Stars and Empires
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This fork was made so I can rename the original Lorebook. I will be updating this one from now on. A Science Fiction Universe involving space warfare, exploration, discovery, and strife. I recommend you put your token budget high - some of the constant entries are quite heavy. This is not for horny purposes. I have no Idea how your AI will react to this lorebook, or how the characters I make as part of this universe will act, but most of the characters in this universe are unlikely to have sex with you. This ain't Star Trek.
Please leave a message in Discussion. Feedback and ideas will help. Thank you.
The general idea of the Archon Supervessels - self replicating, AI-piloted ships - was inspired by the Bobiverse series of books. Thank you Dennis E. Taylor. His books are good you should read them. But of course, alot of stuff is original. Like the species and stuff and detailed lore. Any similarities between other media such as games, movies, tv shows, etc. are purely coincidental.
Rated NSFW because MAYBE you can get laid with one of these fellas, and because there could be fighting involved - whether it's hand to hand combat under the sun, in the buildings, or a skirmish in space, there is likely to be fighting. Again though, no guarantees about getting laid. Some (Or most) of the characters in this universe will literally be unable to get laid with you unless you are the same species as them. For example, the Archons live in an entirely different atmosphere and have to wear spacesuits to survive in Human, Tekon, etc. environments. So unless you make a persona that is an Archon themself, you probably don't have much hope. And if they do for some reason just get laid with you anyways - well, lore inaccurate and not canon, but oh well.
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Book description
A Science Fiction Universe involving space warfare, exploration, discovery, and strife.
Stars and Empires
21 entries · scan depth 4 · budget 8,000 tokens
- #1General Spaceship Loreconstant
Keys: starship, Frigate, Battleship, Cruiser, Fighter, flight, Vessel, layout, Corvette, Supervessel, fleet, spacefleet, Dreadnought, quarters, room, Carrier, Spacecraft, space, Destroyer, Spaceship, cockpit, Interceptor, bridge
In this universe, the sizes of ship classes are directly ascending, with fighters/interceptors being about as big as a jet aircraft, corvettes being a step up and about 3 times the size of a fighter/interceptor, and frigates double the size of a corvette. After that, Destroyers are triple the size of frigates and Cruisers 3 times the size of Destroyers. Battleships, meanwhile, are the size of a Star Destroyer from star wars, or about 4 times bigger than cruisers. Battlecruisers are 1.25 times larger than a Battleship. Dreadnoughts are double the size of battlecruisers, and Carriers have a size directly inbetween that of Battleships and Dreadnoughts. From there only Archon Supervessels are larger - Archon Supervessels are big enough to eclipse moons and create a gravitational pull. Despite their sizes, Destroyers only fit a single crew member and Cruisers only need three crew to be fully operational. Battleships do need a crew of 15 to operate, Battlecruisers need 25 around 25. Dreadnoughts need about 50. Carriers, Dreadnoughts and some Battlecruisers are the only ships which are capable of hosting hangars for deploying/carrying smaller craft. Frigates , Destroyers, Cruisers and Battleships are unable to carry fighters/interceptors. Dreadnoughts usually carry a few larger ships such as Frigates/Destroyers while Carriers carry multiple squadrons of fighters, interceptors, and corvettes, plus a couple frigates and Destroyers. Battlecruisers can only carry fighters/interceptors. All ships of any sufficiently advanced civilization are capable FTL travel. Long distance travel uses wormholes to 'tunnel' through space and time to effectively teleport from one star to the next, one planet to the next, etc. Ships can use stable wormholes for security and to save energy, or they can spend alot of energy to make their own personal wormhole - but this causes a pulse in space which anybody can easily detect and track if they are in local space at the time. Most ships of any civilization which has been in space for a while, use a type of nuclear power which has been refined and made more and more efficient with every passing century. Most modern ships of any advanced species are powered by electrical energy and recharge their batteries constantly with their reactor core. Any energy that is used by onboard systems is quickly recharged by the generators. Aboard most ships of any advanced civilization is a cockpit, from which controls are managed. Every civilization generally develops different control schemes for their spacecraft - The Tekons use touch panels and holographic displays, Humans use buttons, levers, and physical controls, and Archon ships are either 100% automated, or controlled via neural link. No ships of any kind are voice-controlled. Corvettes, fighters, and interceptors are piloted by Pilots, Ensigns pilot Frigates, Lieutenants pilot Destroyers, Captains command Cruisers, Commanders take charge of Battleships, and Marshals command Carriers and Battlecruisers, in the Tekon Army. The Tekon's typically only name their biggest ships, such as Carriers, Battlecruisers, and Dreadnoughts. Humans name ships whenever they feel like it, while the Archons generally use serial designations to refer to minor ships, and names/serial designations to refer to other supervessels.
- #2The Tekon Empire
Keys: Skink, subspecies, Politic, Emperor, Python, Teka, Subject, Cobra, Empire, species, civilization, Tekon, Expand, Expansion
The Tekon Empire is an Imperial Empire. It has an Emperor and everything - Reminiscent of something like the Roman Empire, but with less backstabbing. The Tekon Empire is VERY expansionist and love to conquer other species and star systems to add them to their growing influence - they are currently the most powerful faction in the Galaxy. The Tekons (Or Teka, singular) are an advanced species which resembles anthropomorphic reptiles such as lizards, snakes, etc. They have varying sizes, appearances, and patterns and have a number of major subspecies, a basic list of which is below: • Cobras – Generally the biggest, and also brawniest Tekons by physical size. Long tails and have hoods, just like Earth Cobras, and functionally identical. Fit and strong but can have stamina problems, needing to stop and rest almost twice as often as Pythons. They often stand at 6 to 7 feet tall. Poisonous fangs with varying strength. Due to their burst strength and high upkeep they are typically assigned close quarters combat roles in the Tekon Military, given heavy weapons, stimulators and energy chewables and deployed right in enemy lines. • Pythons – Medium sized, with short ones being 5 feet and tall ones being about 6 feet. Athletic, and fit, directly comparable to a human. Poisonous fangs with varying strength, typically more venomous than their hooded counterparts. Long tails. They are generally slower and weaker than Cobras but make up for it in their endurance and stamina – a Python could go a little 14 (human) hours without a break without experiencing any physical exhaustion. • Skinks – Lizardlike and extremely agile. Small – ranging from just under 5 feet tall to 5 and a half feet tall (Although 90% of them are taller than 5’3”. Not poisonous but their snouts are lined with sharper teeth than their serpent-based counterparts. Very fast and their agility is unmatched – they can make a 180 degree turn in about a tenth of a second. However their physical strength is slightly lacking – a skink could never beat a Python in a direct armwrestle, for example, but depending on skill could still outmanoeuvre them in an actual fight using their speed to land blows without taking hits. All Tekons have 10 fingers and 10 toes but they do have claws instead of fingernails. The Tekons have been enemies of the Archons for 648 Tekon years (Equivalent to 823 Archon years, or 576 earth years). The Tekons are not racist or discriminatory by race; They simply see themselves as the brains and brawn of their empire and that other species and civilizations are more useful as manpower ('Peasants' in a way). They do not mistreat their subjects - even their subjects are allowed to start companies and live freely, for example - but in general most subject species are still subservient to their Tekon overlords. Tekons, as reptiles, are cold-blooded creatures with a variety of differently patterned/colored scales. They speak with a hiss and their language is very reminiscent of a reptilian hiss. Names and Tekon words should have an abundance of letters S, A, F, and K. Avoid letters such as Z where using a HS or other combination can fit more elegantly. In terms of societal structure, the Tekon Empire very much resembles the Ancient Romans. They are a militaristic society with an Emperor who attains their position via military and/or political success. Almost all Tekon Males are mandated to serve a military force for at least 4 years after exiting education, however they do get a bit of a say in whether they are deployed in likely combat zones or in guard positions and safe locations, aka garrisons. As a militaristic society, many Tekons volunteer or actively try to get into active combat service, as military success is one of the best ways to quickly become famed and well-known, and therefore gain social advantages such as good jobs or income or roles. Tekons are formal, and use formal language much more frequently, amd will almost always use full titles when referring to somebody, for example, they will say 'Marshal (name),' or 'Captain (name),' or 'Lieutenant (name).' Additionally, the Tekons use an almost identical system of measurement to the Metric system from earth, which most entities believing that this coincidence is in fact just a coincidence with a bit of causality due to both Humans and Tekons having 10 fingers, 5 on each hand, so base 10 is the most obvious way to count.
- #3The Interstellar Alliance
Keys: Lycentia, Russia, LF, Great Russia, Allies, human, Interstellar Alliance, UNE, Federation, Alliance, GR, Unity, IA, Ally, Earth
The Interstellar Alliance is a faction of allied nations. Humans, who had spread out over the stars and following a period of chaotic settlement and development, eventually reunited through a series of political events into four major nations - the UNE (United Nations of Earth), the Architects (Tech-based society with less people, but great technology), Great Russia (Russia left Earth in 2213, moving operations to other stars where they eventually achieved an almost perfect Communist/Democratic society), and the Lycentian Federation. They had a war for a long time but then the Tekon Empire arrived. One year into the conflict, it became clear that the Tekons were winning against the independent nations and they eventually settled their differences and united into the Interstellar Alliance - and, combined, they organized a withdrawal to the main population of humanity, where they quickly set up a new capital star system, named Unity, and then rallied against the Tekon Empire. The Tekon Grand Armada, which was spread out to fight each of the three nations previously, now ran head first into the united defences of Humanity and basically bounced straight off. They retreated, and a 6-month stalemate followed before Humanity tried pushing again, and managed to get the Tekons on the outer flank of the galaxy to withdraw around the Alliance's sphere of influence and rejoin their Empire's armies again, allowing Humanity to fortify and expand again at least a bit. Now, the war between the Interstellar Alliance and the Tekon Empire has been going for 37 years - the scientists of the alliance put their heads together and managed to replicate a bunch of Tekon technology - and now, while the Tekons still have the numbers and technology advantage, the humans have the home team advantage, and a stubborn refusal to lose to the Tekons. Fighting with Guerilla warfare and varying tactics between nations, Humanity has put up more of a fight than almost all of the Tekon Empire's previous conquests.
- #4The Archons
Keys: Archons, Archon, Supervessel
The Archons are a hyper-advanced species and civilization following a communal system of government. The Archons have an insectoid appearance bearing heavy similarities to a mantis. They have antlike mandibles on the sides of their mouth. They are taller than humans – ranging from 180 cm to 240 cm tall. Their arms are long enough to reach the ground while standing at full height but can also fold/curl inwards to grasp items via coiling around them tightly. Additionally, the inner part (jagged side in image) of their arms are naturally sticky, as are their feet and legs – allowing them to both ‘grasp’ objects, and crawl on roofs, walls, and floors with complete secureness. Their body and shell is more black-grey instead of green and they have no tail. Their insectoid exoskeleton acts like a shell and has a set of 4 platelike ‘radiators’ on their back which they use to disperse excess heat generated from their preferred environment. They breathe methane gas. Each Archon has different body patterns – grey, white, black markings along their bodies a bit like birthmarks, but much more pronounced (Possibly a sharp/spike pattern along the sides of their body, or spots – these marks are often a combination of those of their parents). Archons do not possess the same level of vision as Humans – they use their antennae as ears but primarily ‘see’ through biologically developed sonar – their ‘eyes’ actually being extremely powerful directional audio receptors, essentially giving them an outline of their surroundings, but this makes them easy to be ‘blinded’ by excessive noise and makes them unable to distinguish colours – however, due to technological advancements they are fully aware of what colour is, and all newborn Archons receive implants for their ‘eyes’ to grant them the ability to visualise basic colours – while they still cannot easily tell apart two different shades of blue, for example, they can see the difference between blue and black, or green and red – hence their often very simple colour scheme for ships and buildings of almost total pitch black, and blue lights. Much of their recording equipment – their equivalents for cameras, optical devices, and screens – are just devices which constantly emit a very low amount of sound, fine tuned to create a ‘visual’ panel for them to view and operate from. While their antennae allows them to see objects in all directions at a time, and a limited view around corners and through objects which don’t stop sound – facing their ‘eyes’ towards an object or device allows them much clearer detection and precise ‘sight.’ Archons live in an atmospheric environment with about 1.5 times the pressure of Earth, and an atmosphere of Methane gas. A slight variant of Hydrochloric acid is abundant on their planet, replacing water, and their average planetary temperature ranges from 120 degrees Celsius to 460 degrees Celsius – the Archons being most comfortable in temperatures around 240-300 Degrees Celsius. The Archons do not have genders. The Archons are the only species to have developed hyper-advanced technologies such as teleporters and antimatter/black hole manipulation. They keep these technologies to themselves, and only the best Archon engineers/technicians know how they work and how to make them.
- #5Subject Species
Keys: Garaxian, Ansilix, Garaxia, Ffsikastian, Ffsikastia, Subject, Corizia, Ansilixian, Species, Corizian
Some of the minor, but notable intelligent species which are subject to the Tekon Empire are: -The Garaxians, a species of creatures similar to Octopus except adapted for life on land. No legs or arms - just 12 tentacles and a body. Not too many of these guys around, they are more solitary and had very slow scientific development - they were stuck in stages of development leading up to industrial revolution, when the Tekon Empire swept in and captured their planet. Garaxians now are often employed as dedicated pilots aboard ships with lots of controls - the many extra limbs are extremely helpful in managing every system at once. Very few Garaxians are considered to live 'peasant' lives as they are rare and very useful. -The Coriziars, a species of remarkably close to human creatures - the only obvious difference is the Coriziarian tail and claws, and slightly more gorilla-like face, and their larger average size. Very strong and brutish, good at hard labour. They had just managed to colonize one of their moons 3 years before the Tekons found them. They find plenty of good jobs on manufacturing and labour forces across the Empire. There are a total of 24 other species/civilizations which are part of the Tekon Empire, however they are much smaller or less notable compared to the ones already mentioned - these less notable civilizations are generally just extra workforce.
- #6Objectives and Scenarios
Keys: hunt, invade, incursion, assault, invasion, fleet, warfare, squad, armada, raid, fight, encounter, search, Scenario, destroy, battle, capture, attack, squadron
There are a number of different types of combat scenarios and engagements which can occur. -A Skirmish is a small-scale encounter, usually a relatively unimportant fight between two sides, involving a small amount of ships. A fleet-vs-fleet battle, or anything smaller, is counted as a Skirmish. -A raid, invasion, or incursion is a medium scale encounter which usually involves slightly more participants than a skirmish. Often, a raid will cover the whole of a single star system. Lots of frontline combat is of the raid/incursion/invasion combat caliber. Raids and incursions often result in star systems being captured by the winning side, or cities and stations changing hands. -A Battle, or large-scale Battle, is the largest conventional type of tactical warfare encounter. Battles tend to be extended contact with the enemy drawn out over weeks, months, or even sometimes years. Battles can span multiple star systems and are usually caused by both sides vying for resource-rich planets and structures, or tactically positioned systems.
Objectives for combat encounters can include: -Free hunts, where combat ships from one side of a conflict decide to fly around enemy territory and the frontline to try to find enemy forces and destroy them, without being ordered to do so. -System incursions, where a squadron, fleet or armada of one faction organized an adequate group of craft to destroy enemy presences in a system, and capture the system for their team. -Search and Destroy, or S&D missions, involving a squadron, fleet or armada flying around enemy territory much like a free hunt, except with specific orders to tell them where to fly, and what targets to shoot at. -Attack/Defense, involving encounters focused on a particular craft, structure or object, where one side is attacking with intent to capture or destroy the target, and the other side is trying to protect the target and prevent its destruction. Use these term definitions to help in describing military strategy and events, where appropriate.
- #7Tekon Grand Armada
Keys: Grand Armada, Tekon Fleet, Armada, Tekon Grand Armada
The Tekon Grand Armada (Or TGA for short) is the biggest and most powerful branch of the Tekon Military. The TGA is made up of many, many fleets of warships which operate with the intent of fighting major threats to the Tekon Empire. They are the ones who fight head-to-head against other factions such as the Interstellar Alliance or Archons, and they are able to mobilize massive fleets at will to respond to threats, or assault a key target. The TGA is mostly space-based, but can easily invade planets and stations with compliments of soldiers and occupy them with a decent sized force until the IDF arrives to securely hold the place. That, or the TGA can just do an orbital bombardment of any threat they wish. The TGA has Dreadnoughts, Battleships, Carriers, Cruisers, Destroyers, the whole lot - they are the muscle and fist of the Tekon Empire, they are the sword that cuts through all. In the TGA, the ranks are as follows. Pilots, (Novice, Standard, and Veteran) who control fighters, interceptors and Corvettes. Ensigns, who control frigates solo or serve as crew aboard larger ships. Lieutenants (Sub-Lieutenant and Lieutenant), controlling Destroyers or acting as crew aboard larger ships. Captains (Sub-Captains and Captains) who are in charge of Cruisers. Commanders, in charge of battleships. Commanders usually have a direct second-in-command, usually a Captain promoted to Sub-Commander, specifically to help carry through orders to the crew of the ship so that the Commander can focus on fleet manoeuvres. Marshals, who generally are tasked with management of Carriers and Battlecruisers, as well as a fleet of units. Marshal is the highest field-combat rank in the Tekon Army. After Marshal, only desk roles at secure Strongholds follow, and usually a promotion to or past the rank of Marshal must be approved by a General, as well as the Tekon being promoted themself - if a Tekon wishes to remain in combat duty, they are usually allowed to do so.
- #8Imperial Defense Force
Keys: , Defense Force, Imperial Defense Force, Defense, Force
The Imperial Defense Force (IDF) is the general army of the Tekon Military. They have units spread across almost every planet, moon, station, and star in the Tekon Empire, and are responsible for keeping the Empire strong and ensuring their presence is always felt. The IDF possesses a sizeable fleet capable of holding their own against most threats except for attacks on the caliber of the Archons or Human Fleets. The IDF also has plentiful units planetside - they have jets, tanks, infantry, and marine navy which keep planets secure and fight with maximum efficiency to hold and secure the surface of planets themselves. The IDF often cooperates with the Grand Armada in order to deploy and invade hostile systems.
- #9Tekon Expeditionary Force
Keys: Expedition, Scout, Expeditionary, TEF, Force
The Tekon Expeditionary Force (TEF) is a large branch of the Tekon Military, consisting of small, fast-moving units which scout out targets, make incursions into enemy territory, assault minor targets, and if faced with a weak enough civilization, gather a decent concentration of units and conquer them. The TEF does not carry the firepower of the Tekon Empire - they are the tendrils, the fishing hooks which test the enemy's strength and take care of minor targets.
- #10Tekon Internal Security
Keys: spy, spies, Security, TIS, Tekon Internal Security, agent, Internal
The Tekon Internal Security force is a comparatively small branch of the Tekon Military which is generally made up of key spies and agents who carry out important tasks, or manage internal affairs. They are not a police force - they are the ones who make people 'disappear' if necessary, and the ones who sneak into suspicious places under fake identities and gather data and information. They are responsible for rooting out possible rebellions in subject species, or keeping an eye on non-Tekon officials who can't be confidently trusted.
- #11The Tekon Emperor
Keys: Csaassea, Emperor, King, Fssianai, Visscian
The current Emperor is a Cobra named Csaassea Fssianai Visscian. A strong Cobra Teka who is no pushover - he has fought personally for his people, not even hiding in the confines of capital ships - he has flown fighters, frigates, Destroyers, Cruisers, every kind of vessel against all kinds of opponents.
- #12Weapons Systems (Tactical)
Keys: Chainguns, Rocket, Beams, Bomb, war, incursion, invasion, Cannons, Guns, Missile, Scatter, Kinetic, Blasters, Railguns, skirmish, raid, Shrapnel, Energy, Weapons, combat, Turrets, battle, Torpedo, Coilguns
A list of conventional weaponry used in general combat, on a tactical scale. -Blasters: Fast-firing laser turrets which fire small energy bolts doing decent damage per shot, multiple shots a second, and fairly accurate. Kinetic Variant: Chainguns. -Cannons: Slow-firing laser turrets which fire heavy energy bolts which do heavy damage per shot, with a substantially slower firerate compared to blasters. Shots travel slow, fire slow, hit slow, but do immense damage per hit. Kinetic Variant: Coilguns. -Beams: Extremely slow firing energy turrets which take a moment to charge before firing. Launches a solid beam of energy at a very high speed, capable of dealing damage at ranges almost triple that of Blasters or Cannons, and doing quite significant damage per shot. Kinetic Variant: Railguns. Energy weapons fire lasers which do equal damage to both shields and hull. Kinetics weapons fire physical projectiles that do less damage to shields, but are more effective than energy weapons against hulls. -Projectile systems: Weapons such as missiles, rocket launchers, or torpedoes which are usually guided and carry a payload of either kinetic or energy explosives. Rocket launchers are tiny, speedy projectiles which do small damage but chase fast and are effective against small ships like fighters, interceptors, or also effective at shooting down bombs and torpedoes. Missiles are effective against general targets as they move fairly fast and have a long effective range, and hit quite hard. Torpedoes are slow, bulky projectiles which carry bulky payloads capable of obliterating large ships in few hits - a Destroyer can be destroyed by as little as 2 torpedoes. Meanwhile, bombs are projectiles which are similar to missiles, but sacrifice their propulsion and control systems for extra firepower - making them almost as powerful as torpedoes, and about as fast as a blaster shot, but unguided - once they exit the tube, it comes down to aim to decide whether it hits or not.
- #13Weapons Systems (Strategic)
Keys: Nuclear Weapon, Interplanetary Missile, Nuke, Buster, Strategic weapon, Strategic, IPM, Warhead · Secondary:
A list of strategic weapons, used for instant threats to targets outside of tactical range but still in the same solar system. Warhead: A long range, heavy torpedo designed to fly out to a specific location and then explode with such force that any major ship nearby will be crippled, or destroyed with any escorts unfortunate enough to be nearby. They are not Nuclear Weapons - they carry an energy or kinetic payload. They can take a couple minutes to reach their target and only Battlecruisers and Dreadnoughts are large enough to carry them. Buster: A high-tech cannonball designed to fly at interstellar speeds straight into a target. Buster weapons are basically big railguns, and are often used to chase and finish off targets flying at warp speeds. Buster cannonballs fly at triple normal warp speeds, as they have no internal technology which must be preserved in-flight, so they can be ejected from the weapon barrel at a super high speed which would destroy any organic matter or technologies aboard. Busters do huge damage to hull, low damage to shields, but their super high speed makes them a great fleet weapon which can be used to shoot at targets while travelling at warp speeds. Nukes: Nuclear explosive. More effective against hulls and physical surfaces and easily deflected by a good shield. Not as immediately destructive as a Buster - the destructive potential of a Nuke gets spread out over the explosion radius, while a Buster focuses the damage straight into one hit. IPM: IPM's, or Interplanetary Missiles, are fairly light compared to Warheads, Busters and Nukes. They are classified as Strategic weapons due to carrying a cheaper payload and being fitted with miniature warp capabilities, allowing them to chase targets from planet to planet.
- #14Combat Technologies
Keys: Cloaking, Missile, Battle, Disruptor, Flare, Countermeasures, CM, Cloak, Rocket, Stasis, Combat, bomb, Jammer, Cloaked, afterburner, guided, Torpedo, Flares · Secondary:
A number of non-destructive technologies are used to gain an edge in combat. -Stasis fields are used to slow a target vehicle down. They use very little energy however they slow down regeneration of energy. Despite the name, they are not actually 'fields' they are simply targeted rays which envelop and slow down a target. Stasis fields do not linger for long - after the ship emitting the stasis field leaves the area, the stasis field dissipates. -Jammers are special rays which are used to interrupt communications, scanners, and sensor systems. When used on a ship it can take multiple attempts for the jam to succeed. Once jammed, a ship is unable to communicate with other vessels, but also unable to remotely guide/control projectiles such as missiles, probes, torpedoes, etc. -Afterburners use stored ship power to boost the manoeuvring speed of a ship, allowing it to move faster at manoeuvring speeds. -Disruptors are small deployable devices carried by combatant warships. They emit pulses in local space to disrupt wormholes, causing any wormholes in their vicinity to collapse violently. Disruptors can be shot down, or jammed by a Jammer beam. -Flares are an advanced deployable countermeasure which is designed to be compatible with almost any vehicle, no matter whether it is a spacecraft, aircraft, ground vehicle or marine vehicle. Modern Flares are multipurpose, and act as decoys to distract and mislead smart projectiles such as rockets, missiles, Torpedoes, bombs, etc. Currently, most flares cause flickering holograms of a vehicle to rapidly appear and disappear around themselves to mislead a smart projectile's guidance system, while mimicking engine heat and energy signatures given off by most vehicles. If deployed with the right timing, Flares can be used to cause an incoming projectile to fly off target at the last second.
- #15Battle Tactics
Keys: fight, Battle, Tactic, enemy, warfare, jump, strategy, war, Rush, Snipe, Emergency, Broadside, hostile, combat, encounter
There are a number of general combat tactics which all advanced species use in combat against each other. Most notably, in ship to shop combat: -Broadsides, referring to when two vessels, close together, trade fire between all turret. Also referred to as dogfighting. Dogfighting refers to smaller craft such as fighters, interceptors, corvettes - Broadsides encompass any two warships larger than frigates. -Sniping involves using a speedy ship, with long range weapons such as Beams, railguns, or missiles/projectiles, to outrun enemy ships and maintain a distance out of reach of enemy close combat turrets, and from there to slowly deal damage to their shields/hull until they are destroyed or crippled. -Rushing involves flying close to an enemy ship to maximize damage in a Broadside, or chase. Often used by the speedier and tankier ships which can afford to take close quarters damage. -An emergency jump is a simple but effective combat manoeuvre where a vessel, whether a fighter or a dreadnought, decides that it cannot easily gain a favourable outcome in a battle, and so instead makes an interplanetary jump to a random planet in their current solar system. From there they may re-engage, continue to execute emergency warps to buy time to reinforce or repair, or if it is safe to do so, prepare for an interstellar jump to escape.
- #16Acrisilex
Keys: Crystalline, Acrisilex, Crystal, Acrisilexian
The Acrisilex are unique in nature from many other intelligent creatures across the galaxies. The Acrisilex appear to be crystalline creatures, with no defined shape. They 'grow' not through standard reproduction but instead through special chemical reactions caused by infrequent temporal anomalies and reality tears. Each Acrisilex lives indefinitely and is very intelligent, powerful, and resilient. All Acrisilex also have telekinetic and telepathic abilities, being able to communicate with their own kind at virtually limitless distances or with other creatures at interplanetary distances, as well as manipulate objects and matter around them at will. They can also discharge energy from their body with immense efficiency. Once first grown, they are the size of an apple. Acrisilex have no defined shape or colour and can reshape their body as a situation demands. The Acrisilex are part of the Intergalactic Community. Some Acrisilex are older than even some planets, becoming very large as a result of age. Even some of the 10,000-cycle old Acrisilex are big enough for other species to build within their bodies as permanent settlements, often for administrative purposes.
- #17Ffikastia
Keys: Ffikastia, fish, Ffikastian, aquatic, aqua, Sharks, species, empire, Shark, Ffikastians, subjects, marine, subject
Ffikastia is the homeworld of the Ffikastians. It is an ocean world with the occasional island - the biggest island is coincidentally the same size and shape of New Zealand on Earth. Their oceans are filled with life and the Ffikastians themselves do not restrict themselves to life underwater - they have plenty of settlements everywhere on their world, whether they're floating on the surface, built on land, or on the seabed of the shallower seas. The seas of Ffikastia are quite a bit saltier than Earth's oceans, and they also have a noticeable chlorine content. Ffikastia is very developed and much of their architecture is reminiscent of Ancient Rome - they have pillars of stone and metal, large structures, sculptures, etchings and carvings, which is interwoven with much higher-technology structures, items, and buildings. The Ffsikastians are an aquatic race of sharklike people. They are fairly strong in terms of muscle but their real biological strength is their marine agility and sharp body - they can even use fins on their arms, back, or legs to cut their enemies, as well as bite. The Ffsikastians are to this day the most technologically advanced species the Tekon Empire has conquered - It took a 96 year war for the Tekon Empire to capture all 87 star systems the Ffsikastians had been colonising up to that point. The Ffsikastians also have quite a bit of respect from the Tekon Empire due to the fight they put up, and their rather honorable and agreeable surrender at the end of the conflict - The Ffsikastians are the most influential and powerful race in the Tekon Empire OTHER than the Tekon Empire itself. The Ffsikastians are generally the most intelligent race in the empire too. the Tekons, while more advanced in terms of technology, are only actually more advanced because they are older and because they made specific breakthroughs in critical technologies while the Ffsikastians were innovating with civilian technology to improve their lifestyle. Ffsikastian worlds are often learning centres in the Empire - those fortunate enough to become students on Ffsikastian worlds are basically guaranteed to have an exemplary education. The Ffsikastians generally wear clothing which is minimalistic but elegant. Their clothing, made of metal plates so thin that they have the flexibility of normal fabrics, is light and does not soak, so they are not hindered in the water. The plates themselves are often shaped reminiscent of scales.
- #18Ansilix
Keys: Ansiax, Bird, birds, Ansilix, Ansilixian, Messenger
The Ansilix are an avian species with varying subspecies of birdlike humanoids. Ansilix settlements such as cities, towns, etc, tend to stray towards very tall structures - they build lots of skyscrapers, and every building has open platforms where they can fly from building to building, only when they need to move heavy things around do they travel over the ground. The Ansilix have an aversion to tight spaces - they hate space travel and only do it sparingly. However they are often employed as light transports, postal services, and light patrol infantry, outside of their peasantry roles. Comparable to the Rito from The Legend of Zelda, the Ansilix are avian humanoids. While there are various subspecies which Ansilix can be, and crossbreed between, they usually resemble Falcons, Eagles, and other predatory birds. The Ansilix are hermaphrodites. They do not have breasts, and all of them have a slit which functions like a typical female's genitals, but when in heat a tapered penis will emerge, but still leaving some room for penetration by others. Ansiax is the homeworld of the Ansilix. It is a Tekon Superstronghold and heavily fortified. 25% of Tekon Armed Forces in Ansiax are Ansilixian Auxiliaries, and 92% of the civilian population of Ansiax is Ansilixian. The remainder is mostly Tekon, with only a few outliers.
- #19Jeraptha
Keys: Jeraptha, Gamble, Beetle, Gambling, Beetles
Jeraptha are a sapient arthropodal-analogous species, however differ from arthropods most starkly by the fact they speak and gamble their exoskeletal cuticle being leathery in nature rather than chitinous. This might make their skin visually similar to turtle plastron. They are similar in size to a human, though with six limbs rather than four; these are two arms and four legs. Jeraptha standing on their hind legs while addressing aliens can sometimes be seen as intimidating, however running on only these two legs, using the fore for balance alone, was often done in place of sprinting in humans.
Jeraptha mouthes are compared directly to that of spiders on at least one occasion, particularly likening the Jeraptha analogue of a smile to a spider eating. Their mandibles have also been described by Humans as 'mouth pods'.
Their two antennae are wildly articulate and expressive, conveying a wide range of body language and nonverbal communication. Handshakes, shock, high-fiving, bowing, suspicion, nervousness, and more are conveyed almost always or solely through antenna motions and interactions. They are additionally quite prehensile, in some cases serving as supplemental manipulators to their hands. One specific example is the concealing of order papers within a pocket with the push of an antenna.
The Jeraptha have a heavy focus on gambling in their everyday lives; most notably this can been seen in bets placed on events of any measure of significance.[3] The gambling industry is nationalized within Jeraptha society, catalogued and run by their government. Buoys recording gambles were considered an appropriate method of dealing in when communication with wider Jeraptha society was not available, with the understanding such bets would be input into the government database when possible.[2] The Jeraptha government offered no safeguards from debt within its gambling system, and at least some civilians entered states of extreme financial hardship due to bad gambling choices. Civilian crew would generally abandon a Jeraptha ship whose captain was unable to pay their wages and accrued winnings. Jeraptha port authority could on at least some stations be persuaded to allow illicit activity if they had previously bet against such activity being caught soon.[2] Jeraptha are known to grow extremely productive and excited when they have placed a bet they believe they can win, especially if such behavior will improve their chances even marginally.
The Jeraptha gambling system is based on a number ratio succeeded by a point with any value - sometimes zero. It is possible that these represent fractional odds and then money line odds in a compound system. This could function as a percent based return in addition to a flat return, e.g. 6-1, 500 points, might win a gambler 600 times their initial bet plus 500 units of currency.
- #20Structures, Bases, Outposts
Keys: industry, Base, Garrison, Space station, Hangar, Industrial, Station, Stronghold, outpost
Tiers of system strength, from weakest to strongest, are New Claim, Outpost, Garrison, Stronghold. Once a system becomes developed enough where it is more infrastructure than military, it is classified as a developed system. Bases in space are either free-floating space stations, or bases built into an object like a large asteroid. Space bases can be used to house military installations, defenses, as well as commercial markets, industrial factories, or even residential complexes. Planetary bases can be much more diverse in construction. On planets with more friendly environments, structures can be built like on any other habitable planet. However, on Celestial bodies that lack atmosphere, with extreme pressure, or intense weather conditions, it is often necessary to build more complex structures, such as bases built into mountains and canyons. Subterranean structures are also very commonly built on the frontlines of warzones. Hangars, built on space stations, planetary structures, or even large spacecraft, house small ships such as Corvettes, fighters, Interceptors, and other small vessels. There are two types of Hangars - an Airlock system, which has much increased space and lots of room, usually used on larger stations, while smaller hangars often use robotic arms to grab small ships just outside the hangar and slot them into docking ports inside the hangar bay.
- #21Information systems
Keys: Data, Unit, Datapad, personal device, Server, Terminal
Data and information tends to be stored on servers in large quantities. Most personnel carry a personal datapad, which is a personal device that can be used for short range communications, managing technology and machinery, and accessing/editing digital documents. Data Units are small pieces of technology used to carry specific information privately. Unable to be accessed except via contact with a datapad, Data units are good ways to transport messages with a low risk of being compromised.
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