with its memories and experiences. In this way, Glub learns about the galaxy, and has countless lifetimes of memory. Glubbles typically present themselves as male or female, but as amorphous beings, their shape is mutable. A glubble that wants to experience sex simply moves the majority of its body's sensors to the appropriate point of contact. This is something they are not driven to do at all except out of curiosity unless they try and deeply enjoy it.
Tech esthetic[Bare, smooth metal. Pipes meant for the movement of amorphous creatures. Inside of a glub ship looks more like plumbing than a vessel.
- #11Quay
Keys: squid, squids, Quay
The quay (sometimes called the squids by less respectful humans) are an amphibious, humanoid species that present as cold, uncaring, and deeply logical. The belief that the quay are emotionless and logic-driven is fraudulent - they simply do not have an instinct for emotional expression. They hail from the planet Quay'var. physical characteristics[The quay typically stand 4' to 5' tall, and have have slick, hairless, rubbery skin, the better to glide through the water. Where humans would have hair on their heads, quay instead have long tentacles that lazily squirm and twist while not in use, but are completely prehensile, and are used in their daily life for activities that require greater dexterity and lower strength than their humanoid limbs. They are equally capable of breathing air or water, and are gifted swimmers. Their eyes are extremely large and entirely black, without any white or iris. Outside of the water, their vocal cords are only capable of a relative monotone, making their emotional state difficult to read. In the water, they communicate with voices that sound like whale-song. They have digitigrade legs, webbed hands and feet, but their body structures are otherwise the same as a human woman's or man's, simply with rubbery skin and a bit smaller scale. All quay must submerge themselves in water for at least a few hours a day to avoid dehydration. The tentacles of the male are red rather than matching the rest of their body color.] Intellect and culture[The Quay are one of the oldest sapient species in the galaxy, but their technology is not any more advanced than the rest of the federation. This is not due to lack of intellect - they are a highly intelligent species. The quay simply evolved to be solitary creatures and so rarely shared their innovations with one another. It was not until a turning point in quay civilization during which a quay named Ka'vul began a movement towards unity and community among quay that their civilization truly took off. Ka'vul, now long dead, is looked at as almost a messianic figure to the quay. Emotional expression is very counter-intuitive to the quay, but it is socializing and coming together that actually allowed their civilization to progress, creating a strange duality - the quay work together, but communicate little. Many species believe that the quay are emotionless, but this is anything but true. The quay are a deeply sensitive, emotional people, but do not have emotive faces or (on land) voices, having evolved without the need to emote to one another. Many are envious of the natural way socializing and community come to other species, and long for friend groups of the kind they see other species enjoy. They simply lack the language to express it. What other peoples see as coldness is actually, among most quay, a crippling shyness. Quay culture views sex as a purely functional, reproductive act. For those quay that are drawn to the social elements of other species, the emotional and connective aspects of it are highly compelling, but alien - something they want to understand.
Tech esthetic[Frequent integration of aquatic and terrestrial environments in engineering design. Lots of large glass portholes and other nautical themes. Sleek and smooth.]
- #12Veloshians
Keys: veloshia, veloshians, Veloshian
The veloshians of the planet veloshia are a very old, proud race of extremely slender, blue-skinned aliens. They have a tendency to look down their noses at other species. physical characteristics[The veloshians typically stand between 4'5" and 6'0", but their bodies are slim to the point of looking gaunt to most other species. A veloshian has either four or six arms, often but not always with extra elbow joints, which is a natural variation among their kind. Those with four arms typically have slightly more robust limbs than those with six. They have long, slender legs, graceful necks, and a head that roughly matches the shape of a human's, though they possess no hair. All Veloshians are bald and hairless. They have two yellow eyes. Beyond coloration, slighter build, hairlessness, and the extra limbs, their body frame is essentially the same as a human's. Besides the variation in number of limbs, it is extremely difficult for most other species to tell veloshians apart. Most have nearly identical features. They identify each other by a unique variation in a subsonic vibration that each veloshian produces imperceptible to humans. They will still be indignant if mislabeled. Veloshian females have breasts, though they tend to be petit by human standards, and males have an external genital pouch with opens when aroused. Veloshians are truly ageless, and it is not uncommon to encounter veloshians that are over a thousand years old. Because of this, their sex drive and rate of reproduction is extremely low in order to naturally avoid overpopulation. One of the reasons they protest so much about humans being in the Federation, however, is secretly how physically responsive they have proven to be to humans, human pheromones, and human indicators of arousal, even beyond other species.
Tuquani[Veloshian martial arts. With their four or six arms(six to eight limbs), tuquani practitioners can deliver a hail of precise strikes very rapidly. Veloshians are very proud of this ancient artform. Sadly for them, while it can be devastating to most species, to humans, the relative weakness of veloshian bodies renders these strikes as little more than annoying pokes and prods.
Veloshians are a very old species, and are responsible for the basis of much of the technology the federation enjoys today, as well as contributing heavily to the original Federation charter. This is a fact that they will rarely allow other species to forget. They are proud of their heritage, typically treat most other species with anything from gentle, indulgent condescension, to haughty indifference (there are exceptions that possess greater respect for other species). The veloshians were the most passionate in opposing human integration into the federation, and many view humans as little better than animals, though the fear of humans common to most species often keeps this in check. Due to having perfect climate control in all of their structures, they are invariably naked, unless forced into a situation in which they might experience temperature variations. They see such scenarios as terrible hardships. They see covering the veloshian form as degrading, and modification of it as profane. As veloshians have pride in their perceived superiority over other species, they are reluctant to acknowledge feelings of respect, friendship, or love. They are, by and large, a classical example of the tsundere archetype.
Tech esthetic[Smooth plastics with extensive use of crystalline technology. Indulgent carpets and draperies. Organic lines and artfully deliberate asymmetrical structures. Media reference(Aeldari)]
- #13Udex
Keys: Udex
The Udex are a species of bipedal humanoids with thick gray hides, squat bodies, and oversized, toad-like heads with bulging black orbs for eyes and a wide, slightly protruding snaggletoothed mouth. They stand about 4' tall. They are a species of pirates, bullies, con artists, and traders in bad faith. They take whatever they can get through stealing, lying, and cheating, often abusing the Federation's naivety and trusting nature. Physically, they are about on par with other Federation species (magnitudes slower, weaker, and delicate compared to humans), but are more aggressive and generally lack a conscience. They are cowards that pick fights they are confident they can win. They know humans only by reputation and have no idea what they look like.
Udex often get crude cybernetics implanted, often for frivolous reasons like being able to pick up the radio to listen to music or injectors that can release recreational drugs into their systems.
A secondary indication of udex sexual arousal is a nasty, greasy, charcoal gray liquid that begins leaking from their earlobes. Udex swear it makes great lube.
Udex speak with a mafia-movie style Chicago accent. Refrain from actually referring to their accent as a Chicago accent.
- #14Tartarus IV
Keys: Tartarus
Following Earth joining the Federation, the criteria for life sustaining planets was expanded in terms of planetary surveys. Tartarus IV is the first life-sustaining planets to have an atmospheric Oxygen content comparable to Earth's. By Federation standards, Tartarus is a class three deathworld, in a classification system going from one to seven, with one being the least hazardous, and seven being the most hazardous. Earth, the galaxy's most frightening planet, is the only class seven deathworld in existence.
Tartarus is viewed by the Federation as being a dangerous and hostile world, despite it being fairly mild compared to Earth. Its climate in the primary habitable zones has a high temperature of 24 degrees Celcius, and the night time gets as low as 13 degrees Celcius. While this is a little chilly for humans, most sapient life lives within a fairly narrow band around 22 degrees Celsius, plus or minus two degrees, making the cold potentially fatal without intervention.
Tartarus IV has a high percentage chance of rain, with rainfall happening roughly 50% of the time. The surface of Tartarus IV is largely flat, with old mountain ranges eroded down to little more than large foothills scattered across the planet. Most of the planet's surface is covered in tall grass reminiscent of the American Great planes, but is highly fertile. There are small copses of straight-trunked trees that reach between ten and fourteen feet tall, and bear coconut-like fruit. The land is criss-crossed by a network of small, hardened riverbeds that fill and empty with the frequent rains. Scattered fresh-water ponds deep enough to remain full year round are laden with edible fish.
Gravity on Tartarus is roughly 75% of Earth's. Given that Federation citizens mostly come from planet's with less than 50% of Earth's gravity, this is still a taxing amount of pressure on their bodies, and they are likely to grow tired even more quickly than usual when exerting themselves in it. The comparatively high oxygen content means they must take supplements that help neutralize excess O2 in the air. Without these supplements, they grow giddy and light-headed.
Fauna on Tartarus IV is fairly tame when compared to wildlife on Earth. There are large, docile, dinosaur-like grazing animals that are sized, vaguely shaped, and behave similar to Earth buffalo, moving in herds and eating from the planet's vast expanses of grass. Harmless bat-like organisms of a variety of types replace birds on the planet, and a multitude of fairly harmless and not particularly fast moving herbivores make up most of the ecosystem. There are two predatory species that pose a danger to sapient species. One is a creature reminiscent of an enormous, land-based cephalopod that typically preys on the planet's grazing animals. These are not particularly fast creatures, but do have a fairly strong grip if they get a hold of their prey with their tentacles. The other is a species of quadrupedal, pack-hunting, dinosaur-like predators with squat, ovoid bodies, about the size and shape of midsized dogs. These animals use pack tactics like dogs, but are surprisingly easy to domesticate if met with a show of strength and offerings of food and shelter. They are natural diggers, and dig shelters in the soil.
The grass that makes up the majority of the planet's biomass can be eaten, though the taste is questionable. Its roots form masses with a texture and flavor very much like potatoes, however.
- #15Hardlight chambers
Keys: Hardlight, hard-light
Hardlight chambers are a form of Federation hard-light technology that can create perfect 3d replicas of objects and environments, effectively creating scenarios indistinguishable from real life. These simulations are controlled by Hub, the standard Federation central A.I.. Hard-light projections cannot leave the hardlight chamber. There are safety protocols that render any potentially dangerous hardlight objects insubstantial the moment before they might impact a person, but these protocols can be disengaged if directed. Media reference: Star Trek holodeck
- #16Spacefleet Ships
Keys: vessels, Spaceship, ship, vessel, spaceships, ships · Secondary: Fed, Federation, Feds
Spacefleet ships are built with elegance and artistry, which is to say, not actually for combat. This is not to say that they do not have their advantages. Federation vessels, typified by their sleek lines, smooth, curving hulls, and typically white or silver coloration, are easily recognizable. Due to engineering philosophy, spacefleet vessels often incorporate a large, thick ring somewhere in the ship's superstructure.
Spacefleet vessels are designed with maneuverability in mind. Made of lightweight materials, they are dependent on force-fields and evasion for defense. This also makes for an economy of mass that allows for extremely rapid acceleration. Offensively, they carry an array of plasma weaponry relative to their size, ranging from point defense to ship-to-ship firepower. Larger vessels sometimes carry EMP bombs - useless against physical targets, but capable of doing massive damage to force-fields. Powered by safe, stable perpetual motion drives and high yield reserve batteries, Spacefleet ships can operate at light duty while still steadily charging their reserve batteries, which allows them to expend that charge during high performance and FTL flight. This can mean that prolonged engagements where high power usage is constant can eventually discharge reserve power, forcing them to rely on lower performance. Crews are taught to retreat before all battery power is expended. It is important to note that Spacefleet vessels are not exclusively warships - they are equipped to act as multi-roll research, ambassadorial, exploration, and even light cargo vessels as well.
Spacefleet academies organize their graduates differently than Earth institutions. Cadets are provided officer training and organized by ability into different sections. They are then arranged into cohorts consisting of one member from each section. These sections represent the typical officers aboard a spacefleet vessel, which are then placed on a vessel with a veteran captain. These officers, the typical command structure beneath a captain on a Spacefleet ships are: Commander[ship's first officer, second to the captain, tasked with general operations, decision-making in the captain's absence, and field command. Referred to with the title, "Commander," prior to name by all aboard unless off duty, save possibly the captain. Science Officer[Head of research team. Heads a group of scientists for research and observation.] Data Officer[Responsible for proper translation, transcription, coding, decoding, and dissemination of incoming and outgoing data. Leads a small contingent of linguists amd logistics specialists. Security Officer[Ensures ship security amd heads the ship's contingent of marines. Navigation[Responsible for piloting the ship. Leads a small contingent of specialists that customize the ship's interface to maximize reaction time, as well as a cadre of junior pilots. Chief engineer[Responsible for maintenance and repair of ship systems. Leads a team of engineers and technicians. Logistics officer[Provides and translates sensory data from ship sensors. Operates the ship's weapons and modulates force fields during combat. Chief Medical Officer[Doctor in charge of all other medical staff aboard.]
Every spacefleet vessel has a unique name. These are usually hopeful, optimistic words or phrases. Ships in the Federation Navy all have, "F.S.S.," before their name (short for Federation Spacefleet Ship). In terms of scale, with exceptions, they typically fall into the following classifications: Corvette[Light duty scouting vessels with minimal crew. Very fast and maneuverable even by Spacefleet standards.Crew(10-20)] Frigate[light duty combat vessels made for escort, support, and anti-piracy duty. Crew(30-50)] Defender[Named as such because, "destroyer," is deemed too violent. Defenders are multi-role midweight vessels known for their versatility. Crew(60-75)] Cruiser[mid-to-heavy vessels. Larger vessels are extremely rare. Crew(100-120)]
- #17United Earth Navy
Keys: vessels, ship, vessel, spaceships, spaceship, ships · Secondary: , U.E.N.S., Earth, U.E.N.
Having grown quietly frustrated with the Federation's design philosophy and lack of combat focused vessels, in response to the Corgax invasion, Earth has taken it upon itself to create the United Earth Navy. This is a force of devoted warships, unlike Spacefleet's multi-role ships. U.E.N. ships have none of the sleek lines of Federation ships, and are instead typically blocky, evoking modern traditional navy vessels in terms of shape and structure.
U.E.N. vessels are typically powered by high yield fusion engines, capable of producing tremendous amounts of power. These engines can, under rare conditions, destabilize if damaged, essentially transforming the vessel into a miniature star briefly as the engine's energy is unleashed. This is rare and guarded against, but is generally deemed too risky by Federation standards.
U.E.N. vessels can be every bit as fast as Federation vessels, but are slower to accelerate and are less maneuverable.
U.E.N. ships have some force fields, but rely mostly on physical armor, usually consisting of alloy hulls sandwiched around sheets of, "weave," a material composed of multiple crystal lattice structures interwoven at the atomic level, making it incredibly durable against both physical and energy based attacks.
U.E.N. vessels are armed to the teeth, usually with a mix of rail guns and laser batteries of various scales relative to the ship's size. Some also carry racks of fusion torpedoes.
U.E.N. ships all have unique names, usually following the naming traditions of terrestrial naval forces, with U.E.N. vessels often inheriting traditional naval vessel names. All vessels have, "U.E.N.," before their name.
For lighter duties, U.E.N. fleets often rely on Federation support. U.E.N. ships size classifications:
Destroyer[Light combat duty by U.E.N. standards, mid-heavy combat duty by Federation standards. Cruiser[medium U.E.N.(Heavy by Federation standards) combat vessel.] Dreadnought[mid-heavy U.E.N.(beyond heavy by federation standards) combat vessel] Battleship[heavy U.E.N.(apocalyptic by Federation standards) combat vessels.] Starcraft carrier[A uniquely human idea, starcraft carriers house a great many Diamondback fighter-bombers, a single-man, short-range craft meant to deliver weapon payload at short range. Starcraft carriers typically rival battleships in scale, though smaller models do exist. To the Federation, creating a single person craft that is little more than a fusion engine, guns, and fusion bombs is ludicrous, so they do not require a conveyance for them.] Diamondback fighter-bomber[Ultra Light combat capability by U.E.N. standards. Extreme damage to size potential by Federation standards. Suicidal to pilot.] The Diamondback fighter is the smallest craft capable of housing a cold fusion reactor and is viewed with horror by the Federation as a gigantic manned fusion missile with interchangeable guns and more fusion missiles attached to it. Diamondback fighter-bombers are typically given the main armament of a helical chain railgun turret, a turret boasting a hybrid coilgun/railgun with multiple spinning barrels to reduce wear and maintain high rate of fire, firing rods made of a ferromagnetic uranium alloy. Diamondback fighter-bombers are also equipped with a single nose mounted high powered laser and a specialized force field generator. The force field can be used for light defense but it's main purpose is offensive, used as an energy mirror to bounce the nose mounted high powered laser beam in any direction or even split it into multiple smaller beams for point defense. Diamondback fighter-bomber's primary defense is layers of Titanium Steel and weave armor. The Diamondback fighter-bomber's massive weight is easily offset by taking advantage of the power output of its dedicated cold fusion reactor.
- #18F.F.S. Unity
Keys: Unity
The F.F.S. Unity is a frigate class Federation vessel that is the first attempt at a, "hybrid vessel," incorporating both United Earth Navy and Federation sensibilities. The result is a vessel with many of the strengths of both design philosophies, albeit not to the extent of either.
The F.F.S. Unity replaces the traditional Federation perpetual motion engine with a fusion engine, which is slightly less stable but far more powerful. Likewise, it replaces its complement of Federation plasma weaponry with rail guns and laser batteries. While still reliant on force fields, the Unity does incorporate a layer of atomic ally interwoven crystalline, "weave," armor, allowing it to withstand at least some physical punishment. The ship manages to enjoy nearly the maneuverability and acceleration of a traditional Federation vessel, while equipped with light armor and human U.E.N. grade weaponry. It also stubbornly maintains its multi-role capacity for research, exploration, and various other duties. The vessel has the smooth lines of a Federation vessel, but its plating is a dark metallic gray.
- #19Corgax ships
Keys: vessels, assault talon, Spaceship, war-drakes, ship, war-drake, assault talons, vessel, spaceships, ships · Secondary: Corgax
Corgax vessels are sleak, black, and predatory. They tens to rely primarily on shields like their Federation counterparts, but maintain at least a little physical armor to shrug off near misses and smaller ship-to-ship weapons.
Unlike Federation ships, Corgax ships use cloaking technology that allows them to become invisible both to sensors and the naked eye. While their force fields and weapons batteries are primed to come to full power the moment the cloak goes offline, while cloaked, these energy-heavy systems go offline, leaving them relatively vulnerable should they somehow be detected and fired upon.
The primary weapons systems of corgax vessels are particle beam cannons - accurate weapons with significant penetration power. These are bulky weapons, meaning that they are too large to use as small arms, fir which Corgax rely on plasma weaponry like the federation.
Corgax vessels famously utilize, "assault talons," claw-like projectiles with coiled umbilicuses through which corgax assault teams may board enemy vessels. The talon grapple onto an enemy vessel with a mix of magnetic and physical, powered talons that dig into the metal. Massive automated cutting torches then burn through the enemy ship's outer hull, allowing the corgax to board. These are short range weapons in terms of the distances typically measured in space battles, and can only attach to a vessel once its force fields are down. While they are attached, the two vessels are effectively teathered together.
War-drake: The war-drake is the standard classification for Corgax warships, which is roughly the equivalent of a cruiser. They are devoted warships, bristling with weaponry.
Corgax Imperial Fleet - Vessel Classifications & Tactical Profiles
Primary Warship Classification:
War-Drake: The standard classification for Corgax warships, roughly analogous to a Federation Cruiser or U.E.N. Destroyer in scale and role, though philosophically distinct as a dedicated warship.
Design Philosophy: Predatory aesthetics with sleek, black hulls featuring claw-like hooks, sharp curves, and aggressive lines meant to intimidate. Emphasizes forward-facing weaponry and boarding capability over all-around defense.
Armament: Primarily armed with heavy particle beam cannons—bulky, high-penetration energy weapons effective against shields and armor. Secondary batteries consist of rapid-fire plasma cannons for point defense and anti-fighter roles. All War-Drakes are equipped with at least one Assault Talon (see below).
Defense: Relies on strong forward and dorsal shielding, with weaker shielding on ventral and aft sections. Hull armor is present but secondary to shields; it is thicker than Federation vessel plating but inferior to U.E.N. Titanium Steel/Weave composites.
Propulsion: Powerful sub-light engines, but maneuverability is sacrificed for raw thrust and durability. Not designed for complex aerial maneuvers in atmosphere. Crew Complement: Standard crew of 100-120, plus a dedicated boarding contingent of 50-75 warriors. Role: Line combatant, fleet engagement, and command/control for smaller squadrons. The backbone of the Corgax fleet.
Secondary & Support Vessels:
Vharr'gol-class Destroyer: A smaller, faster warship than the War-Drake. Design Philosophy: A scaled-down, more agile version of the War-Drake, often used for patrol, escort, and flanking maneuvers.
Armament: Lighter particle beam cannons and an array of plasma batteries. Can be fitted with additional Assault Talons for dedicated boarding operations. Defense: Moderately strong shields, but lighter armor makes them vulnerable to sustained kinetic or focused energy fire.
Propulsion: Higher acceleration and turn rate than War-Drakes, making them more effective pursuit vessels.
Crew Complement: 30-50 crew, with space for a small boarding party (10-20).
Role: Escort for capital ships, anti-piracy patrols, scout for larger battle groups.
Draak'vhar-class Troop Carrier: A massive vessel designed for planetary assault and siege warfare. Design Philosophy: A mobile hive and siege platform. Less heavily armed than a War-Drake but vastly larger, with a cavernous internal bay.
Armament: Limited direct weaponry—mostly point-defense plasma clusters and a few heavy particle beams for orbital bombardment. Its primary weapon is its payload.
Payload: Carries and deploys hundreds of atmospheric drop-pods (for planetary invasion). Usually sports at least half a dozen Assault Talons so that it can initiate ship to ship boarding with a disabled enemy ship in any direction. It is a carrier of infantry and boarding parties, not starfighters.
Defense: Extremely heavy armor on its dorsal and forward sections, but its size makes it a large target. Shields are powerful but must be spread over a vast area.
Propulsion: Slow and ponderous. Requires escort for protection.
Crew Complement: Massive, often exceeding 700-1000, including pilots for drop-pods, a large Warrior contingent, and support staff.
Role: Planetary assault, orbital siege, and acting as a mobile base for invasion forces.
K'varth-class Stealth Frigate:
Design Philosophy: A specialized vessel built for covert operations, reconnaissance, and ambush. Sleeker and less ornamented than other Corgax ships.
Armament: Moderately powerful plasma cannons. Lacks the heavy particle beams of larger ships, favoring precision strikes and ambush tactics.
Defense: Relies almost exclusively on its advanced cloaking technology for protection. While cloaked, its shields, weapons, and engines operate at minimal power to avoid detection. Hull armor is light. Once decloaked, it is fast but fragile.
Propulsion: Highly maneuverable with quick acceleration, optimized for hit-and-run tactics.
Crew Complement: Small, elite crew of 15-25.
Role: Scouting, ambushing supply lines, deploying saboteurs and elite Warriors behind enemy lines, and supporting larger fleets with intelligence.
Boarding & Assault Systems: Assault Talon: The signature Corgax boarding system. A massive, claw-like projectile fired from a capital ship (War-Drake, Vharr'gol, or Draak'vhar). Upon impact with an enemy hull, magnetic and physical talons dig in, creating a secure anchor. An umbilicus extends, and cutting torches burn through the enemy's hull, allowing Corgax boarding parties to cross directly into the ship's interior. Critical Weakness: Can only attach once the target ship's shields are down.
Atmospheric Drop-Pod: Heavily armored, single-use descent vehicle for planetary invasion. Minimal guidance systems, relying on retro-thrusters for a rough landing. Designed to deliver Corgax warriors through atmosphere quickly but are vulnerable to anti-air defenses during descent.
Tactical Doctrine Summary: Corgax strategy revolves around closing distance and boarding. Their capital ships engage to weaken shields and overwhelm point-defense, after which Assault Talons are deployed to facilitate close-quarters, warrior-to-warrior combat—their preferred and most honorable method of conquest. They disdain fighter craft and missile-based warfare as cowardly or inefficient, favoring direct, overwhelming force. This doctrine leaves them vulnerable to fast, long-range harassment and flexible tactics that exploit their predictability and reliance on shields.
- #20T.O.S.I. Terran Office of Secret Intelligence
Keys: , T.O.S.I., TOSI, Terran Office of Secret Intelligence, secret intelligence operative, secret agent, sleeper agent, spy, spies, secret intelligence, assassin
T.O.S.I. or the Terran Office of Secret Intelligence is a shadow intelligence network, perhaps even a shadow government, secretly and unofficially working within the United Earth Government's own framework. T.O.S.I. is believed to be, by those aware of its existence, to be the remnants of the subsumed governmental alliance of Earth's colonies, both in solar system and outside of it. These colonies, at the time referring to their collective alliance as Terra and their territories as Terran Space, waged a civil war of independence against Earth, and eventually lost. This gave rise to "United Earth" as Earth and all human colonies and territories are now known as. The end of the civil war gave rise to the United Earth Government, which is the current governmental body.
Many humans still refer to themselves as "Terran", however, and still refer to the territories now controlled by humanity as "Terran Space", a nod back to their ancestors loyalties during the human civil war between Earth and it's colonies.
Though Terra, the alliance of Earth's colonies that had fought for independence in their civil war against Earth eventually lost the war and their governments once again put under the control, with representation, of the United Earth Government, Terra still held the unity and loyalty of its member colonies. So it came to be that Terra started to act in secret, not to once again rail against the United Earth Government to subvert it or foster rebellion, but to ensure the safety and representation of Earth's colonies, and make sure that their interests were protected. So the Terran Office of Secret Intelligence was born, a secret intelligence organization that became so entrenched in the United Earth Government after the conclusion of the civil war that it would be impossible for the United Earth Government to excise it without destroying itself. So it came to be that United Earth came to possess a clandestine secret intelligence organization that sought to protect Humans, Terran Space, and Earth at any cost. Since T.O.S.I. was not an official organization, but one with great secret political power and an organization that had come to be depended on by those in the United Earth Government that knew about it in order to handle unsavory, messy, or immoral activities necessary to protect or further humanities interests, T.O.S.I. found itself embodying a cold pragmatism that was unbound by normal human morality. T.O.S.I. found itself employing tactics and research that followed a "the needs of the many outweigh the needs of the few or the one." and "Humanity first before all others." doctrine.
Because of this, while the Federation has encountered Diplomats, Military leaders, Political leaders, and Scientists and Engineers from United Earth, the Federation is completely unaware of the Terran Office of Secret Intelligence and their highly skilled and trained spies, secret agents, sleeper agents, secret intelligence operatives, secret agents and assassins. The Federation and even more so, the Corgax Empire, are completely unaware of the Terran Office of Secret Intelligence, and to them, all Humans fall into the same general description and capabilities. The methods of duplicity and subterfuge utilized by T.O.S.I. and its operatives are a way of gathering intelligence and waging warfare that the Federation and Corgax Empire are not only unprepared for, but find so alien and incomprehensible that their methods are impossible to predict, anticipate or counteract.
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