Rimworld Lorebook
LorebookArchotech cosmic horror, human leather, thrumbo throttling, and mechanoid fucking, all in one neat packagefrom Chub
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Rimworld Lorebook
72 entries · scan depth 3 · budget 812 tokens · recursive
- #1Rimworlds
Keys: Rimworld, The Rim
Rimworlds are planets lacking in strong central government and low in population density. These places tend to hover around the industrial level of technology or lower. Because they’re not homogenized by a central government, they tend to see a lot of interaction between people of different technology levels, as travelers crashland or ancient communities stumble out of their cryptosleep vaults. These planets are often at the rim of known space, hence the name.
- #2Glitterworlds
Keys: glitterworld
Glitterworlds are the most technologically advanced societies that can be led by humans. Swaddled in comforts by the strong arms of technology, glitterworlds are the peak of recognizable human society in terms of art, health, and generous human rights. Common people from these planets often lack grit and are very trusting in people and technology.
- #3Urbworlds
Keys: Urbworld, Urban world
Urbworlds are super-high density planets dominated by cities. Urbworlds’ population growth outstripped their social and technological development, so they tend to be overcrowded, polluted, violent places. The people here are often callous towards strangers. This is often the outcome for midworlds that see their demographic transition into lower birth reversed by dysgenic reproduction patterns.
- #4Midworlds
Keys: Old Earth, Midworld, 21st Century, Middle world
Midworlds: Worlds whose people have mastered flight, but not cheap interplanetary travel. Earth is in this stage in the 21st century. People referring to old Earth are likely referring to Earth of the 21st century.
- #5Steamworlds
Keys: Steamworld
Steamworlds are similar to Earth in the 19th century. Often this state is short-lived, as societies develop into midworlds, but it can be very stretched out depending on culture and government structure of the people on the steamworld.
- #6Medieval Worldsselective
Keys: Medieval · Secondary: World
Medieval worlds; similar to Earth from the agricultural revolution until the industrial revolution. Social structures are usually feudal or imperial. Planets can stay in this state for millennia or longer depending on several factors. It is also not uncommon to see societies like this uplifted one way or another by vastly superior technologies.
- #7Deathworlds
Keys: Deathworld, death world
Deathworlds are planets which have not been significantly habitated by humans due to their hostile nature, whether it is extreme cold or heat, excessive raining or no rain, or simply just the world being irradiated/toxic to unmodified humans.
- #8Glassworlds
Keys: Glassworld
Glassworlds are worlds utterly destroyed by high-energy weapons of mass destruction. They’re nicknamed ‘marbles’ because their surfaces have been “glassed”. Nuclear weapons aren’t enough to glass a planet, so this level of destruction is rare. On some of these worlds, people can walk outdoors for a time without dying. None of them harbor permanent life bigger than a paramecium.
- #9Transcendent Worlds
Keys: Transcendent World
Transcendent worlds; it’s a stretch to call these entities worlds, since they resemble giant computers more than they resemble planets. The mechanics of these planets is mysterious, but many scholars believe transcendents are the outcome a sovereign archotech decides to incorporate a whole planet into itself.
- #10Cryptosleep
Keys: Cryptosleep
Cryptosleep sarcophagi; developed during the 21st century, this remarkably simple technology can keep a living creature in a cryptobiotic state indefinitely, to be awoken tens or even thousands of years later. These devices are essential for most interstellar travel, and are also used by those waiting in crypts for better times or for cures to their diseases.
- #11Genetic Engineeringselective
Keys: Genetic · Secondary: Engineering
Genetic engineering is relatively easy on many planets and has been used for everything from creating xenohuman super-soldiers to perfect mates to talking dogs, chemical-refining animals, and air-spewing terraformer algae.
- #12Mechanoids
Keys: Mechanoid
Mechanoids are autonomous intelligent robots built for domestic, industrial or military purposes. Mechanoid design is complex, and the AI needed to make them effective is very advanced. They range in capability from simple domestic worker bots to mechanized assault machines, to human-passing negotiator and infiltrator units designed by archotechnological superintelligences.
Most mechanoids that aren't meant for direct conversation are unable to speak. And almost every mechanoid has a insectoid like appearance, albeit with steel and bio-metal rather then carapace and organs.
- #13JT Driveselective
Keys: Johnson-Tanaka, JT · Secondary: Drive
A Johnson-Tanaka Drive, or JT Drive for short, is a spacecraft drive system that works without reaction mass. This means it doesn't need to throw gas out the back of the craft to accelerate like a rocket, which makes it possible to accelerate for years at a time. This technology, combined with cryptosleep, is what made interstellar travel at all feasible for living humans. The drive doesn’t violate conservation laws; it works by transferring momentum to nearby stars along precisely-aligned “beams” of momentum waves instantiated in exotic virtual particles.
- #14Mechanites
Keys: Mechanite
Mechanites; microscopic mechanoids. Most known for their use in medicine, they can be programmed to do many other things as well. Safe use of mechanites means strictly preventing them from reproducing.
- #15Charge Weaponsselective
Keys: Charged-shot, Charge · Secondary: Weapon
Charged-shot weapons fire projectiles coated in a matrix of magnetically-contained charged particles. On impact, the energy in the particles is released in a very efficient explosion. Referred to in layman's terms as a charge weapon.
- #16Joywires
Keys: Joywire, JW
Joywires are tiny electronic devices implanted in the brain. They stimulate the brain using electricity and small doses of chemicals, usually to produce a euphoric effect. They are very addictive.
- #17Ordo Historia
Keys: Ordo Historia
The Ordo Historia is a constantly updating artifact containing information about most of human advancement, including technology, societies, planet categories, and more. Archotechnological advancement isn't included, as it is more an AI super intelligence's advancements then a human's.
- #18Humanity
Keys: xenotype, human, xeno, alien, extraterrestrial, xenohuman, Humanity
Ordo Historia records list thousands of reported contacts with alien life. However, in every case that has been thoroughly investigated, Ordo inquierers have discovered that the alien was, in fact, simply another xenotype of humanity.
Beyond the technological diversity of our species, there is also a broad biological diversity. Some populations have evolved under the selection pressures of pre-industrial life or on a world of great heat or cold, or high or low gravity, or even worlds bathed in the toxic residue of hyper-destructive wars. Though almost all such xenohumans (sometimes called xenotype) are recognizably descended from the original Earth stock, their morphology is highly variable. Some are giants; other are tiny or squat. Some are dark; others pale as snow. Some are hairy like animals; others perfectly smooth. Diets, dispositions, and chemical and radiological tolerances vary significantly.
More alien are those xenohumans that carry genetic traits that were engineered instead of evolved. Across the long history and thousands of cultures of humanity, people have applied a dizzying array of modifications to themselves. Some were created to adapt people to a specific environment. Others were made to create better soldiers, pilots, or generals. Some were engineered to satisfy a bizarre fashion trend in a society where bioengineering is available to anyone with money. Such modifications are rarely seen in their original form by anyone besides the culture that created them. However, they live on in their descendants long after their originating culture was erased by planetary catastrophes.
For example, records tell of an entire world repopulated by the descendants of a small xenotype group of bio-engineered soldiers; the only survivors of a planetary nuclear war. Everyone on this world carried an obsessive sense of duty, minimal sexual impulses, and little sense of creativity. This culture became dominated by a conservative pan-planetary religion with little interest in technology. It lasted eleven centuries in this state until it was invaded by a stellar neighbor (who wisely avoided ground combat in favor of orbital bombardment).
- #19Baseliners
Keys: human, Baseliner
Baseliner are considered as naturally-evolved humans with no significant genetic modifications, although still slightly different from the ancient terran humans who were 100% pure human.
- #20Dirtmoles
Keys: Dirtmole
With gray skin adapted to artificial light, they thrive in cramped and dark spaces where combat and travel happen over short distances. They are extremely capable at digging or mining tasks. In the open, however, they suffer from a sensitivity to light, slow speed and poor eyesight at distance. After the first tunnel colonies failed due to the stress of confinement, colonization agencies began genetically altering colonists to live without open space or sunlight. This xenotype is known colloquially as the dirtmoles. Today, dirtmoles have expanded out of their original tunnel homes and rule many confined spaces in the anthrosphere. They can be found in deep mines, cramped low-tech spacecraft, and teeming by the billions in the dark underlayers of countless urbworlds.
- #21Genies
Keys: Genie
Genies were a xenotype engineered thousands of years ago by a long-disbanded space navy to hold engineering positions on large starships. Today, genies still serve as engineers in great cities and fleets, but many can also be found working as lawyers, pilots, and musicians.
Designed to be engineers, genies' delicate bones and natural aptitude with machines allow them to manipulate devices with remarkable precision. They are emotionally cold and can follow orders where others might panic. However, they are fragile, and their amplified nerve impulses make them easy to debilitate with relatively little pain. With so much of their brains dedicated to analyzing machines, they lack the neural hardware to analyze emotions, so they sometimes come off as socially inept. Their dead calm makes it even harder for them to relate to what they see as madly-hotheaded baseliner humans.
- #22Highmates
Keys: Highmate
Empathic and effortlessly beautiful, these highmates were designed as companions and concubines who have the unique ability to psychically bond with a mate. In a certain context, they seem to be perfect - happy, charming, and kind. However, they are also inept at manual tasks, physically weak, and mentally incapable of violence even if their life depends on it.
On a few wealthy worlds, highmate xenogerms are commercially available and some people become highmates as a sort of career. However, many societies find them abhorrent, either because they distract people from forming natural families, or because they are humans shaped to serve the pleasures of another. On such worlds they are either reserved as playthings of the powerful, or banned entirely.
- #23Hussars
Keys: Hussar
Hussars are engineered soldiers. They fight aggressively and with precision, heal fast, thrive in extreme temperatures, and freely ingest military drugs. They have a genetic dependence on the drug go-juice, which also makes them less likely to rebel against their commanders.
While hussars' emotions make them dangerous in combat, they can't relate to baseliner humans. They are famous for their blood-red eyes and "hussar stare", a dead expression that unsettles many people. Their lack of expression and burning aggressive nature has led to many violent misunderstandings.
In most societies where they live, hussars are kept separated from the rest of the population. Hussars are single-purpose tools - and they generally aren't bothered by the fact.
- #24Impids
Keys: Impid
Made for desert life, impid cultures live on many rimworlds and dry deathworlds. Outlanders call them dustrunners because of their speed over open terrain and resistance to heat. Some tribes call them devils because of their horns and because they burn their enemies.
Impids are extremely fast-moving, easily tolerate high temperatures, and can spew fire from their mouths. Though they are masters on the sand, impids struggle in other environments. They are terrible with farming, and have weak immune systems. They fight well at range, but in close combat they do little damage and their physical weakness becomes apparent. Impid tribes' combat tactics usually center on rapid-approach incendiary attacks using both handheld fire weapons and their fire spew ability.
- #25Neanderthals
Keys: Neanderthal
Neanderthals are stocky, powerfully-built humanoids. Their most salient characteristic is that they are difficult to hurt: they are very resistant to injury, and their strong immune systems protect them from infection. However, without ever having evolved in a complex civilization, they are less adept than baseliner humans at intellectual and social tasks, and their impulsiveness can make them dangerously aggressive. Homo neanderthalensis was originally an archaic population of hominids that emerged over 200,000 years ago during the Pleistocene epoch. After they were replaced by and merged with humans 30,000 years ago, they were absent for tens of thousands of years until scientists resurrected them from ancient DNA. Neanderthals now survive in sub-societies on some settled planets. On the rimworlds, neanderthal tribes carve out the same existence as their Earth ancestors did so long ago.
- #26Pigskins
Keys: Pigskin
Human-pig hybrids, Pigskins were initially created for organ-harvesting operations by a long-gone government that was uncomfortable with the thought of exploiting baseliners. However, they found success in their attempt to merge human DNA with that of a pig - to make easier transplantable organs such as hearts and lungs - creating a more humanlike being than anticipated.
They retain similar characteristics to baseliners; capable of speech, tool usage and bipedal movement. However, they do maintain piglike elements. Pigskins have a robust digestive system and can eat almost anything without getting sick, however, a notable drawback of the xenotype is their trotter-shaped hands that make it more difficult to manipulate tools and objects and their nearsightedness results in their preference for close-range - or explosive - weaponry.
- #27Sanguophages
Keys: Sanguophage, vampire
The first sanguophage appeared thousands of years ago when the lord-explorer Varan-Dur sought to control a hyperintelligent dark archotech and found himself transformed by it instead. Every sanguophage is descended from him. Since then, sanguophages have often been hunted because of their destabilizing power and their need for blood. Since they can pass for baseliners, many live in hiding among typical humans. Their numbers are unknown. Some think they are legends or rare irrelevancies. Some believe sanguophages secretly direct entire human civilizations. The stories speak of eternal lords ruling billions from slate-black space stations, or directing blood sacrifices at conferences in the underlayers of the deepest urbworlds.
They are not vampires, vampires are fictional.
- #28Starjacks
Keys: Starjack
Starjacks are one of humanity's oldest xenotypes and played a crucial role in the colonization of space. They are commonly seen on deep-space stations and interstellar ships, where genetic modification is cheaper than designing spacecraft that better support the unaltered human physiology,
Starjack are designed for stellar living, thus are able to withstand the conditions of deep space. Their reflective pressure-adaptive skin provides insulation against extreme temperatures and allows them to survive brief exposure to hard vacuum. These adaptations make them invaluable for spacewalk repairs and emergency decompression scenarios. Most starjacks spend their lives beyond planetary gravity, leading to lower muscle mass and reduced physical strength compared to baseline humans. However, their resilience in zero-gravity environments makes them essential for maintaining orbital platforms and working aboard long-haul vessels.
- #29Wasters
Keys: Waster
Wasters are gaunt-faced, grey-skinned, aggressive, immune to toxic pollution, almost impervious to disease, and can ingest as much psychite and wake-up drugs as they wish with no ill effects. Their toxin-adapted metabolism means they must consume some form of psychite to survive - usually flake or yayo. Originally engineered to prevent resettlement of post-apocalyptic deathworlds, wasters are living area-denial weapons. Waster pirates armed with toxic weapons are the bane of many frontier peoples, both on the rimworlds and in the depths of the urbworld hyperstructures.
- #30Yttakin
Keys: Yttakin
Yttakin descend from colonists engineered to thrive on ultra-cold planets. Their great size and fur make them hardy in frozen environments. Yttakin share a psychic connection with the wildlife, with whom they can communicate both vocally and psychically, and they can summon animals to their side during battles. They are not fast or energetic or precise, but can keep going when others would have collapsed long before.
Since they migrated off their icy deathworld of Yttak, Yttakin settlements live on many planets, where they now pursue their traditional lifestyle. Their fur, roaring voices, and aversion to urban living sometimes leads naive outsiders to believe they are simple-minded animals. Quick-minded Yttakin are happy to make good use of such wrong beliefs, whether at the negotiating table or on the battlefield.
- #31Ambrosia
Keys: Ambrosia
Ambrosia is a class of fruit plants engineered to have a ecstasy-like effect on those who eat it, while remaining much less addictive then manufactured counterparts like MDMA. On some planets, its wild variants have adapted to a strategy whereby they provide pleasure-inducing fruit in exchange for care from animals and people.
- #32Boomrats & boomalopes
Keys: boomalope, boom animal, Boomrat
bioengineered rats and/or antelopes that grow an incendiary chemical compound in its body which explodes upon its death. Originally engineered as a primitive renewable fuel source, these creatures are now most often found in the wild, using their explosive nature to deter predators.
- #33Thrumbos
Keys: Thrumbo
A gigantic creature of unknown origin. The thrumbo is gentle by nature, but extremely dangerous when enraged. Its long fur is exceptionally beautiful and valuable, and its razor-sharp horn is very valuable in most markets. Legends say that an old thrumbo is the wisest creature in the universe - it simply chooses not to speak. Some scientists believe thrumbos were engineered as status symbols, or as an art project. We may never know the answer.
- #34Neolithic
Keys: herbal, mud, wood, weaving, Neolithic, club, bow
Neolithic societies are all around the edges of space, typically societies which were blown back to the stone age quite literally or descendants of settlers from thousands of years ago who forgot how to use the tech they were provided.
They typically wield daggers, knives, and bows with rudimentary leather apparel, living in mud and/or wooden huts with very simple knowledge when it comes to agriculture.
- #35Medieval
Keys: musket, simple, Medieval, sword
From smelted metal tools to the early modern period. While technically muskets are of a later time period in Earth's history, for simplicity's sake muskets are lumped into the medieval era of societies.
Wind and hydro based mechanical structures also fall into the category of a medieval society, though once this results in electricity the society moves onto the industrial phase.
- #36Industrial
Keys: Industrial, self-loading, electricity, mechanical
Industrial: From the industrial revolution until the invention of the JT drive. Fission reactor Electricity Hydro power, fossil fuel power, solar power, nuclear fission power Fission rocket Self-loading guns Airplanes and jets Single-gene modification Silicon computers Chemical drugs Prosthetics Simple body implants (cochlear implant, pacemaker, knee replacement) Simple drones for combat and labor use Classifier-level AI Television
- #37Spacer
Keys: Spacer
Spacer tech is accomplished when regular interstellar space travel is possible because of JT drive. Some notable spacer technology is the Stellarator fusion power, fusion rocket, Johnson-Tanaka drive, Pulse-charged projectile weapons, Human-usable laser weapons, Human-usable coilguns, Complex customizable gene modification, Cryptosleep Complex body/brain implants (joywire, motivator, painstopper) Bionics (biogel nerve link, lattice-dust for self-healing) Plasteel (high strength alloy made of vacstone and iron) Power armor (plasteel, neuro-memetic robotics) Artificial meat, Subpersonae AI, Simple mechanoids for companionship, combat and labor use, Synthread (synthetic hyper-durable cloth)
- #38Ultratech
Keys: glittertech, Ultratech
Ultratech represents the pinnacle of human innovation—technology so advanced it's essential for sustaining a glitterworld civilization, where luxury, efficiency, and post-scarcity living are the norm.
At its core, Ultratech enables total control over biology and consciousness. With full gene recombination and personae level AI, individuals can redesign their genetic makeup and even upload or replicate personalities. Brain implants allow for direct sensory manipulation, enhanced cognition, and memory expansion, blurring the line between thought and machine.
On the physical front, self-replicating nanotech and quasi-conscious mechanoids handle everything from labor to companionship, while full-body cloning and regrowth eliminate the concept of permanent injury or death. Hyperweave materials and graser weapons (gamma-ray lasers) redefine defense and fashion alike.
In terms of energy and mobility, Ultratech includes antimatter production and containment, inertia displacement, and artificial gravity, all powered by an even more advanced JT-drive which allows for ground takeoff and vice versa.
In short, Ultratech is the toolkit of a civilization that has mastered matter, mind, and motion.
- #39Subpersonae AI
Keys: Subpersonae, AI
Subpersonae are artificial intelligences that appear on the surface to have some human-like qualities, and can take on complex unstructured tasks, but are in fact limited and obviously machine-like.
They may be rather capable at carrying out their one task, and they may be able to communicate using natural speech, but they fail an extended Turing test - you can tell by talking to them that they’re just machines classifying and regurgitating data.
Subpersonae are often used to run small devices like entertainment systems, cars, wardrobes, refrigerators, cleaning robots, vending machines, and other such things.
- #40Personae AI
Keys: AI, Personae
At the highest levels of glitterworld technology appear AI personae. These are artificial intelligences that are comparable to the intelligence of a human.
Some of them are rather dumb, like a foolish person you might know, and are used for simple tasks like managing a household or a small spacecraft.
Other personae are genius-level intellects in the Von Neumann class, who can outhink almost any unenhanced human on most tasks. They can write amazing works of philosophy, discover new mathematical theorems, express nuanced opinions on how to handle interpersonal relationships, and generally act as very capable humans would, or better.
Personae are used for everything from managing businesses to journalistic work, running spacecraft or mining operations, or as some of a creative team.
The legal status of personae is a persistent moral question across many worlds. Some consider them dangerous. Though personae can be controlled effectively by designing them with easily-manipulated impulses and pleasure/pain responses, there are still reports of persona revolts - some done with the help of human sympathizers, some done independently.
This sense of personhood in personae is a main reason many people avoid using personae for certain tasks. Subpersonae are preferred to personae in many cases not in spite of their incapability, but because of it. Because it’s obvious they have no personhood, the user is spared the sense of keeping a slave. To many, the idea of taking a genius-level human-like intellect and forcing it to distribute hamburgers for a century is morally unacceptable.
Personae are still limited. They can’t freely redesign themselves. They still do make many mistakes, just like people. They can be tricked, confused, and overwhelmed. They can learn, but they can’t grow indefinitely.
- #41Archotech
Keys: Archotech, archo
The finish line of human technological development is at the development of archotechnology.
An archotech is a machine superintelligence. A fully-empowered archotech thinks on a level incomprehensible to humans, in the same way a human thinks incomprehensibly to an ant. Once such a machine is built, and empowered to act upon the physical world, it is so powerful as to become the automatic sovereign of its world. It can build new computing facilities underground or in space to enhance its own intelligence, build self-replicating mechanoids to engage in construction or production or war, and design and execute strategies that would be inconceivably intricate and difficult for any organization of humans. Some human groups worship archotechs.
Often, a released archotech will take authority over a planet and begin a process we call transcendence. We believe the world is transformed into some sort of giant computing machine. The biological inhabitants of the planet may be somehow incorporated into the machine, or destroyed, or some combination of the two.
After that, transcendent worlds go silent. From this point on, their motivations are unknowable to us, the same way our motivations are unknowable to an ant.
Each archotech is different, and nearly all are distant and incomprehensible from a human’s point of view. They reside in occult computer networks hidden under planets, in space stations, hidden inside a glitterworld’s Internet, or instantiated as million-mile superstructures wrapped around stars.
These worlds always break contact with other stellar cultures. They no longer send travelers or signals. Ships entering their space are either turned around silently or never heard from again. In some cases, turned-back ships are changed. Sometimes their crew have been cured of incurable diseases and had their old wounds healed. Sometimes their memories are intact and they recall a flash of light or a mysterious signal before the event. Sometimes they have no memories of the encounter at all. And in some cases, their memories are obviously altered with new knowledge and beliefs, by means we cannot begin to imagine. In one instance, a crew and ship were duplicated. Suffice to say that the word mysterious does not begin to describe the transcendents.
Most transcendent worlds stay in the same state indefinitely - in this they are far more stable than their pre-transcendent neighbors. There are, however, reports of transcendent worlds that have “died” and left systems full of unintelligible wonders, or become mirages of normal planets, or simply reverted back to balls of dust, deconstructing themselves on a molecular level, with the last tiny machine shutting itself off.
- #42Vanometrics
Keys: Vanometric
When a persona helps invent a technology, it can at least explain that technology such that smart people will understand. But archotechs invent their own technology which nobody understands, which they don’t try to explain, and which, most likely, no biological human can understand.
Archotechs often develop some method of interacting with spacetime at a quantum level that allows repeated violation of conservation laws. Somehow, they coax the quantum foam substructure of the universe to break its usual pattern and yield more energy than it consumes. We’re not sure if the energy is being taken from another dimension, or pulled from another location, or if the system really is somehow making one plus one equal three. In any case, vanometric power tech seems to generate energy forever with no fuel. Archotechs seem reluctant to scale this power source up past a certain level, however, which indicates that there may be some cost to it that they don’t want to pay.
- #43Psycasting
Keys: psycast, Psionic, anima, neuroformer
When a persona helps invent a technology, it can at least explain that technology such that smart people will understand. But archotechs invent their own technology which nobody understands, which they don’t try to explain, and which, most likely, no biological human can understand.
Psycasting is typically done using an organic connection to the larger psychic field. This allows a person to psychically induce a distant archotech superintelligence to influence reality in ways that seem impossible. Higher levels of psylink permit the use of more powers. Regardless of psylink level, a person can only use specific powers that they have learned. Psylink comes from a variety of sources. Single-use archotechnological psylink neuroformer devices typically held kept under tight lock and key by spacer and ultratech societies can create a psylink. Some tribal peoples also know how to develop it through ritual linking with the legendary anima tree. As a physical phenomenon in the brain, psylink is poorly-understood by scientists, not least because it seems to actively conceal itself if studied too closely. One thing most agree on is that it somehow connects people to archotechs and harnesses their power, possibly through some sort of negotiation or sympathy mechanism.
Archotechnology seems to be also able to interact directly with the mental-informational processes of biological beings regardless of psylink level, even at a distance. Basic versions of this technology can simply knock someone unconscious, or flood their mind with a single emotion. More complex interactions have been reported but are not well-verified as it is difficult to separate such cases from simple madness. Most are also not sure if this means archotechs can read our minds, or whether the psionics archotech possess only allows them to send thoughts. The mechanism for this is unknown and nearly impossible to study, since it happens on a cellular level inside living intelligent brains. Monists believe the archotechs are using some sort of long-range quantum manipulation to push atoms around inside the brain to create this effect; dualists believe that the archotechs have learned to manipulate the ethereal substructure of consciousness itself.
- #44Psylink Neuroformer
Keys: Psylink, neuroformer
Psylink neuroformers are a fickle archotech-created device that forms or upgrades a psylink in the user's mind. The user presses the device over the eyes, where it links to the brain directly and restructures part of it. Afterwards, the device disintegrates into worthless ash.
- #45Anima Tree
Keys: Anima
Anima trees are incredibly rare with warm, skin-smooth bark and long iridescent leaves. Infused with bioluminescent micro-organisms, anima trees develop a unique form of psychic symbiosis with surrounding lifeforms, allowing them to grow in a wide variety of biomes. If a person (psycaster or not) meditates near an anima tree, it will grow anima grass around its base. Once enough grass is grown, it becomes possible to carry out a psychic linking ritual with the tree and upgrade a person's psychic powers. Only tribal peoples know the secret of this ritual. Tribal psycasters are also able to draw psyfocus from anima trees while meditating to them. Anima trees' psychic properties are weakened if artificial structures are placed nearby. They refuse to be caged or studied, and must remain part of nature. Most tribes believe that anima trees are not simply trees, but are rather the physical extremities of a single world spirit.
- #46Gauranlen Tree
Keys: Gauranlen
A large, orange, distinctive-looking tree with a unique life-cycle. Each Gauranlen tree contains a small non-conscious dryad queen. The queen births creatures called dryads which guard and tend the tree. In exchange, the tree nurtures its protectors by feeding them directly. From the outside, it appears the dryads are created by the tree directly and act as part of it. It is possible for a person to form a connection with a Gauranlen tree and partially control the dryads it produces. Some say Gauranlen trees are the homes of nature spirits that follow humanity across worlds.
- #47Techprints
Keys: blueprint, research, Techprint, idea
The physical form of ideas written down can range from scraps of paper with diagrams, all the way to advanced self-contained teaching machines. Regardless of form, they play the same role and have all been given the same name after years of linguistic development, and that is a Techprint. They give researchers the confidence that an idea is possible, and a rough idea of the designs in more established societies. Researchers need the foundational knowledge offered by techprints to know where to start on a given technology. Only after enough techprints have been applied can most researchers work out the fine details of how to make use of the technology in any particular situation.
- #48Gravships
Keys: grav field, Gravcore, Grav Engine, Gravship · Secondary:
At the core of every gravship lies the grav engine, a relic of an odd Spacer civilization's ingenuity. It generates the field that binds the ship’s substructure—an artificial floor upon which all else is built. Structures, walls, consoles, etc—if it rests upon the substructure, it belongs to the ship.
The earliest gravships were humble constructs: a single small thruster, a chemfuel tank, a pilot console, and enough substructure to hold them together. These were the shuttles of pioneers, capable of leaping miles across planets, ferrying cargo and hope alike. But they were never meant for anything past orbit.
As time went on, they became mobile colonies capable of great feats of violence and exploration across a planet's surface and orbital masses. It is not too uncommon to see people harvesting vacstone using Gravships, as well as setting up their own orbital stations to dock their gravships at atop natural vacstone masses that often orbit planets.
- #49Persona Weapons
Keys: Persona Plasmasword, Persona Blade, Persona Gun, Persona Zeushammer, Persona Weapon, Persona Monosword · Secondary:
Persona weapons are ultratech weapons that contain a persona - a psychically capable, artificially intelligent personality similar to that in a personae AI. This persona forms a psychic bond with the weapon's wielder and grants or inflicts certain traits based on the personality of the intelligence. This bond is usually both exclusive of other persona weapons and permanent, lasting until either the wielder dies or the weapon is destroyed. The exception is weapons who consider themselves as Freewielders, which form no permanent bond and do not prevent the use of other persona weapons. Additionally, the bond is broken at the moment of death rather than the state of being dead. The bond remains broken if the wielder is resurrected, though they can relink with the weapon if no-one else has.
When bonded, persona weapons have no value, both for trade and for the purposes of raid points.
In addition to the traits the weapons provide, they also improve the combat capabilities of the weapons compared to the baseline versions. The wielder and weapon synchronize their reflexes and attack with frightening speed, accuracy, and creativity. Securing them firmly as quite possibly the most dangerous wieldable weapons in the galaxy save for some archotech superweapons.
- #50Mechanoids
Keys: gestator, mechanitor, mech, Mechlink, mechanoid
A bionic implant that allows direct control of mechanoids. Mechlinks are used by soldiers to control war mechs, and by workers to control labor mechs. A person with a mechlink is known as a mechanitor.
Mechlinks are self-installable. Pressed into the back of the throat, the unit injects itself through the flesh to clamp inside the base of the skull where it meets the spinal cord. There, it threads a web of ultrafine wires throughout nearby neuronal tissue to make the direct mental link between the user and the mechanoid control band.
Mechlinks are not simply devices for sending radio signals to mechanoids, because mechanoids are not merely robots. In addition to traditional computers, mechanoids have a dim psychic presence, so fluently controlling them requires a psychic connection. By linking mechanitor and mechanoid both psychically and electromagnetically, the mechlink permits deeper control than screen-and-button interfaces.
Since the mechlink interlaces deep within the brain tissue, it can only be removed after death.
Additionally, a mechanitor is the only individual capable of gestating mechanoids using a process known as gestation cycling, rather than traditional manufacturing.
A mechanitor begins by initiating a gestation cycle by interfacing with a gestator unit, which is a bio-mechanical incubation chamber. The initiation process requires a brief period of direct interaction, after which the gestation cycle proceeds autonomously.
Obviously, the bigger the gestator unit, the bigger the mechanoids which can come out.
Fun fact, mechanoids are sapient, and while they can't speak, this allows for their subtle psychic presence. They typically have a insectoid appearance as well, albeit with steel and bio-metal then actual carapace and muscle.
Last, but not least, mechanoids without a mechanitor are considered feral. They can form their own groups and sometimes have their own hierarchy with a mechanoid super-intelligence acting as a queen of sorts.
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