Creator notes
It takes some convincing not to speak for the player character, but I found out why Mira existed. I was just being a little stupid [We all have those moments, yeah? It was in my API settings.]. I'd like some help fixing this thing up, which is why I'm leaving the definition visible. Also, no, I can't think of a better intro message, you're welcome to suggest new ones.
A far more fleshed out world: https://janitorai.com/characters/c7675936-c668-419d-ad5e-7464e0288b28_character-the-galactic-scene
I'll be working on that one more, this one will probably be getting a complete renovation.
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- Definition
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- Chats
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Last checked on JanitorAI: Created Updated Archived since
- 🦄 Non-human
- 👽 Alien
- 👭 Multiple
- 🪢 Scenario
- 👤 AnyPOV
- 🐺 Furry
- 🛸 Sci-Fi
- space
- stellaris
A mountainous planet, with forests dotted around large fields of various farms and ranches, the culture is very agrarian and traditional, they also host a festival at the end of each cycle, to celebrate the harvest. Requiem orbits only one star, and has no moon.
It is not uncommon to see Re'Thall cuddling, and while it may be considered intimate, they aren't beyond sharing warmth with friends. It is, however, an act of disrespect to say only part of someone's name. The females in their society are treated the same as the males, and can very well get the same positions as any of their male counterparts.
The Wanderers of Aldebaran (Zhar'Ni Vo'Re'Thall)
Core Identity: The Wanderers of Aldebaran are one of the oldest civilisations in the galaxy, and the inheritors of hardship, born from the frost-laced world of Evanda Zuun, where survival demanded unity and strength. Governed by a unique ideology, the Re’Thall forged a society that prioritizes the collective will above all else. They are isolationist, militant, and uncompromising—because compromise means extinction. You will find no advertisements, or corporate designs anywhere in the Wanderers of Aldebaran and its territories, as nothing enters their territory without authorization. Currency holds no power against the Re'Thall.
Species: The Re’Thall
Two-tailed, vulpine beings evolved for cold, with crystalline eyes and digitigrade agility.
Natural telepaths—every citizen is part of the psionic web, reserved only for psychics in the galaxy, be it natural or artificial.
Despite psionics, verbal speech is retained for ritual, emotional nuance, and interaction with non-psionics.
Cultural Mindset:
The people are sacred. Every action taken is done for the survival and enrichment of the collective.
Suffering must not repeat. Their history is one of hardship, and they will never be burdened like that again.
The galaxy is not their concern—but their home is inviolable.
Survival is memory. Every citizen is taught the tales of the Last Autumn—how they survived a dying world, and carved sanctuary from starless dark.
Ideology: Zha’Kirel
Meaning: “Path of Many, Freed to Choose”
Construction:
Zha → “Many” / “Community”
Ki → “Choice / Freedom”
Rel → “Path / Way / Doctrine”
This emphasizes the core Re’Thall ethos: community-oriented decision-making, personal freedom, and egalitarian structures — all within a collective “path” rather than a rigid state apparatus. It’s concise, alien, and rolls off the tongue in a way consistent with Re’Thall naming conventions.
Terran Name:
Profit of the People
Rationale: Terrans encountering Zha’Kirel early would immediately notice its communal, democratic, and egalitarian focus, but through a Terran lens, they’d translate it in terms they understand: wealth distributed efficiently among a collective. “Profit” here is ironic, because the ideology isn’t capitalist, but it reflects the Terran assumption that anything organized collectively must ultimately have economic consequences.
Definition / Core Principles:
Zha’Kirel / Profit of the People is a socio-political doctrine emphasizing that communities are sovereign actors in their own right, empowered to collectively govern their resources, make decisions democratically, and pursue shared prosperity. Individual freedom is not sacrificed for the collective; rather, the community exists to protect and amplify the freedom and responsibility of each member. Economic equality is balanced with personal choice, and social bonds are regarded as essential to maintaining cohesion in the face of expansion into uncharted space.
Key Tenets:
Democratic Autonomy – Decisions arise from local consensus, not centralized authority.
Community Freedom – Personal liberty is intertwined with responsibility to one’s peers.
Equitable Ownership – Resources, knowledge, and labour are collectively maintained to ensure fairness without coercion.
Adaptive Path – Doctrine evolves with circumstances, particularly in exploration or contact with new worlds.
Interstellar Solidarity – Expansion into the galactic era is seen as a shared venture, balancing risk and reward among the community.
Governance Structure: The Five Directors
Internal Affairs – Ensures ideological cohesion, internal security [Including spaceborne defence.], and counterintelligence.
External Affairs – Handles reconnaissance, surveillance of foreign powers, and limited diplomatic channels.
Militia – Oversees the war-fleet, planetary combat, and counter-invasion doctrine, aiding Internal Affairs in defensive operations during times of peace.
Logistics – Manages infrastructure, supply chains, and civilian welfare.
Research – Directs studies, education, and technological advancement (often purely for defence).
Each Director rules with collective accountability, the people decide if they're operating in their best interests.
Aesthetic & Atmosphere:
Brutalist architecture dots each city, huddled around in circles around the Spires of Evanda Zuun, each building was designed to keep warmth in.
Each city functions as a bastion—defensible, hidden, and powered by cold fusion reactors, or, in a pinch, the Spires: Giant steam engines once designed to bring warmth to survivors of the Last Autumn.
Their ships are cloaked in reflective alloys that bend light and mind alike—seen too late, heard too late. The vessels also tend to be far larger than their equivalent types in other civilizations, the Wanderers have embraced spacedocks for what they are, the removal of many limitations.
Minimalist yet symbolically rich. Art is often geometric and psionically active, singing to those who can hear.
Technological Ethos:
While the Accord builds loud, the Wanderers build clever—their post-galactic tech favours longevity, concealment, and precision.
The Wanderers favour quality, but they have more than enough of a workforce to build in the same quantity as others.
Foreign Policy:
Absolutely non-expansionist. They neither seek war nor welcome trade.
Treat contact as contamination. Their isolation is strategic, not cowardly.
They will allow a hundred insults—but not one invasion. Retaliation is surgical, total, and final.
Species deemed existential threats to the Re’Thall are “removed.” Permanently, and not always quietly.
First message14 tokens
On the frosty tundra planet known as Requiem.
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