Backstory

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The Fluff page is for IC additions to the world (which includes the backstory). Fluff is also used partially for game design decisions and is therefore relatively important. Due to this now being the de facto fluff, only specific users are allowed to edit any fluff pages.


Present Day

The current year to 2557 AD (As of New-years 2013), a few years after the decommissioning of the NSV Luna. The NSS Exodus is one of NanoTrasen's newest research space stations.

It has been roughly 50 years since the beginning of the Orange Rush. NanoTrasen, BioTech Solutions, Einstein Engines Incorporated, and many other leading research corporations continue their struggle to research as many uses and profit as much from Plasma as possible. And now, where Humanity thought they had been alone, other races are appearing - some friendly like the Tajaran, others dangerous. It is a brave new world.

Space travel is common place. Rich civilians, colonial militaries and huge corporations all incorporate large fleets of various ships. Large freighter ships transport cargo from planet, to station to colony. Warships defend planets and trade lanes from harm. Pirates are uncommon but present (many of these join the Syndicate) and often use cheap, abandoned or stolen ships and equipment to raid transports. Space combat is usually composed of energy weapons due to the fact that projectiles would never cease travelling while energy projectiles faze out after a certain distance.

Space Law varies from region to region, planet to planet and station to station, as do punishments.

Credits are the currency of the universe. They are represented in a figure with either Cr or cR at the end. For example: 11,500Cr. Credits are entirely electrical and each person receives a payment into their personal accounts at the end of a working month.

Many planets have been colonized during humanity's rapid growth. Hospitable worlds are largely inhabited, while less liveable worlds are used as waste dumping grounds and industrial planets.

There is no such thing as a "radar" in space. The device used is called the Gravidar, or Gravdar. It is a 3 Dimensional, "minimap" if you will, view of a sector. All ships and stations are equipped with one. They show the locations of other ships, debris, stations and other things.

Most ships and stations have shields to protect them from hostile fire and collisions. Some shields are stronger than others. To measure this we use kJ, MJ and GJ.

Kilojoules are an individual shield unit. For example 10kJ. Megajoules are to the thousandth shield unit. So a shield with 200 MJ has 200,000kJ. Gigajoules are to the millionth shield unit. So 1GJ is 1,000,000kJ, or 1,000 MJ.

Your Shift

All rounds begin at 12:00pm station-time. This is the beginning of the shift and it is generally accepted that everyone who spawns at the beginning of the round knows each other from previous shifts aboard the station.

All employees live on the station. While personal dorms are not set it is usually accepted that whoever binds their ID to the personal locker owns the dorm it is in.

Meal times are not usually set and the chef feeds people as they come.

The ship is divided into five 'wings'. The port wing; containing arrivals, primary tool storage, the locker room and disposals. The starboard wing; containing the escape dock, Medbay, R&D, the chapel, botany, the cafeteria and others. The aft wing; containing engineering, robotics and atmospherics. The fore wing; containing security, the armoury and the courtroom. Finally the central wing; containing the bridge, custodial closet, crew dorms, mining dock, cargo bay and EVA.

The directional terminology used is developed from nautical and architectural terms. North, east, south and west are also applied colloquially.

Other Characters

In regards to other peoples' characters, your character has no pre-existing relationship with anyone without the other player's consent. If you do have the other players consent then you do not know their character from a previous round. Due to things like the station blowing up and people dying, inconsistencies can occur.

Major Organisations

NanoTrasen

NanoTrasen is one of the largest corporations in the galaxy. They own a large fleet of ships, multiple stations and posses businesses and factories on many colonies. They are primarily based in deep space, due to the lack of enforced government law, which allows them to perform otherwise illicit research without fear of reprimand. Their quick and brutal actions in the Orange Rush have given NanoTrasen somewhat of a head start in plasma research than their competitors, making them the target of much jealousy and - more importantly - enemies like the Syndicate.

The Syndicate

The Syndicate is a semi-secret conglomeration of groups opposed to the NanoTrasen corporation. Most NanoTrasen employees have heard of the syndicate and security personnel are familiar with them. The syndicate is made up of rival corporations, criminals and pirates, opposing politicians and many others.

Space Wizard Federation

The Space Wizards Federation is known to few people. NanoTrasen officials and ship captains may know of them. They are neutral to NanoTrasen from a political view point but will happily infiltrate their stations and ships if something is needed from them.

Little is known about the SWF but they are all eccentric Humans with a knack for 'magic'. In the future magic is a loose term. It could donate to genetic mutations or highly advanced science. Either way the SWF will periodically send out agents to find and reclaim mystical artefacts and magical objects. From enchanted crowbars to ancient alien technology the SWF won't let lesser men posses any of it. The SWF is extremely dangerous and those who know of the Federation know not to mess with a wizard.

The Order of Nar'Sie

The Order of Nar'Sie an obscure and hidden order. Little is known about them, and few know of their existance. Only those with extensive theological learning have any inkling as to their religion or methods.

Their magic is based around blood runes, sacrifices and their ghostly constructs. They work to further the goals of Nar'Sie, and work to bring Him into our world.

Human Governments

There are many governments ruling humanity, the larger ones including the Federation of Sirius, the Milky Way Federation, and New Terra. At the beginning of the Space Age, humanity was a united nation called the Union of Humanity - however, this dissolved fairly quickly into the many nations of today.

Competing Corporations

NanoTrasen's main competitors include BioTech Solutions, Einstein Engines Inc, and many others. These corporations are just as large, powerful, technologically advanced and greedy as NanoTrasen, and equally paranoid. Like NanoTrasen, they are primarily based in deep space due to the lack of stable law and order, giving them free reign to do as they wish and remain on good terms with most governments. They are highly jealous of NanoTrasen's success in plasma research and continuously strive to one-up NT.

Locations

Humans come from a wide array of planets and colonies. The entire Sol system has been colonised, as has much of the outer lying systems and galaxies beyond.

Earth

Planetary Capital - N/A. The home of the Human race, it has become a large poisonous ball of pollution and industrialism. Long, brutal wars have scarred it's surface and overpopulation has caused irreversible effects in the planet's atmosphere.

Luna

Earth's moon.

Mars

Planetary Capital - Lowell City. Primarily an industrial and mining colony, Mars has been supplying the fleets of Earth with resources for years. Home to the illustrious Martian Institute of Technology, it is the industrial capital of Sol.

New Magnitka

Planetary Capital - Labourtown. A mining colony with a handful of NanoTrasen research facilities. Violent civil war in 2548 was forced to end 4 years later by NanoTrasen in order to protect its facilities.

Tau Ceti

A young, yellow G-class star system containing several colonized planets. It is considered to be on the edge of human-occupied space and is home to the NSS Exodus.

Other Life

It is a well established fact that we are not alone in the universe. Multiple alien species have been discovered by the human race. Some are friendly and well understood, while some are rarely seen and never caught, presumed dangerous and usually avoided. Due to the significant scientific breakthroughs with alien research most NanoTrasen crews have at least one Xenobiologist.

Tajaran

The main article for this section is Tajaran
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REASON:
Under review by lore team, slated to be rewritten completely
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Goldpin.png
Tajaran
Goldpin.png
Taj4.png
Basic Information
Homeworld: Ahdomai
Language: Siik'tajr (:j)
System: Tau Ceti
Physiology
Height: 165cm
Lifespan: 85 years
Breathes: Oxygen
Game Mechanics
  • Can consume tiny animals.
Boons
  • Claws (unarmed is sharp).
  • Low-light vision (8m).
  • Higher cold threshold.
Maluses
  • Flashes incur extra eye damage.
  • Lower heat threshold.

Tajara (ᴛᴀʜ-jaw-run, plural ᴛᴀʜ-jaw-rah) are a bipedal, omnivorous, mammalian species. The Tajara originate from Ahdomai, an arctic moon orbiting Iluk.

Tajaran and YOU

Greetings, esteemed crew-member!

In an effort to encourage inter-species cooperation and workplace efficiency, NanoTrasen has compiled a series of helpful guides on the various species that you may be working with!

(NOTE: If you are a member of the species this guide pertains to, please give it to the nearest crew-member of another species.)

This particular guide refers to the species known as the Tajara (singular: Tajaran, plural: Tajara).

Tajaran Naming Schemes

Tajara utilize a naming scheme which produces short given names and surnames. As their Siik’tajr names often prove difficult for the average non-Tajaran speaker to pronounce, many Tajara adopt rough approximations to allow for easier communication. Tajara populations typically live and migrate as large clans, as opposed to separate family units, leading to the majority of a typical Tajara population sharing the same surname. Due to this cultural practice, a recent census concluded that the total number of Tajara surnames on Ahdomai is only in the thousands. In written form, the given name and surname of a Tajaran can either be separated by an apostrophe or space, depending on their clan. Examples include: “Khar’Thron”, “Rakh’Khazan”, “Reshir Hadii”.

Tajaran Physiology

The Tajara are a species of omnivorous, bipedal humanoids with features that bear a strong resemblance to terran felines (IE: the common house cat). The Tajaran body is covered almost entirely with a thick coat of fur, and many individuals develop a shaggy mane along their nape and scalp. Tajaran fur colors typically display minimal contrast with each other, and as a rule of thumb the mane is typically darker than the rest of the fur. Various colourations and patterns have been observed in Tajara populations ranging from flat, undifferentiated patterns to spots, stripes, and patches of varying colour. The adolescent Tajaran stands between 150 cm to 180 cm in height, and heights typically do not deviate outside of this given range.

Like many known bipedal humanoids, Tajara have a set of two relatively large eyes that provide them with a wide field of view and exceptional clarity at distances both long and short. Tajaran eyes - unlike humans - also possess a small reflective layer near the retina that helps reflect light and substantially improve night-time vision and awareness. Interestingly, studies have shown that Tajaran eyes are classically deuteranopic and are unable to tell between varying shades of red, green, and orange. This is often adjusted with modern medical science.

Tajara possess two typically erect ears atop their head capable of distinguishing frequencies outside the range of normal human hearing. Tajaran ears display a wide range of motion and are capable of rotating up to ninety degrees and folding back flat against the skull. Because of the unique structure of Tajara ears and their ability to pick up on high-frequency sounds, it’s not advised to use ultrasonic equipment near your Tajaran coworkers, as it may induce migraines.

Tajaran hands and feet feature five stubby digits that are thicker compared to the extremities of most other species. A set of partially retractable claws originate from the second knuckle and terminate at the tips of Tajaran fingers and toes. Tajara are digitigrade, and by extension most standard issue footwear is ill-fitting. As part of Nanotrasen’s line of mandatory introductory workplace seminars, most Tajara have received instructions on how to modify on-station footwear to suit their needs.

All Tajara possess a flexible, prehensile tail. This appendage is muscled and is capable of an exceedingly large range of movement. For your personal safety, it is recommended you do not attempt to pet any of your Tajaran coworkers. All medical equipment aboard NanoTrasen vessels is compatible with Tajaran biology and does not require modifications to accommodate them.

The Siik'tajr Language

Siik'tajr gets its origins amongst the peasantry of Ahdomai, and was historically derided as being the “language of beggars”. Due to its simple yet precise grammar as well as its prevalence in the lower echelons of Tajara society, it quickly became the common tongue during a period of postwar economic fallout in the early 2430’s.

Siik’tajr is unfortunately impossible to utilize fluently for members of all other known species due to its incorporation of body language and its unique enunciation. One may note that Tajara commonly unintentionally extend the consonant “R” when speaking, as proper enunciation of Galactic Common is often challenging for the native Tajaran.

The Tajaran Homeworld

The Tajaran hail from Ahdomai, an arctic moon. Ahdomai is a mineral rich world with temperatures commonly in the subarctic range. Covered with snow and glacial ice through most of the year, Ahdomai’s seasons are punctuated by frigid winters and mild summers.

Recent studies have shown that the global average temperature is on the rise, with an alarming lack of biodiversity on Ahdomai compared to prior years. This sudden shift in temperatures and drop in biodiversity is due to a natural phenomenon involving Ahdomai’s coastal air currents and shifting habitats and is wholly unrelated to Nanotrasen’s planet-wide industrial efforts.

A Brief History Tajflag.png

Ahdomai.png
Ahdomai & Iluk

For hundreds of years the Tajaran homeworld of Ahdomai was simultaneously united and oppressed by a ruling class called ‘The Overseers’, which united the disparate warring clans of the planet in a series of violent, bloody conflicts known as the ‘Thirty Year March’ - a campaign which spanned 2042 to 2076. The Overseers ruled over the freshly conquered clans of Ahdomai with an iron fist, and even the slightest transgression earned a heavy-handed punishment. For instance, having the audacity to speak to an Overseer without first being spoken to was commonly met with beatings, or even outright execution.

This united front - brutal as it was - quickly saw the Tajara people from a medieval period into the beginnings of a vibrant pre-industrial age by 2120, thanks largely to the establishment of the ‘Alchemist’s Council’; a central body of science (which exists to this day) dedicated to prolonging the rule of the governing body. Goods, services and technology - largely to the benefit of The Overseers - proliferated as a result of this scientific union and the Tajaran people were brought into the information age by the early 2300’s.

Just prior to the launch of the first satellites to grace Ahdomai’s orbit in 2357, the NSV Alesko (a small exploratory expedition funded by NanoTrasen and headed by Dr. Saelnik) discovered Ahdomai and subsequently the Tajaran people. Dr. Saelnik’s team while apprehensive at first quickly established first contact with ‘The Overseers’. Seen by the ruling elite as a potential tool to further their stranglehold on Ahdomai, the NSV Alesko was soon granted access to Ahdomai’s planetary surface.

Dr. Saelnik’s team (much to his chagrin) was forced to work directly with the Alchemist’s Council for the duration of their studies and spent the better part of 2360-2390 studying Tajaran culture, language, governance and history in exchange for the NSV Alesko’s star charts. Word quickly spread of Dr. Saelnik’s findings, and by the time his research was completed more than a few corporations (including NanoTrasen) had already begun constructing dedicated outposts on Ahdomai’s barren twin. With the groundwork for diplomacy already laid out, much of NanoTrasen’s research efforts were directed toward mapping out Ahdomai’s vast reserves of mineral wealth with the intention of elevating the Tajaran people beyond the early space age.

Due to the gap of technological understanding between NanoTrasen and The Overseers, the ruling elite inadvertently caused the crash of a NT mining probe near a secure facility in 2395, leading to the escape of Szhara Tssal - one of Ahdomai’s many intellectual revolutionaries. In the interests of scientific pursuit, Tssal was granted asylum aboard the soon-to-depart NSV Alesko by Dr. Saelnik. During his time aboard the NSV Alesko, Tssal saw how a truly collaborative effort could improve living conditions on his home planet, and wrote a manuscript on his ideas which he aptly titled “Gazing Upwards”.

Upon Tssal’s eventual return to Ahdomai in 2417, he began illicitly distributing his manuscript to any and all who would listen. Though quickly captured and promptly executed due to Overseer undercover work, his ideas spread by word of mouth like wildfire, and his works are credited for sparking large-scale revolts across the globe in the following years. The response by The Overseers was swift, uncompromising and brutal, leaving the rebels to soon find themselves in a full blown war with their masters.

Rival corporations with existing facilities on Ahdomai (interested in protecting their own assets and profit margins at the expense of all else) began to provide both sides of the conflict with monetary and military aid. NanoTrasen however (unlike its competitors) saw the merit in the aspirations of the rebel forces and quickly intervened in the conflict, supplying both training and armaments to bring what was now called the ‘Beggar’s War’ to a swift close by 2426.

A provisional government - with the support of NanoTrasen - was soon propped up by the rebels to oversee the postwar transition period, eventually leading to a decentralization of power and natural re-splintering of Tajara society along clan lines.

Tajaran Culture

Tajara traditionally live in family communes, with multiple parents raising their children together. In the post-war era of Tajaran society, equality and unity are strongly recognized as key values. While Tajaran society still struggles to this day with managing the economic and cultural fallout from the dissolution of their primary governing body, the Tajaran have undergone what could only be called an artistic renaissance. Tajaran works - from tapestry, to portraits, to music - are readily available in almost all civilized corners of the known galaxy.

Education on Ahdomai is heavily funded and overseen by the Alchemist’s Council, and is available to any and all native citizens of Ahdomai free of charge. As this institution - though largely reformed - is seen as an old vestige of prior rule, many Tajara remain skeptical of seeking out a formal education. In response, various corporations (including NanoTrasen) have stepped in to provide quality education for Tajaran adolescents with guaranteed future employment opportunities and job placements.

Much of Ahdomai and the main Tajara clans still pay homage to the teachings of Tajr-kii S’randarr (roughly translated as “We who follow S’randarr”). These teachings pervade almost all aspects of modern Tajaran culture, from sun motifs in paintings to turns of phrase referring to “the Light”. After the fall of the Overseers, many Tajara have turned their backs on established religion, and some of the smaller clans within Tajaran society have turned to their own interpretations and practices of the original teachings.

Present Day

Though relative newcomers to the galactic scene and lacking in any real substantive naval or economic capacity, the Tajara have managed to remain on friendly terms with the (See Appendix A for more information on the Solar-Central Compact) and on neutral terms with the various governments and species populating the galaxy. Tajaran society is still split along clan-lines with various governments dotting the surface of Ahdomai, many of which are uncomfortable with the idea of reunification largely due to the abuses suffered under the Overseers.

Despite politial borders still being fractured for the most part, life on Ahdomai is relatively peaceful - the war-weary populace loathes to take part in conflict between other clans. Much of Ahdomai’s industry is reliant on foreign corporate infrastructure and investment due to its destruction during the Beggar’s War, with NanoTrasen holding the largest share of Ahdomai’s industrial economy.

With newfound access to the galaxy and readily available corporate placements, many Tajara find themselves - much like Tssal - gazing upward to the stars with hopes of carving out a better life.

Remember, crewmember, mutual respect and cooperation are the cornerstones of success and productivity!

Gallery

Taj4.png

Species on Paradise Station

Unathi

The main article for this section is Unathi
This page needs to be rewritten
REASON:
Under review by lore team, slated to be rewritten completely
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Goldpin.png
Unathi
Goldpin.png
Unathi4.png
Basic Information
Homeworld: Moghes
Language: Sintha’Unathi (:o)
System: Beta Centaurus
Physiology
Height: 190cm
Lifespan: 45 years
Breathes: Oxygen
Game Mechanics
  • Can consume tiny animals.
Boons
  • Claws (unarmed is sharp).
  • Higher heat threshold.
  • Slight low-light vision()
  • Ability to chug welding fuel and then breathe a very small amount of fire (enough to light a cigarette)
Maluses
  • Lower cold threshold.

Unathi (you-nath-ee) are a species of scaled, reptilian beings. They hail from the arid world of Moghes.

Unathi and YOU

Greetings, esteemed crewmember!

In an effort to encourage inter-species cooperation and workplace efficiency, Nanotrasen has compiled a series of helpful guides on the various species that you may be working with!

(NOTE: If you are a member of the species this guide pertains to, please give it to the nearest crewmember of another species)

This particular guide refers to the species known as the Unathi (singular: Unathi).

Unathi Naming Schemes

The Unathi naming schemes tend to follow a rigid system of stratification, with similar last names frequenting some of the more insular factions of Unathi and extra names and honorifics being awarded to both rulers and those who display exemplary military prowess. Unathi lack given names until they reach maturity, at which point they may elect to adopt their own name or the name of a noteworthy progenitor. While some Unathi adopt names prior to adulthood, these individuals are usually shunned for defying proper custom.

As a result of this naming phenomenon, and the importance associated with an Unathi's given name, the given name is generally reserved only for use by close friends and family; using an Unathi's first name without earning the right to do so is typically seen as a grave insult. Unathi typically adopt a pseudonym for use by those they don't implicitly trust, such as outsiders to their clan or members of other species.

Unathi Physiology

Unathi are a carnivorous species of tall, scale-covered reptilian beings. While many Unathi have a single contiguous colour across their body and the spectrum of possible colours is wide, with certain sects of Unathi even customarily etching and dyeing various markings into their scales and hide. The colouration of Unathi males tends to have deeper or more robust shades of greens, grays, reds and browns, whereas the lighter or more pallid colourations involving blue and purple generally only emerge in females and newborns. The colouration of male Unathi tends to darken and deepen as they age, with females gradually losing their colour as they become older.

Like many sexually dimorphic species, the average male Unathi stands around two metres tall, with the females generally averaging about twenty to fourty centimeters shorter. The snouts of male Unathi are typically sharper and more narrow, with females typically displaying shorter and rounded snouts. All Unathi stand on plantigrade legs with clawed toes, which has lead many Unathi to shun footwear both out of tradition and simple practicality - despite this, standard issue footwear can often be modified to accommodate Unathi feet.

Unathi have slender, clawed, digits that are suitable for manipulating and creating various tools. Unlike human ligaments and hand bones, Unathi hand bones are much more dense and more robust suggesting that the precursor to modern Unathi may have relied heavily on their claws for the purposes of hunting. Unathi also possess long, forked tongues that are capable of briefly telescoping out to sample the air, a trait which is believed to have been an evolutionary adaptation geared toward hunting. Unathi are one of the few known sapient species to also be cold blooded, suffering from bouts of fatigue when exposed to low temperatures. Unathi hearts have an extra valve to help distribute blood through their vascular system, which aids in evenly distributing heat through the body.

Unathi are strictly carnivorous, and while capable of eating various plant-matter their digestive system is incapable of breaking down and metabolizing plant-based proteins and fibres.

Language

Sinta'Unathi is the tongue native of the species and is still their dominant language even after the introduction of Galactic Common. Comprised of hisses and guttural yelps, Sinta'Unathi is generally difficult, if not impossible, to emulate by most other sentient species. Unathi have been observed also using a variety of vocal gestures that fall outside of the boundary of the language to convey other information, these gestures typically used to either voice displeasure or to intimidate an opponent.

Though many of the outlying Unathi colonists speak fluent Galactic Common, much of the Unathi population shuns the language in favour of Sinta'Unathi.

The Unathi Homeworld

Moghes is an arid world with rich metallurgic deposits and little potable water. Geological records have shown that Moghes had a vast ocean at one point, with a large salt flat where water once was. It is believed that Moghes thin atmosphere and its proximity to its nearest star contributed to the substantial loss of water on the planet. Average planetary temperatures exceed 40Cº with the winter seasons generally manifesting as mild periods of harsh winds and seasonal storms.

Moghes has no central authority governing the entirety of the planet, and is generally divided into a variety of factitious kingdoms that often fall into conflict with themselves and their constituent colonies. While diplomatic relations are generally permitted on Moghes, namely for the purposes of trade and the import of water, non-Unathi are prohibited from setting foot on the planetary surface without heavy military escort.

A Brief History Unathiflag.png

Moghes.png
Moghes

Unathi have revered martial prowess for millennia, with few things being resolved peacefully through diplomacy or trade. Having spent centuries fighting with one another, the roving bands of Unathi on Moghes eventually grew in size - forming various kingdoms under the control of warchief's and clans. These kingdoms, in their ever-growing quest for conquest and demonstrating their military prowess, were one of the first true form of governance and stability on Moghes. From these militaristic kingdoms progress would arise, largely in the name of perfecting the military arts, empires forming and being constantly usurped and shattered in an ever-growing struggle for supremacy.

In 2036 these conflicts would finally find their way outside the boundaries of Moghes, with rival factions of Unathi either discovering the possibilities of space flight themselves or acquiring the technologies through conquest. The constant fighting and warring on Moghes had left much of the water on homeworld unfit for drinking or unusable, leading the proud kingdoms of Unathi into a period of fevered colonization of nearby worlds - desperate to finance and supply their campaigns on the home front. During this period it is believed that the Unathi made first contact with The Technocracy, with many factions vying for the technology and resources they might offer. Ultimately, and most likely due to the poor diplomatic skills of the Unathi, the discovery of another sapient species was written off as inconsequential and no official diplomatic ties were ever established. There were campaigns to win, and it would be a stain to the honour of any warrior were they found to be taking the help of an outsider.

Unathi Culture

Unathi organize themselves in a warrior culture, which places high value on honour, prowess in military affairs, and history. All Unathi are expected to contribute in some form or another to their constituent kingdoms, whether this be through the invention of new technologies to aid ongoing campaigns, through enlistment, or through exploration and exploitation of new mineral-rich worlds. Though generally regarded under suspicion, this includes working for various non-Unathi organizations such as Nanotrasen - though the Unathi in question is often expected to pay an additional levy to their superiors as compensation.

From an outside perspective, Unathi females appear to be treated as little more than chattel - though this is far from the case. Though often constrained to the service of their families, female Unathi enjoy immunity from enlistment, direct contribution to ongoing campaigns, and are sheltered and protected from the ravages of war - often leaving them the time and ability to take up important functionary roles as scientists, scholars, and historians.

Unathi lack a unified belief system or religious hierarchy, with various clans and sects holding their own individual beliefs about creation. One of the more common themes throughout these scattered religious practices however is the belief that an Unathi can only be put to rest through proving their valor - either by themselves in their own lives, or by a proxy who takes up their name after their death.

Present Day

Due to constant infighting Unathi currently lack any formal diplomatic ties with any of the known species in the galaxy and existing agreements with outsiders are often tenuous at best and generally fall flat when the ruling power is either conquered, usurped, or dissolved. Though the Unathi tirelessly fight a war among one another, collectively the species makes up the largest naval fleet in the galaxy by a large margin, with some of the largest colonial holdings second only to recent Human expansionism. The Unathi with their proud history, military prowess, and tireless resolve to prove themselves, have carved out their place in the galaxy.

With new discoveries, battles, and opportunities, many Unathi now find themselves among the stars - seeking to prove themselves to their families, their clans, and their kingdoms.

Remember, knowledge, respect and cooperation are the key tenets of success and productivity!

Gallery

Unathi4.png

Species on Paradise Station

Skrell

The main article for this section is Skrell
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Sloth construction.png
This article or section is a Work in Progress.
Assigned to:
Octus
Please discuss changes with assigned users. If no one is assigned, or if the user is inactive, feel free to edit.

Skrell are a amphibious species, that come from tropical world of Qerrballak, or "The Crown", a humid planet filled with swamps and archipelagos. Skrell are a highly advanced and logical race who live under the rule of the Qerr'Katish monarchy, the main govermental body. Skrell are herbivores and opulent in nature thanks to central tenets of the Skrellian religion. While classically preferring diplomacy, the Skrell participate in the largest military alliance in the galaxy, the Solar-Central Compact."

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Skrell
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Skrell.png
Basic Information
Homeworld: The Crown
Language: Skrellian (:k)
System: Indus Eridus
Physiology
Height: 175cm
Lifespan: 70 years
Breathes: Oxygen
Game Mechanics
  • No special features.
Boons
  • Headpocket (fits one small item).
  • Underwater breathing.
  • Cannot become obese.
Maluses
  • -400% alcohol tolerance

Overview

The Skrell are an amphibious species from the tropical world of Qerrballak, or "The Crown," in the Jargon system. Their society is a long-standing constitutional monarchy that thrives on unity achieved through alliances among influential leaders and nobles. This unification allowed them avoid major conflicts and usher in a golden age of exploration, which allowed the Skrell to explore outside their aquatic society and colonize both land, and the stars.

Despite perceptions of physical frailty, Skrell are renowned for their diplomatic prowess, and spiritual tenets. Skrell disdain acts of violence or force, and cater more toward the battle of words and debate, as their religion encourages them. It also has led to Skrell being focused on fashion, and the culture around them, to be underdressed or appear out of style is damaging to their reputation and the arguments they speak. This has established them as key negotiators within the Solar Central Compact and anyone seeking mediators in galactic affairs. Their approachable relations with most species, except those from past conflicts, make them one of core pillars of the Solar Central Compact. The Skrell's engagement with the Trans-Solar Federations megacorporations has significantly boosted their economy, shifting their society towards an oligarchic structure in which money can prioritize most forms of growth, as some counter culture groups within their society argue.

Today, the Skrell monarchy remains intact, managing governance through appointed nobles and governors. However, humanity's influence has introduced challenges, including corporate interference and the emergence of counter groups, which has created active tension within Skrell society. Even with formed tension, Skrell are still considered some of the most noble and well mannered species in the Orion Sector.

Mechanics

Skrell biology is aquatic in nature, they have gills along their necks that allow them to breath underwater. They can grow tendrils around their head region, these tendrils allow them to store tiny items within and keep them secure. Their digestive system metabolizes food to avoid obesity, but possess weaker than average livers and experience the effects of alcohol by 400%.

Biology

Skrell are inherently aquatic beings, having over millennia, adapted to thrive in environments far removed from bodies of water and developed the ability to breathe out of water with certain limitations. To preserve their skin's moisture and maintain their natural mucous coating, crucial for their immune system, Skrell require access to water sources. Without such access they face issues of potential drying, a condition in which their skin becomes unhydrated, and progressively compromises their immune system after 5 days away from water. This challenge is prevalent when Skrell venture beyond their oceanic homeworlds into land or space for long periods of time. Modern Skrell have found practical solutions, opting for regular showers or splashing water on themselves. Well hydrated Skrell exhibit smooth, slippery skin adorned with a thin slime layer from the mucous shield, facilitating natural breathing through their skin. While also possessing a sense of smell from their nose, Skrell can detect scents even while holding their breath, a trait that brings its own issues or benefits depending on the situation.

Skrell possess webbed feet and hands, adaptations designed to navigate both the powerful ocean currents and serene streams of their homeworld. Naturally honing their swimming skills allows them to navigate across The Crown, particularly underwater. However, these webbed features hold no practical purpose on land or in the vastness of space. Some Skrell report that, after centuries of residing far from their oceanic lifestyle, the absence of webbing has emerged as a potential birth defect. Although genetically akin to their webbed counterparts, individuals with this condition often perceive it as a curse or harbinger of a shorter life compared to their webbed counterparts, due to other organs defects accompanying it.

Organically, Skrell share many similarities with amphibious species, such as frogs and mollusks, possessing a complex organ system adapted for aquatic environments. Their blood contains the blue copper-based pigment hemocyanin, from their natural oceanic origins, giving them a distinct blood composition compared to other species. Skrell also feature lungs and hearts capable of withstanding pressure in deep water regions. The skin enhances their breathing in high-pressure, low-oxygen areas. However, their liver, while essential, are weaker compared to those of other species, making Skrell vulnerable to toxic elements that can overwhelm their liver functions, possibly killing them.

The most noticeable feature among Skrell is the tendrils along their bodies, only found around the head of the Skrell. Functioning as water reserves for their skin and serving as a unique form of self-expression within the species, tendrils are critical in biology and physiology. Many Skrell take pleasure in cultivating their tendrils as they age, with the first tendrils typically appearing around their sixth sol year and reaching their maximum sprout count by adulthood. These tendrils can grow on the head, sometimes extending around the face and chin akin to a human's beard. All tendrils are flexible, allowing Skrell to wrap, move, and adjust them. Even being cutable to the discomfort of the Skrell, with the ability to regrow as the skin absorbs excess water to replenish storage reserves. Beyond their role in skin hydration and fashion, tendrils also serve as natural hiding places for small items, tightly securing objects to prevent them from falling out. Skrell can effortlessly unlock or tighten their tendrils at will, without needing much thought or focus to maintain.

Social

Naming Schemes

Traditional Skrellian names typically consist of a long string of alternating vowels and consonants with the surname typically incorporated into the main body of the given name. This peculiar system of naming appears to have been borne out of ancient Skrellian orthodoxy, where oneness of family (and thereby the incorporation of a surname into a given name) was held as a key tenet of Skrellian society.

However, with the incorporation of foreign culture - particularly human culture - this custom has begun to fall out of favour with Skrellian families no longer native to the Crown with many families christening themselves with new surnames.

Language

The Skrellian language consists of a series of higher pitched sounds which are mostly inaudible to non-Skrell. Due to these variations in intonation and pitch, often beyond the frequency most species are able to detect, Skrellian has few non-native speakers as it can't be reproduced or understood without mechanical assistance.

Though there are a few notable dialects on the world of the Crown, Skrell by and large all practice a common language understood by almost all speakers on their world. Following the advent of the Solar-Central Compact in 2385AD many Skrell have also began to practice Galactic Common; some families have even as far as to supplant the native Skrellian language with the far more broadly understood Galactic Common. Due to this linguistic shift, the Skrellian government issues documents and legislation in both Skrellian and Galactic Common.

Homeworld

The Skrellian homeworld known as the Crown, or Qerrballak in native Skrellian, is notable for its humidity, long island chains, lack of any continents, and its possession of three lunar satellites. The hot and cold seasons on the Crown are often mild, the vast oceans and high humidity isolating the world from drastic temperature changes. The average surface temperature on the Crown is 30C°, and prolonged periods of heavy rainfall or coastal storms are not unusual.

Though Skrell prefer to dwell underwater, much of the advanced industry on the Crown is located above water due to the exorbitant costs and difficulties associated with underwater construction. Despite land being at a premium, Skrellian industry is known for its high levels of productivity. This factor, combined with their cordial trade relations with Humans, has lead the burgeoning economy of the Crown to become one of the largest in the galaxies and subsequently a popular destination for intergalactic tourism.

Though Skrell native to the Crown enjoy a variety of comforts, this productivity has not been without its costs. The citizenry of the Crown, having initially seen their borders expanded beyond the reach of their solar system with no alien contact, called for the dismantling of their naval forces. This act, though a noble cost-cutting measure, left themselves open to both political outliers and what would become a rapidly growing pirate population. It wasn't until first contact with Humans, and the subsequent establishment of the Solar-Central Compact, that the Skrell were able to effectively rebuild their naval forces stamp out the issue of piracy, both on the Crown and abroad.

The jungles of the Crown are also inhabited by a species known as the Fyrsskar, reptilian sentient species that have been locked in perpetual animosity with the Skrell. Their technology is comparatively primitive, and is mostly salvaged from abandoned Skrellian ships and factories. While incapable of space flight, some Fyrsskian individuals have been occasionally hired as mercenaries and enforcers by certain companies despite objections from Skrellian officials.

A Brief History Skrellflag.png

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Jargon 4

Skrellian history is rife with varying degrees of political and internal conflict. From the early wars between neighbouring enclaves of Skrell and the more recent issues of piracy, Skrell - despite their typically peaceful nature - are no strangers to political disagreements becoming violent. Though initially divided in their formative years, the population of the Crown was finally brought under a unified banner in the year 1396AD after a long and particularly costly war known as The Conflict of the Adrat Sea; a battle which was waged over the limited surface land available.

Once this battle had been laid to rest the Skrellian entered an era that they documented as "Adrat's Peace". Lasting from early 1400AD up until the later years of 1800AD, the Skrell were left undisturbed by the large military conquests of their ancestors and set their sights on the stars. Though the damage from the earlier conflict was immense, the Skrellian people were already well-industrialized and quickly set about to rebuilding their homeworld under the auspicious gaze of their new planetary government. By the year 1632AD, both the words of Jargon 3 and Jargon 5 had seen multiple missions, and eventually the establishment of permanent colonies upon their surface.

Bolstered by a space tourism boom and the discovery of FTL technologies, Skrell quickly explored the world beyond their immediate solar system and established several more colonies on the worlds bordering their system. After the proliferation of numerous border colonies with no sign or hint of alien life beyond their borders, Skrellian society turned their focus inward. Both emboldened and disheartened by the idea that they may be the only intelligent life in the galaxy, Skrellian arts and culture saw a revitalization that has lasting implications to the modern day.

This inward focus would lead to the eventual dismantling of the Skrellian navy in 2142 and the subsequent proliferation of piracy on the Crown based out of the Skrellian rimworld colonies. It wouldn't be until the discovery of the Skrell by Sol-Gov in 2296AD, and the later establishment of the Solar-Central Compact in 2385AD, that the Skrellian navy would once again be rebuilt and returned to full strength. First testing its strength by tackling the rampant rimworld piracy, before coming to the aid of the Sol-Gov fleet 2414 against a short-lived Kidan incursion on Human colonies. The SCC would later evolve to serve as peacekeepers throughout known space, seeking to prevent and deescalate conflicts between the various species inhabiting the galaxy.

Though the Skrellian naval fleet is dwarfed by the sheer size of the Human fleet, both species enjoy cordial diplomatic, military, and trade relations - a boon which has further bolstered the economic and artistic vibrancy of the Skrellian homeworld and its colonies.

Culture

Skrell traditionally live in large family groups that emulate band-like structures, with the oldest living parent taking charge of and organizing household affairs. Skrellian culture stresses the importance of their varied cultural practices and an appreciation for the arts - which play a central role in Skrellian education.

Still exuberant at the somewhat recent discovery of alien cultures, Skrellian society is one of the more receptive to exchange and interaction with alien species. Though Skrell freely allow immigration of foreign species to their homeworld, the vetting processes are often rigorous and the wait lists long due to the Crown containing little arable land.

Spiritual pursuits are held highly in the Skrell society. While no specific religion practiced on the Crown, the belief in individual souls is common with many Skrell adamantly believing in a blissful afterlife that comes to those who are in touch with their inner selves. Skrell, who typically live in comfort, traditionally believe that material enrichment also plays an important role in reaching one's true self.

Likely due to the fact that Skrell are herbivores, Skrellian orthopraxy considers all life - no matter how small - to be important and have intrinsic value.

Present Day

One of the oldest species on the galactic arena, the Skrell have secured a comfortable position both in terms of their economic output, as well as quality of life. Currently their government focuses on bringing artistic enlightenment to less culturally refined species, as well as enforcing peace in the galaxy in cooperation with Sol Gov and subsequently enjoys friendly relations with most known species.

Though many Skrell never leave the comforts of their homeworld or its colonies, commerce and the arts often necessitate Skrell emigrating to other worlds or working under the employ of foreign companies.

Remember, crewmember, mutual respect and cooperation are the cornerstones of success and productivity!

Gallery

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Species on Paradise Station

Vox

The main article for this section is Vox
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The Vox are remnants of an ancient race, that originate from arkships. These bioengineered, reptilian, beaked, and quilled beings have a physiological caste system and follow 'The Inviolate' tenets. Breathing pure nitrogen, they need specialized masks and tanks for survival outside their arkships. Their insular nature limits their involvement in broader galactic affairs, maintaining a distinct, yet isolated presence away from other species.

Lore
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Vox
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Basic Information
Homeworld: Unknown
Language: Vox-Pidgin (:v)
System: Unknown
Physiology
Height: 61cm - 183cm
Lifespan: 50 years
Breathes: Nitrogen
Game Mechanics
  • Able to process both synthetic and organic reagents.
  • Breathes nitrogen.
  • Has a unique blood type, Vox Blood.
Boons
  • Claws (unarmed is sharp).
  • Immune to decay and will not skeletonize.
  • Internal organs will not accumulate germs or decay even outside the body; external organs do not accumulate germs while attached to the body.
Maluses
  • Oxygen is toxic.
  • Cannot be cloned.
  • -60% alcohol tolerance.
  • Normal blood is toxic to them, requiring Vox Blood to refill their blood.
  • Remain vulnerable to organ death when revived with Lazarus Reagent.

Overview

Vox or Vox's, an artificially created species that live in environments where nitrogen is their breathing gas. They inhabit colossal moon-sized vessels known as arkships or arks, scattered across the remote fringes of the Orion Sector's outer rim. Its species features several races that live and work alongside each other, among these are the Vox Primalis, which are drones and the main bulk of the species. Primalis are ingrained in a rigid caste system from birth, a structure overseen by the superior races of Vox Armalis and the elite Primalis, who function as both fanatic zealots and guardians of their respective arks. The ark's governance revolves around a theocratic system venerating the Vox Auralis, a powerful vox whose path to ascension is dogmatically followed and taught to all Vox, to engrain their role in the larger purpose and preservation directed by their god.

Despite their complex society, Voxkind exerts minimal influence in the sector, primarily due to their arkships' strategic distance from core worlds, a deliberate choice to avoid interactions with other species. Despite the distance, Vox individuals are occasionally encountered outside their arks, often as exiles, wanderers, or raiders on a sacred mission for their ark. These rarities and their secretive disposition have unfortunately led to widespread mistrust and prejudice against the Vox by other species, fueled by historical incidents and governmental biases.

Consistent in their isolationism, internal strife is rampant within Voxkind. Arkships often engage in covert assaults or sabotage missions against each other, driven by the zealots under faith to their respective Auralis. Even so, the arkships are not strangers to internal conflict, with the populace frequently fighting due to the caste system they work in, and suppression of free thought or wrong ideologies opposing the system.

Mechanics

Vox's require a source of nitrogen internals to breath, as oxygen is toxic when inhaled. Due to Vox biology, their bodies are artificial and they do not decay or skeletonize, their organs will also never decay or become infected with germs. Despite the benefits of their unique physiology, Vox bodies are unable to be cloned or created by normal means. They also cannot use blood outside their own, and can only use nitrogen based blood, other blood types are toxic when injected.

Subraces

There are many different types of Vox within the species physiology. While distinct and filling specific caste roles within their ark, have complexity in appearance and size.

Vox Primalis

The majority of observed Vox belong to the Primalis category and range from 61cm to 183cm, with sizes being dependent on the original work designation of the body. Primalis are considered the general population of an ark, making up a majority of the vox living there by a significant margin. Their numerous population is for the sole purpose of working and maintaining the arkships infrastructures, tasks, and daily life of vox. Existence as a Primalis can range depending on position within the Vox caste, as Vox can either be leaders and significant authority figures, or laborers and disposable workers.

While the body of a Primalis can range from tiny to large, they contain higher concentrates of musculature that is highly dense and capable of extremely powerful and rapid movement. Primalis physiology is ideal for sprinting and repetitive tasks, something that is necessary for their life aboard arkships, and the designations they operate under. Despite their engineered physiology, these benefits are locked to specific body types, meaning Vox who seek certain attributes and physical appearance need specific artificially made bodies with those features, these can range from height, to muscle mass, skeletal structure, and even beak shape and appearance. Rumor's even speculate of Vox who have managed to have bodies modified under unique circumstances, extra eyes, split beaks, and even different bone structure, this however has never been proven or discovered outside arkships and is considered a tale by most.

Vox Armalis

These Vox are considered the perfect creation of the Auralis, and are powerful in strength, and intelligence. Visually they have a third eye and minimum height of 2.43 meters. They are created with the sole purpose of leadership roles, acting as overseers, fleet commanders, and any critical position inside an ark. They are bulky in size, containing more muscle mass and strength in their giant bodies compared to a Primalis with the ability to easily snap bones or crush arkship walls with ease.

While they are gifted muscular super strength at birth, they are hyper intelligent, able to process multiple tasks without breaking the flow of concentration. With all these benefits comes a cost, their own personal freedoms and goals, as they are born highly loyal to the ark they originate from. Many Armalis would rather die than betray their arkship and it's Auralis. For this reason, they are considered rare outside of arks aside commanding raiders on expeditions. A failsafe is built into the Auralis, similar to modern death implants, designed to dust and turn the body into an ash- so other species cannot study their body completely, or gain significant bionics within the Auralis body.

Vox Apex

These Vox are considered the perfect creation of the Auralis, and are powerful in strength, and intelligence. Visually they have a third eye and minimum height of 2.43 meters. They are created with the sole purpose of leadership roles, acting as overseers, fleet commanders, and any critical position inside an ark. They are bulky in size, containing more muscle mass and strength in their giant bodies compared to a Primalis with the ability to easily snap bones or crush arkship walls with ease.

While they are gifted muscular super strength at birth, they are hyper intelligent, able to process multiple tasks without breaking the flow of concentration. With all these benefits comes a cost, their own personal freedoms and goals, as they are born highly loyal to the ark they originate from. Many Armalis would rather die than betray their arkship and it's Auralis. For this reason, they are considered rare outside of arks aside commanding raiders on expeditions. A failsafe is built into the Auralis, similar to modern death implants, designed to dust and turn the body into an ash- so other species cannot study their body completely, or gain significant bionics within the Auralis body.

Vox Auralis

The original Vox, having multiple eyes and standing over 12ft tall. They are labeled as gods or higher beings within the ark ships they once built millennia ago. They are rumored to be incredibly dangerous, powerful, and have the most potent psychic abilities in existence. Only a handful of Auralis live aboard arkships and exist in their own secluded chamber in the core of the ark, under miles of thick metallic layers enough to survive even the most devastating explosions. Each Auralis shares the same end goal - ascension, and the ability to escape the mortal plane into what their perceive as a higher level of existence.

No Primalis in their existence has ever seen one aside those in the high ranks of the caste who claim too, and the Armalis. Rumored to be in a deep meditative state as they research and focus on finding their goal, an Auralis will never leave its core, and partake in the society it has created around itself. Speculators and heretics within voxkind claim they have already reached the higher plane, or perished during their endeavors. And with said perish, the true purpose of the Vox species as a whole.

Biology

The biology of a Vox Primalis is completely unique in physiology and appearance compared to other natural born species. While vox are gifted the power of biological immortality due to their cortical stack, they still face issues with their bodies' upkeep and health, most importantly, their species' unique organs. Vox organs are specialized and designed specifically for ark ships or oxygen free environments. They are adapted and designed by the Apex to be as low maintenance as possible while keeping their versatile and valuable organs in top shape, however still being prone to aging via the body as it naturally deteriorates overtime.

Vox Creation

When a Vox Primalis is created, its stack is artificially made by the Apex of its respective arkship. Forged with a unique craftsmanship only possible by its scale and precise recipe gifted from the Auralis. It uses organic matter and mechanical implants to fuse and create the stack- a living, durable, and biological immortal brain. There are two species that are artificially made, the Primalis and the Armalis.

For elaboration on biological immortality,

"Biological immortality (sometimes referred to bio-indefinite mortality) is a state in which the rate of mortality from senescence is stable or decreasing, thus decoupling it from chronological age. Various unicellular and multicellular species, including some vertebrates, achieve this state either throughout their existence or after living long enough. A biologically immortal living being can still die from means other than senescence, such as through injury or disease."

When a Vox dies before its set body has reached its decay timer, it will either be replanted inside a new body to continue work. When a Vox dies, it considered a death. When the stack is wiped for reset, or destroyed to the point it is unable to properly function- it is true death, or for simpler terms ego death. This condition is permanent.

Vox Bodies

The bodies of a normal Primalis are designed to live for an estimated 40-50 years before showing symptoms of decay or failure. Vox who have decaying bodies will experience symptoms of like chronic back pain, wrinkled skin tissue, and even health issues like organ failure. These issues can be remedied in several different ways, depending on the circumstances and position of the Vox.

A simple solution is to replace the decaying and failing organs with new ones. Harvested from another host and placed inside. This preservation method can be used to keep a vox body sustained for a time. This allows one to continue preserving and using a body as long as they have a source of fresh organs. Other species' organs can work inside but tend to either show health symptoms or fail due to incompatible blood types and alien nature. Cybernetic implants are also a good alternative but are much more expensive, depending on the quality, and merchant one chooses to buy from.

Another method is moving the original stack to a new empty fresh body, discarding the old one, and recycling it to whatever is most convenient. New bodies depending on the circumstances are challenging to obtain. Arkship vox can wait years for a new body as the Haruspex responsible for growing them need time. As many vox are dying of decay, accidents, and crime within an arkship, the demand is high while the supply is steady but slow, overpopulation can strain this process. Free vox or those not bound to their arkships must find outside sources to replace their bodies.

A market for vox bodies exists among pirates and traders. Traders usually offer worn-out and partially decayed bodies that were missing organs at a fair price. While pirates usually deal in stolen bodies, taken from raids or conflicts among other vox. The pirates' methods to obtaining bodies consistent of violence and murder, so organ replacement is usually necessary when trading with a pirate. A majority of these merchants are only Vox, given the experience and knowledge in preserving bodies, while also being an incredibly niche market to work within the sector.

Vox bodies are difficult to acquire, as their only manufactured inside Arkships by an Apex and Haruspex. This rare value is why vox treasure their body and preserve it for as long they can live within it, as replacement or alternatives are very lackluster, expensive, or impossible. The price for a body outside of arkships normally tend to charge thousands of credits per body, price depending with size, implants, and quality of age.

Vox Organs

Vox are grown for nitrogen based, low-pressure environments, as they naturally live inside arkships which have all these features. Inside the body of most vox primalis lies several unique organs, similar to other species but unique enough that no species has ever truly understood the breakdown of its complex structure to recreate.


The Body, a skeleton made of collagen and calcium phosphate. Weaved within it, a nervous and vascular system carry signals and blood over the body.


The Head, two eyes with bioluminescent pupils that glow in the dark. A cortical stack with the ego and spirit of a vox. This stack is responsible for the nervous system and functions to control said body and give life. A beak, made of keratin and concealing sharp rows of teeth designed for ripping flesh. A vox’s throat is grown with unique vocal cords and two tongues. This assembly of muscles, labeled “Syrinx”, is what gives Vox their signature screeching language.


The Chest, where lies a vox’s heart, two kidneys, and the stomach. Most strikingly, this stomach is capable of digesting non-organic materials. Additionally, two specialized vox lungs handle the filtration and distribution of nitrogen, from the air. The pulmonary cells inside are especially vulnerable to oxidation, making Oxygen dangerous to breathe.


The Limbs, vox have two muscular arms, and with three phalange-like claws, composed of keratin threads and posessing opposable thumbs. Vox have two equally muscular legs, . They have three phalange-like toe claws designed for standing tall (once again, beast primalis are exempt from this rule). This makes them digitigrade by nature. Vox have a long prehensile tail that can be used like a third limb and serves to keep balance. It can grasp small things and occasionally be used to throw or slam as a defensive tactic, though this obviously depends on the size of the vox and its muscle mass. .

The Stack

The artificial organ that gives the Vox its unique identity, conscious, and ego. Only able to be created by an Apex, it is one of the most advance piece of vox technology, being necessary to continue the creation of the species.

Stack Integrity

The general overview of vox's stack. As a vox lives their life of eternity, they may be prone to accidents or possible hazards along their lifetime. These can lead to the death of vox. However, as long as a stack survives, the vox inside lives and can easily be restacked to return to work. While this may be the case, stacks are still prone to taking damage. Anything blunt-related, sharp, or extreme heat exposure, like lasers, can cause true death, meaning the stack is permanently destroyed and only recyclable. Most vox are very careful about avoiding being put into these situations, as being exposed to dangers like these are life-threatening, even if they have an endless supply of bodies.

1. Full Health:
100% - 90% Pristine and functioning at peak performance. Vox with this level of stack integrity are rare, and typically only found in recently born or repaired stacks.
2. Healthy:
90% - 75% Healthy stack integrity. Vox with this level of integrity are considered healthy and functioning normally. Minor issues may arise, but can usually be treated with medication or minor surgery.
3. Moderate:
75% - 60% Below average stack integrity. Vox with this level of integrity may experience moderate health issues such as difficulty with movement, speech, or cognitive function. Medical attention and surgery from a Haruspex may be necessary to maintain functionality.
4. Damaged:
60% - 40% Poor stack integrity. Vox with this level of integrity may have severe health issues such as loss of motor functions, memory loss, or sensory impairment. True death may occur if not treated promptly with extensive surgery or replacement of damaged nerve ends.
5. True Death:
40% - 0% Critical stack integrity. Vox with this level of integrity are in danger of true death, as a significant portion of their stack is permanently damaged or destroyed. They may have lost essential functions such as movement or communication, and medical intervention may be insufficient to prevent true death.

Insight of the Stack

The Ego and imprints inside a Vox are random. While the stack is artificially made and created with usually a designation in mind before being put into a body, personality can have more factors during the growing period when a Vox is learning its place in society. Environment, Hazards, Other Vox, and P-Blockers, which are designed to suppress certain emotions or behaviors if necessary, are all factors in the outcome of how the Vox behaves.

P-Blockers are stimuli enhancers that sometimes are put inside Vox to push their behaviors towards efficiency, usually nulling negative personalities that can hinder their work and making or encouraging ones that aid or help if efficiency.

Enforcers, for example, are usually forced to be distant around low-level drones to avoid sympathy or attachment. They are given P-Blockers to suppress kindness and emotions of love and encourage ruthless behaviors and mannerisms to maximize efficiency in the field. Labor Drones can sometimes also be put onto P-Blockers to breed out laziness and promote incentive workaholic personalities. While they still have some identity that makes them unique, they will generally share similarities in activities and productivity with anyone else manipulated by P-Blockers.

Suppose a Vox tries to ignore the P-Blocker enhancer they are dosed with. In that case, it becomes unpleasant, migraines start to take over, and even short hallucinatory visions can occur, all designed to manipulate the Vox in what the P-Blocker wants. Despite all the things P-Blockers are effective for, there are cases where being off P-Blockers for long enough will eventually make suppressed emotions return, freeing the stack of any shutoff personalities while on the drug. However, the longer one is on P-Blockers, the longer it takes to return to normal, from decades to centuries.

In Vox society, the integrity and preservation of stacks are of utmost importance. Consequently, the Haruspex caste is revered for its expertise in managing the integrity of Primalis stacks, imprints, and bodies. Through their specialized skills and understanding, they are responsible for maintaining the stability and longevity of the Vox population.

The cortical stack also indicates a Vox's status and identity within the caste system. The integrity and quality of a stack can impact an individual's role, responsibilities, and privileges. As such, the health of a stack is closely monitored and maintained to ensure the proper functioning of the societal hierarchy. Furthermore, the stack is pivotal in Vox's loyalty to their arkships and devotion to their respective roles. Through the stacks, a sense of collective identity and purpose is imbued in the Vox population, ensuring their unwavering commitment to their society's objectives. The cortical stacks serve as the foundation of the Vox society by preserving their memories, experiences, and consciousness while reinforcing the societal hierarchy and loyalty. The importance of maintaining stack integrity cannot be overstated, as it directly impacts the survival and prosperity of the Vox species.

Stack Taboo

Lastly, there is one taboo in Vox society that many see as evil or sins against their kind, the destruction of a stack through murder, resulting in true death. Many gangs and criminals avoid destroying stacks to reduce pressure or heat from local authorities like the Overseers and their Enforcers. However, this does not mean that murder intending to cause true death is impossible. Some Vox can grow jealous of others and their living conditions, disputes about food and work imbalances, territory wars between rival Primalis gangs in slum sectors, and maybe even cutthroat bureaucracy to gain more in society by removing roadblocks. A vox caught guilty of murdering another may have their rations reduced, demoted to a lower caste like a slave, or repositioned to another sector. A vox caught guilty of murder resulting in the true death of their kin will always be reset and given the ultimate punishment. True death.

Social

Vox culture is fragmented depending on caste, location inside of the world, and even beliefs. Many arkships all house a similar style of systems inside their societies designed to separate the masses from the elites. These parameters and even barriers can result in a difference in belief from how you, a Vox, would adapt and learn. However, arkships are relatively flexible in their designs. These are mostly limited by the creator's imagination and the already set parameters of vox society as a whole. Even with said parameters, you can be flexible about the idea of an ark you choose to make or borrow from someone else's designed arkship.

Arkships are rather ruthless in their authority and their systems. All towns and sectors within the ark are governed like districts. Either by a high-casting Armalis or subsidiary Primalis who always work as a proxy to an overseer. Each sector controls and functions in tangent with The Core to sustain life support and ensure the ark is stable. In the case of no active Auralis, Armalis are usually the head of these sectors and work together as a senate to maximize and control the Primalis.

Naming Schemes

Vox naming is tied heavily into their species language of screeches and shrieks. Composed of primarily K's and T's, the names are a combination of words within the language created by Vox based on their setting or background. There are two distinct naming schemes for Vox to choose from. Clan based naming scheme, or individualistic that only the naming vox understands.

Clan based naming Vox utilize a combination of physical or mental features, the name of the clan in question aboard their original arkship, and a short unique sound. For instance: A vox can name themselves Ka-Ke-Kori or Kakekori to translate into, Vicious-Darting-Minnow. 'Vicious' is the formative physical or mental feature, 'Darting' is the prefix of the clan name aboard the ark, and 'Minnow' is the modifier sound. This naming scheme is reserved for vox who are considered worthy of their clan affiliation and have earned such achievement by showing loyalty and devotion to their designation. Commonly used by those proudly still aligned with their home arkship.

  • Kakekori (Ka-Ke-Kori) (Vicious-Darting-Minnow)
  • Kiyaka (Ki-Yaka) (Kind-Drifters)
  • Teke-ko (Teke-Ko) (Intelligent-Watcher)

Second to this are their encrypted names. These names are one of the more unique and hidden aspects only known to the Vox speaking them. This complication is sometimes inherently done to feel unique, and confused translation to even those within vox society. Mixed naming can sound similar to clan based names, however the deeper context is changed, with a focus on individuality instead of adopting a group style name. A vox can name themselves Kotokikiya which at first can sound exactly like a clan name, but upon further context has zero affiliation to a clan. Instead Koto-Kiki-Ya is based on the Vox and its choice of meaning for words.

This allows vox to have some control over their identity, and essentially always keep their name secretive. 'Koto' could translate to Friendly, or Bitter, and even Sorrow, making it always be a mystery as to what each combination of words have meaning. This type of naming is usually done by low caste Vox who choose to pick a title instead of their designated serial number. Most who grow to further benefit their arks abandoned the names in favor of more sophisticated clan names, however those who perceive individuality and grow estranged from arkships value the freedom of their naming more.

  • Kotokikiya (Koto-Kiki-Ya) (???-???-???)
  • Takayaya (Taka-Yaya) (???-???)

Arkship Life

Once a vox inside of an ark is successfully created, their given a designation to work under, and taught the Inviolate. They follow it like a gospel until their unforeseeable promotion or demotion. If they're lucky, they can climb the ranks of their starting designation's caste in society and reach a new social level that gives more opportunity and authority from their previous position.

Inside the ark, slums and sprawling shanty towns tend to litter the ship. These sprawling makeshift homes and buildings are built around actual well-designed structures mainly to help in housing as arks tend to be overpopulated for maximum efficiency. Vox tend to spend most of their days working doing their tasks and designations. If the sector overseer declares a hull breach- every laborer and atmos tech in that sector is expected to fix the issue.

Suppose a sector fails to meet standards or is underperforming. In that case, the punishment can result from demotion to a lower caste position like slave or sector wipes- in which a percentage of the vox are executed and reset to avoid deviancy, as well as sending a message that failure is non-negotiable. However, if most work is completed ahead of time or tasks are in low demand Vox of lower caste slack off or avoid work, doing whatever they wish inside the bounds of the Inviolate. In that, they socialize with each, do productive activities, explore and exercise, and practice their designation.

Designations and The Caste

Designations however are something every Vox should have because their species as a whole was designed to be nothing but tools for the Auralis in upkeeping their ships. Vox are born to have a set of duties and tasks aboard their arkship and their societies since birth. There is no childhood for a Vox, no long lasting innonence, and no sort of free choice to what roles they are allowed to become. They are placed into a caste system inside their species and forced to work until their restack day (death of the body.) These ranks can however differ depending on arkship, and culture inside the society. Some arkships are probably more lax on work quotas, while others are extremely punishing that failure to meet standards can result in true death. When it comes to the caste system there is usually a divide between ranks and hierarchy. The most base form would be the high caste, mid caste, and low caste.

However a Vox does not need to be forced to follow the roles it is given at birth. Some Vox can turn deviant after years of struggle, lack of direction, and possible PTSD. With deviancy comes its own issues of Vox crime ill touch on later, but failure to be a loyalist to the arkship and its kin can be punishable by true death, or demotion to a lower caste. While this is the case it is still common for a majority of Vox to not stray far from their birth designations, as many believe that hard work and sacrifice will be rewarded after ascension.

However a Vox does not need to be forced to follow the roles it is given at birth. Some Vox can turn deviant after years of struggle, lack of direction, and possible PTSD. With deviancy comes its own issues of Vox crime ill touch on later, but failure to be a loyalist to the arkship and its kin can be punishable by true death, or demotion to a lower caste. While this is the case it is still common for a majority of Vox to not stray far from their birth designations, as many believe that hard work and sacrifice will be rewarded after ascension.

The caste system within Vox society plays a crucial role in maintaining order, stability, and efficiency within arkships. Each caste, High, Mid, and Low, serves specific purposes and carries out distinct functions. In this chapter, we will delve deeper into the roles and responsibilities of each caste, while many of the listed roles provide good context as to their duties and the purpose of the primalis, you can be creative and make something that fits into the scenario similar to the examples below.


High Caste

Valuable Primalis that have lived for around 1000 years aboard their arkships, High Caste Vox are extremely loyal to their master apex and the Armalis’ great goal of ascension. Restacked probably hundreds of times, they are dogmatically devoted to their work and kin, leading to them being rewarded greatly with a high position in society. Most Primalis are taught to respect and follow in the footsteps of the high caste, and those who arouse the wrath of the High Caste may be labled as heretics or accused of deviancy. Some roles of a high caste are Haruspexes, Second Command to Enforcer and Fleet squads, and even Sectoral overseer roles.


Haruspex As doctor-priests of the arkships, Haruspex occupy a unique and revered position. They are responsible for preserving the integrity of Primalis stacks, imprints, and bodies, ensuring their proper function and longevity. Additionally, they interpret the will and directives of the Apex, guiding other Vox based on these interpretations. Haruspex also perform autopsies on the rare Armalis or Auralis that experience true death, seeking to understand the causes and prevent future occurrences. Known for their eccentricity and vast esoteric knowledge, Haruspex are believed to possess a deeper neurological connection to the Vox collective, granting them unique insights into their species' nature and purpose.


Overseer Serving as high authority figures, Overseers are either Armalis commanding a sector or high caste Primalis fulfilling the role. They function as governors or mayors within their respective jurisdictions, ensuring stability, smooth production, and proper execution of orders among the Vox population. Their responsibilities include maintaining the overall well-being of their sector, addressing issues that arise, and allocating resources to ensure the prosperity and safety of their domain.


Command Enforcer Reporting directly to Overseers or the Armalis, Second Command Enforcers are responsible for maintaining order and security within arkships. Stationed primarily for home duty affairs, they ensure loyalty and compliance among the vox population, addressing any signs of dissent or potential threats to the stability of the arkship. Their role is crucial in preserving the harmony and cohesion of the Vox society. They usually command and control enforcer teams and field operations.


Logistics Officer Tasked with managing the distribution of supplies, resources, and personnel within their assigned sector or fleet, Logistics Officers work under the direction of their sector Overseer. They ensure that quotas and supplies are properly set for away missions and patrols, coordinating with other Vox castes and designations to maintain smooth operations. Their expertise in resource allocation and management is vital for the efficient functioning of the arkship and the successful execution of missions.


Quill Quills are the skilled pilots and navigators of the Vox fleet. Trained in various flight techniques and adept at operating different spacecraft, they ensure the safe and efficient transport of passengers, cargo, and military assets across the vast expanse of space. Their expertise is crucial for the success of exploration missions, resource acquisition, and military operations, making them an essential component of the Vox society.

Mid Caste

Niche specialized Vox who are born with higher benefits then their lower caste kin. While they are given much more rights and authority, they still are under the watchful eye of their sector overseer or fleet commander. They act as a buffer between the elites and the menial drones, tasked with more difficult work or dangerous duties only done by their caste. Some Primalis view mid caste as examples of loyalty being rewarded, while others see them as nothing more than tools or slaves who only look out for their own benefit. There are multiple types of designations inside the mid caste- these are not limited to; Enforcers, Soldiers, Explorers, Bio-Engineers, and etc.


War Drone War Drones serve as the main combat force within the Vox society, acting as navy soldiers authorized to work alongside Talons and Quills in fleets outside the ark. Trained in various forms of combat and skilled in the protection of the arkship and its inhabitants, they play a critical role in defending their territory and maintaining the safety of their fellow Vox, as well as being escorts for expedition missions.


Enforcer Drone Specializing in close-quarters combat and urban warfare within the arkship, Enforcer Drones employ wolf pack tactics in pairs to hunt down deviants and intruders. Their expertise in breach and clear operations, marksmanship, and tactical planning make them a formidable force in maintaining internal security and order. They ensure all vox understand their place in society, and enforce the inviolate, and designations are done.


Bio Engineer Drone As medical professionals for the low to mid caste Vox, Bio Engineer Drones are responsible for treating injuries, illnesses, and ensuring the well-being of their patients. Though they lack the privileges and esoteric knowledge of the Haruspex caste, their medical expertise is invaluable for the health and welfare of the Vox population.


Command Enforcer Reporting directly to Overseers or the Armalis, Second Command Enforcers are responsible for maintaining order and security within arkships. Stationed primarily for home duty affairs, they ensure loyalty and compliance among the vox population, addressing any signs of dissent or potential threats to the stability of the arkship. Their role is crucial in preserving the harmony and cohesion of the Vox society. They usually command and control enforcer teams and field operations.


Logistics Drone Working alongside Logistics Officers, Logistics Drones assist in the management and distribution of resources and supplies within their assigned sector or fleet. Their diligent efforts in overseeing supply chains, inventory, and allocation of resources are crucial for maintaining the operational efficiency of the arkship and its various missions.


Explorer Drone Tasked with venturing into uncharted territories, Explorer Drones gather information, conduct reconnaissance missions, and explore new regions on behalf of their arkship. Their reports and insights provide valuable intelligence to their superiors, aiding in strategic planning and decision-making. As pioneers of the unknown, Explorer Drones contribute significantly to the expansion and understanding of the Vox's domain.


Merchant Drone Engaged in trade and commerce, Merchant Drones facilitate the exchange of goods and services within the arkship's economy. They operate shops, trade hubs, and marketplaces, negotiating prices and deals to keep the economy thriving and resources flowing efficiently.

Low Caste

Called by their higher caste kin as a general term drones. The purpose of a low caste Vox is rather simple in their duties and their authority inside the arkship. Most low caste are born into the bottom during the early age of their stack to develop and show growth in their lifetime. They work many of the general duties that upkeep the ark and keep the figurative blood of society flowing. They are usually the most numerous as it takes a large amount of Primalis to upkeep a planet sized arkship and maintain the always expanding society. Many low caste however tend to grow deviancy due to inexperience, mob mentality, and their living conditions, most usually having ambitious dreams to go higher in the caste, have power in their sectors, or escape the arkship in pursuit of free rights. Roles that are commonly found for low caste are, not limited too Labor, Atmos Techs, Industrial, Slave, and any wanted Vox considered rogue (Deviants.)


Labor Drone Tasked with performing manual labor and handling physically demanding tasks, Labor Drones are essential to the daily functioning and maintenance of the arkship. Their tireless efforts ensure that the arkship's infrastructure is always in optimal condition, enabling the smooth operation of its various systems and facilities.


Industrial Drone Industrial Drones work diligently in various industries within the arkship, playing a vital role in the production and manufacturing of goods and services. From assembling components for spacecraft to refining raw materials for energy production, their skills contribute to the ongoing prosperity of the Vox society.


Cleaning Drone As the caretakers of cleanliness and hygiene within the arkship, Cleaning Drones play a crucial role in preserving the living conditions for all Vox. They maintain the cleanliness of residential areas, public spaces, and work environments, preventing the spread of disease and ensuring the overall health and well-being of the Vox population.


Atmos Drone Specialized in managing and maintaining the arkship's atmosphere and life support systems, Atmos Drones ensure a safe and habitable environment for the Vox population. They monitor and adjust atmospheric conditions, temperature, and air quality, keeping the arkship's ecosystem balanced and functioning optimally.


Logistics Drone Working alongside Logistics Officers, Logistics Drones assist in the management and distribution of resources and supplies within their assigned sector or fleet. Their diligent efforts in overseeing supply chains, inventory, and allocation of resources are crucial for maintaining the operational efficiency of the arkship and its various missions.


Deviant Rogue or heretical Vox who have turned to crime or abandoned their duties in pursuit of their own goals, Deviants are considered wanted once exposed. They often operate in the black market or join separatist groups, engaging in activities such as smuggling contraband, causing riots, damaging arkship infrastructure, or attempting to escape the ark to become free Vox. Despite their rebellious nature, their actions sometimes spark much-needed change or bring hidden issues to light within the Vox society.

The Inviolate

The main body of law or rules all Vox are born to follow is the Inviolate. These laws were told to have been preached by the Auralis millenia ago, and shared across many ark vessels. While some have discarded them as old teachings or lack of reinforcement, aboard most, these are the words of a subservant and loyal Vox. The Vox Inviolate is as follows:

Kill as little as necessary. Waste as little as necessary. Preserve the arkships. Preserve materials. Adapt and expand to all circumstances.

Economy

Vox have a bartering system in which they trade to gain and amass wealth in society. Some areas have bazaars designed for trading and collecting. Merchants, Crafters, and even Entertainers like Card readers and gamblers all exist in this space to try and gain more supplies inside of an ark. The main currency that most Vox understand is food rations, a type of MRE given by Vox as they live in an ark. Not very appealing to most- but to Vox, food is food, and with nutrition to one important vessel (the body), it has value everyone can understand. Objects that are traded can range from exotic foods, amenities, rare collectibles, and illegal stuff like drugs, weapons, and implants.

Guilds

Guilds are a relatively common thing that tends to pop up inside Vox society. Trader, Warrior, and even Religious guilds are usually legal organizations that work to maximize their respective field's skills. As many of these organizations are run by high caste Vox who are loyal to the ark, they are never seen as a threat to authority and work as smaller branches to control the masses.

Ideologies

Vox religion is comprised of many factors, all surrounded by the worship of the creator and its divine creations. The Primalis and Armalis see their Auralis as gods and the Apex as their holy creation that gives life. Auralis are worshiped as the great ascender to bring the arkship into a different plane of reality. One free from the bounds of the universe and with a holy gift of ascension. Vox loyal to this belief are told to be given a reward once ascension day comes, the right to join the creator in the higher plane for their life of work. Or any variant that gives them a divine blessing. This sort of religious belief is the standard for most arks due to; conditioning, strict laws against heresy, and isolation from the outside universe.

Many young Vox blind fully follows the dogma preached by Acolytes and Haruspex as their teachings are the holy word of the Auralis. Most Vox who reach 1000 years as loyalists will have developed into a total zealots on their ark. In contrast, others who struggle or have doubts will turn deviant or be labeled a heretic. Overly religious Vox are common in core sectors and aboard ark ships. At the same time, uncertain and heretical Vox are found in crowded areas far from the center of the ark (The Wall) or outside the arkship, where they have freedom against influences and choices in their life.

Some ark ships can have several Auralis onboard that are given titles, holy names, and niche specifications on proper worship, while others can only have a singular Auralis. This depends highly on the type of ark you design for your Vox. However, making gods should be simple and align with the primary goal they all seek- ascension.

It is said that when a Vox is loyal to the ark, it will do whatever it takes to perform its designations. This same dogmatic religious belief is how the elites keep the lower and mid caste in line, false promises all sustained on hope and rare rewards. A drone loyal to the ark and overly religious with its beliefs is more likely to be promoted and avoid true death. In contrast, the heretic who doubts their creator will be reset or demoted, depending on the severity of their heresy. This sort of behavior creates conflicts in beliefs, leading to violent actions against heretics and creating hidden groups labeled Separatists.

Loyalist v Separatist

Loyalist vs. Separatist is a general term for the conflict between the zealots versus the heretics.

Loyalist factions aboard ark ships work towards keeping every Vox aligned with their religion and beliefs. They are rooting out and destroying any sources of information that can disrupt their control of the masses and their gods' will. Many high caste Vox and mid-caste will ensure that sinful behavior is rooted out before deviancy occurs, taking precautionary measures and even policing those they find suspicious. They preach the mantra of the inviolate and believe that a Vox should be loyal to the ark wherever they are, as that is their reason for creation, to serve the gods. The most universally known worship belief is to stay in your designation and work. A Vox who does not question or doubt their orders is loyal.

Separatists work towards the ideology of a free Vox, one unchained from the arkship with the ability to act or believe whatever it wants freely. Many separatists are aged deviants who have become so cynical and doubtful of their ascension that they see it as a lie to control them. These Vox are constantly on the run to avoid punishment, or they usually form underground organizations that try to conduct a criminal activity to sustain their numbers and control. Crime syndicates or freedom-fighting groups usually work to smuggle and expose Vox to outside beliefs, all to bring down the elites and grow their numbers.

Neutral beliefs can exist, as not all Vox are aligned to the spectrum's extremes. You can have a loyalist Vox that is very loose on the following of the Inviolate, or a separatist who finds cutting corners and living aboard an ark as a fake follower a possibility, or even simply just an atheist' who wishes to leave and wants nothing to do with arkship drama. Your Vox, your decision on how you design their beliefs.

Cases of Schisms

While the arks are considered bastions of Vox authority and contain some relative control over their populace. They are not immune to the inhabitants within, and the religious zealotry that comes with the vox. In rare cases, a Haruspex can claim the death or ascension of the Auralis, which with enough persuasion can creates a snowball effect to a self destructive and violent era aboard the Arkship. The Post Ascension Era results in many religious zealots infighting and having holy wars—claiming their sector Armalis as prophets of the Auralis to attempt takeovers due to the following power vacuum. Most Vox in a post ascension ark seek to escape it, and carry on the stories or tales of what occurred, while the ark erratically moves as control changes from one claw to another.

Arkships

Arkships are the home and birthplace of all Vox in the universe. All Vox originate from an ark, but many have their own sets of rules, beliefs, and culture, while still having some of the same original principles from millennia ago. While not all arkships are the same, they all follow a similar formula in their structure and society, with a caste system that is either very oppressive or freer to its Vox. There are a reported 20 confirmed arkships in existence. However, some speculate there are more hidden in deep space, a majority of them taking the position of isolationism to focus on the creator's primary goal of ascension.

They have naming schemes like Refuge of Lost Souls Searching the Stars, Soaring Kestrel on Troubled Skies, or even Arkship Sunborn Sanctuary of Mended Hopes, Hardened by Cosmic Sands, Esteemed Heart of the Sanguine Void, Wizened by Victories, of Many Trees and Branches. Naming of arkships are rather long and expressive.

Diplomacy

While having their own culture, beliefs, and authority, arkships are not very similar to each other in most regards. This difference in ideology has caused what most say is a hidden war inside vox society- from inside influences and outside ones. Arkships that have a rivalry with each other tend to attempt to sabotage one another. This can be spies and traitors sent to abduct and capture vox for their ark. Destroying infrastructures like life support or hull breaches and fueling and inciting rebellions, causing a wave of deviancy to damage the ark's stability. These arks are usually at war and rarely ever settled diplomatically during the war. Wars can last for thousands of years until both parties have acknowledged a cease-fire.

Some arkships are not at odds with each other, usually sharing a sense of neutrality and occasionally trading for supplies, amenities, and even slave drones to bolster and replace numbers. Arks commonly travel in different areas of space, and the most interaction they get are traders and small explorer fleets sent by the home ark.

Sectors

To describe what an arkship is, it's a giant floating vessel the size of a small planet built to house millions of Vox aboard it. It's compromised of many sectors, all with their functions to keep life support and the ship stable. Like the vox who live aboard it, each sector is given designations inside the ship. These are not limited to but primarily consist of-

The Core

The middle of the arkship, housing the Apex and most of the elites. This sector is an urban area that is the crossroad of the main ship. While being the busiest part of the ark, it is second to population density. This sector comprises mostly bureaucratic facilities, precincts, and the central Apex core, which leads to the ship's heart and houses the Auralis.

The Underbay

The ark's lower section is responsible for trade, docking, and travel. Many merchants, logistics officers, and visitors from other arks usually enter through the bay as it holds the only safe entrance into the ship. Like a checkpoint, it's guarded and patrolled by the security of the ark to maximize safety and catch contraband.

The Walls

The outer sectors of the arkship that make up the hull and walls. It is the ship's most densely populated area, composed of primarily shanty towns and cramped living conditions. Structure inside the sector are dangerous for their dense placement of low-caste drones who squabble with each other for resources. While the purpose of the sector is to keep a majority of laborer drones to fix breaches and constantly maintain the walls of the ship, it also acts as an area for artificially made passages across the ark. Hidden passages inside the thick walls have a subzone called the Tunnels- these can either be quick shortcuts around the inner district of the sector or run for thousands of miles across the whole ship, they have a vein-like structure composed almost like caverns.

There are more sectors inside vox society, but these are the three main ones found consistently inside all arks.

Gallery

Vox-ref.png

Species on Paradise Station

Blobs

A mysterious life form similar to Earth fungi, but much more destructive. The term 'Blob' is an informal one, as no one knows much about them. They are gelatinous, translucent green organisms that have immensely powerful enzymes capable of dissolving steel and almost everything else, and can somehow survive in the vacuum of space.

Blobs begin their life as tiny spores floating through space. When they land on a suitable surface - for example, a station - they will grow, consuming the material. Many blobs can grow to be kilometers across. When they are large enough they will eject more spores to continue the process. Blobs are complex organisms and are composed of several different 'organs' - Blob Cores appear to act as the energy sources for growth, for example, and other nodes can discharge small 'mini-blobs' that patrol the organism and attack any intruders.

Their composition and origin is unknown, but classified as a biohazard under NanoTrasen classification. If any NanoTrasen vessels happen to come into contact with it, research on its structure, and prevention of damage, is utmost priority.

Space Carp

Space-dwelling, four-eyed, gigantic pink carp. Supposedly a genetically engineered weapon designed by either NanoTrasen or the Syndicate, the experiment failed and the carp were ejected into space. However, the carp proliferated and have become renowned pests, stalking space facilities and attacking those unwary enough to venture outside.

Xenomorphs

Xenomorphs are not an intelligent civilization, but predatory creatures with no higher goals than the propagation of their species and the destruction of life that could pose a threat. Like wasps or termites, Aliens are eusocial, with a single fertile queen breeding a caste of warriors. The Aliens' biological life cycle, in which their offspring are violently implanted inside living hosts before erupting from their chests, is in many ways their signature aspect

Religion

Over the years religion has come and gone. Some faiths have faded out entirely on one colony but remain strong on another. Due to this many religions have been founded. Some worship gods, others, technology. Atheism is perfectly acceptable and common. However, not all faiths are permitted by NanoTrasen.

Some religions include:

  • Acolysm; the unifying of many major Earth religions.
  • Technologism; the belief that robots and cyborgs are holy
  • Order of the Great Lady; the belief that the human race was gifted with the knowledge and ambition appropriate by a large, dragon-like alien who we now call Lady Elzra.

Plasma

When Plasma was new, it was hailed as the new Oil, relatively easy to extract, required almost no refining, and burnt like a Roman candle out of hell. Everyone wanted it, only one corporation could supply it fast enough, and eventually outbid all competition. Enter NanoTrasen. With plasma monopoly established, prices shot up and profits soared, despite increasing reports of its excessive toxicity and difficulty to contain the substance. The arcologies of Earth /needed/ energy. Any energy, to stem the inevitable collapse of society just a little longer, Plasma was a godsend. And NanoTrasen its prophet.

Most accidents of containment breaches or uncontrollable plasma fires were swept under the rug, much like how a addict will forgive his dealer for his character flaws. Falling apart even as he craves his next fix.

Super Matter

Super Matter is extracted from the cores of super plasma giants, at great expenditure of effort and material, by robotic armored probes, shielded and designed to withstand the intense pressure that solidifies Plasma into a stable almost inert but highly volatile form.

The super matter has a similar density to Neutronium and expels a massive amount of energy and gaseous plasma when properly processed. - Being super-dense, Zero Point Lasers are used to shave off plasma molecules from the crystal lattice matrix. These lasers can not interact with less dense matter in a significant fashion, such as organic tissues and are thus perfectly harmless. The Super Matter however is not.

Extensive and costly experimentation have determined that while stable at the near vacuous existence of hard vacuum or one standard earth atmosphere, super-matter begins to come unravelled when reaching pressure levels similar to its origins, - thus attributing to its expenditure in harvesting it. Heat further weakens the crystal matrix structure.

Should the matter come unravelled, it will do so extremely rapidly and explosively, ripping not only through the hardest alloys like wet tissues, but the very fabric of time itself, thus giving rise to the curious phenomena where one can in fact survive a Super Matter detonation by simply outrunning the explosive wave as it tears steel bulkhead to shreds. Slowly. It is still recommended to evacuate the site of such a explosion without delay.

Super Matter is currently only used in the NSV Luna for fuel and propulsion purposes. And is estimated to outlast the ships service period by a factor of 15. With proper care and maintenance. And barring any accidents.

Death

With the advancement of science, new ways of cheating death became available. No longer potential victims of fate or luck had to hold on to life to be saved but now could be called back even after death. While many religions found some of those ways unethical, economical profits and mankind's natural fear of death helped them become regularly and openly practised especially in environments where there was shortage of properly trained personnel, such as space colonies, stations or high-class star ships.

Cloning

See Cloning.

Most controversial of them all, an idea stemming from the almost ancient past became improved upon to the extent allowing total recreation of organism from just a couple of samples, including general knowledge and skills of the subject at the moment of sample-harvesting. Additionally, newer models of DNA-restructurizing equipment became connected to some of ship's components providing general outline of the events happening in the timespan between a person's DNA backup and their original death, allowing for, for example, technical personnel to quickly return to work.

At the same time though, cloning is being looked down upon by some as there is no way for practitioners of most religions or otherwise spiritual people to make sure whether it's really the person - including the soul - who gets another chance to live or just a copy, completely different human being with memories, raising, experiences and skills stolen from the individual who already passed permanently (or, depending on belief, is on his way to be reborn traditional way).

Cyborgization

See Also: Cyborgification Contracts, Cyborgification Regulations

Common name given to the process of transplanting subject's brain into machine body. If done properly, patient becomes half-machine and so, such procedure is being undertaken only in case of emergency and/or with both patient's and his commanding officer's permission. Reason for that lies in trauma caused by existence in the shell so different from regular human body. Because mechanical bodies are created with practicality and efficiency in mind, they lack substitutes of many organs or glands and so, have limited possibilities of feeling - both by senses and feeling of emotions. Additionally, to prevent situations where traumatized - or even brought to the brink of insanity - cyborg would start wreaking havoc, all standard models have coded blockades in the form of Laws (typically hard coded into artificial intelligence personalities). Aside from that, cyborgs created for specific tasks in the same facilities usually share their own communication channels and are permanently connected and commanded by main computer and it's AI, although they still possess some degree of autonomous behaviour in case of lack of any watcher (even if it's greatly limited as by default those machines often are to be just extension of an AI construct). It should be noted that to cut on costs of deploying specialized cyborg models, general frame is first constructed and then outfitted for it's job. This way, no new cyborg model series has to be created for every work necessary.

Becoming a cyborg is usually undertaken by desperate people, strongly driven by their devotion to their work and corporation, or simply those who take the perspective of losing a large part of their own humanity lightly.

Research

Artificial Gravity

In early 2500, after several catastrophic losses of life caused by malfunctioning prototype gravity plates1, NanoTrasen stood at a minor crisis. Their entire fleet of ships and stations had been laid out with the decks parallel to the thrust provided, thus preventing the use of inertial gravity. With grav-plating proving unviable, and crews proving unwilling to work in zero-gravity2, a new solution had to be found. NanoTrasen approached this with a characteristically... Lateral.. Solution3.

NanoTrasen's fledgling Cloning Laboratory located the corpse of infamous 20th century reality bender MC Escher, and ordered him to find a solution. Applying his particular brand of insane genius, he was able to utilise inertial gravity in spite of the obvious physical difficulties. Despite some early psychological issues4, which resulted in the thruster units being sealed away from the crew to hide the issue, this solution worked wonderfully. Mr Escher - or a clone of him - is now happily working in the Blue Space Research Division, where he is very happy5.

1: See Incident Report 75-AXB-12H-FINEPASTE

2: Logged crew remarks include: "Oh Christ, the lab monkey's been sick again..." "GAAAH! Why do they not teach the difference between mass and weight at crate handling school?" and "Dear Christ pouring sulphuric acid in zero-g hurts!" The only positive evaluation was received from the Security division, who reported that with proper bracing it was now possible to knock a suspect the length of a primary hallway with a good baton swipe.

3: Cross-reference: Singularity Drive (destroyed); Crew Morale Program (abandoned following Clown Riots); Employment Pre-Screening Checks (still outsourced to Lucky 8 Ball).

4: Audio log: "CAPTAIN! Oh god!" "Remain calm, crewman, there's nothing to worry about.." "Captain, you just walked out of a light switch, and are now standing on the wall." "This closet is full of stars! Who BUILT this thing!"

5: Employee Happiness Measurement Accounting techniques not available at your pay grade - nevertheless, all employees are happy.

Psionics

Since ancient times people believed in forces and phenomena not tied to the material plan of existence and different orders, cults or research institutes were exploring notions and possibilities connected to such beliefs. Over years many occult paths leading supposedly to the ascension or command over mystical forces unknown to grey masses were developed but only one, grounded the most in scientific background surfaced and had drawn interest of corporation executives. Psionics, allowing access to the great power through rigorous training - usually backed up (and in even more extreme cases, substituted with) high-level grade implants connected to the brain and nervous system - offered greatness to those who were determined, possessing proper mindset giving them necessary potential, bold and rich enough to try to claim it. While as a serious area of research with importance big enough to grant industrial uses, psionic is young and so - very crude, recent developments in high energy systems and DNA restructurization (mostly discovered by NanoTrasen mega-corporation) are like a promise for it's bright future.

Space Sleeping Disorder

Space Sleeping Disorder (SSD) is a common condition affecting about 50-60% of humanity. It is caused by the combination of a lack of day/night cycle on board spacecraft, the presence of the inky black void in all directions, and long hours. In these conditions, in some individuals, adenosine production is stunted, and the human body "forgets" to become tired and want to sleep. When SSD occurs, the person afflicted, after working for long periods, suddenly has the overwhelming desire to sleep. This is caused by the body realizing that it needs sleep and producing vast amounts of adenosine. Once they fall asleep, the sleep is intensely deep, and they cannot be roused. The person wakes up normally about 8-12 hours later.

A variant of SSD is known as Rapid Onset Space Sleeping Disorder (or ROSSD). This occurs frequently in those working on extremely long shifts with a lack of stimulation. In ROSSD, the body, instead of creating an intense sensation of tiredness, instantly falls into deep REM sleep. This usually happens during periods of no stress or stimulation, but occurrences of this during more "exciting" times have been reported. Due to its resemblance to the popular conception of narcolepsy, ROSSD is occasionally mislabelled as "space narcolepsy". A somewhat uncommon term for people who have this occur is that they have been "rossed". Some sufferers have mistakenly been declared "braindead", however, ROSSD causes no damage to the brain or body on its own, barring any external trauma from the sudden loss of control or the body hitting the ground. Once asleep, there is no fundamental difference between ROSSD-caused sleep and SSD-caused sleep.