Traveler’s Tale: Setting Information

My setting is largely TL 8 to 10 with Starships being TL 12. Humanity was scattered among the stars roughly 2000 years ago with Iron Age technology and no recollection of their homeworld, only the skills and culture they possessed at the time, and then moved forward. About 200 hears ago, Star Travel was discovered simultaneously on the seven known homeworlds. (The Esperus have some theories about this).

Alien races are inspired by various lines of miniatures by Spriggan Games, Alpha Forge (Star Mogul) and others that I cannot recall. I don’t know anything about the original cultures they were supposed to represent, so I made my own. The setting is always a work in progress!

The Conclave: The Conclave is an interstellar assembly designed to prevent human on human warfare, adjucate trade disputes, encourage internal trade, development exploration, colonization and steady population growth with a higher quality of life for all.  It was established in 176 (a date it determined by member vote, which also established as year zero the near simultaneous invention of the warp drive by all member nations and the adoption of the Treburne solar cycle as the measure of years, and its seven, twenty four hour week as standard units of time).  Most of these goals are aspirational in nature as the Conclave only has two functional tools at its disposal, a “Contracts and Commerce  Court, that handles trade disputes and the “Conclave Scout Service” which operates communication relay craft, survey teams within settled systems, and exploration craft along the frontier.  Originally funded by a sizeable donation of funds from the Treborne league, it is now funded by postal fees and contract taxes collected by its tiny galaxy spanning bureaucracy. 

Location: The Conclave is headquartered on “Princip Station”, which orbits around Treborn Alpha.  The station contains meeting  and lodging rooms for the five member High Council and their staff, a great hall, designed for fifty delegates, that serves the 33 member General Assembly, along with offices and lodging rooms sufficient for a 50 member General assembly, plus offices and meeting space for the Contracts and Commerce High Court, and for the leadership and strategic planning offices of the Conclave Scout Service”  The station is a sprawling affair with multiple docking pads and multiple missile and laser batteries, and five small rotating detachments of marines from each member state for security along with a permanent security commander and team. 

The High Council: The High Council Consists of Five Members and discusses what authority to grant the Conclave, how to ensure each power’s interests are fairly served and to hash out any disputes. Major issues are determining who should settle and govern a newly discovered system.  Whether a system should be colonized at all, and which worlds should be further surveyed for future growth and potential. 

The General Assembly: The General Assembly has 33 members and deals with the same issues as the High Council.  When there are disagreements, both bodies must agree on any new policy on how to settle the dispute before the Conclave handles a decision. 

Contracts and Commerce Court: The courts deal with the adjucation of major trade contracts, especially between entities from different nations, where language and base understanding of contracts may greatly differ.  The court’s rulings are considered binding on private entities within a member state, and the court is authorized to issue fines and orders of empoundment which member states have agreed to enforce on the court’s behalf.

Conclave Scout Service: The Scout Service was established in 185. Its primary function is intergalactic communication with postal boats hopping continuously from one system to the next, transmitting news to habitable worlds and other relat boats, occasionally delivering physical mail (though traders do this more often as the relay ships don’t actually need to dock), then bouncing back to their origin.   Most relay scouts see the same two systems week after week for their entire 4 year term.  Secondarily is exploration at the fringes of space, and finally, survey of worlds within human space to improve local knowledge 

All of these missions have some risk of exposing “state secrets”, so relay scouts are approved by member states for their routes.  Exploration and survey crews are told what route to follow (if flying a ship rather than passengering) to get to their mission sector, and some systems are simply off limits to scout ships with their advanced scanners.  

The first wave of scouts were pooled from member nation’s navies, as well as civilian recruits, and the first wave of ships were donated military surplus.  Now they have a more uniform configuration.  And scouts…are a bit more cosmopolitan than most military spacers, a little more suspect to local authorities, and immediately remove themselves and their intelligence from human vs human conflicts.

Controversies: The original proposal for the conclave stated all worlds with more than 1 billion inhabitants should have a seat on the General Assembly.  This was amended to count only human inhabitants, thus removing a number of Pan Galactic worlds from the Assembly and also nullifying their efforts to bring the Hydrissian Protectorate into the organization.   The High Council was initially proposed to have one seat per Home World, resulting in a seven member council, but that gave two votes to every power but Esperus, though it was also argued that Treborn Alpha and Beta, being located within the same system, should only receive one seat.  So the decision was made to have one seat per member state, but Esperus refused to join as an even number of member states, Humanis, Pan Galactic, Treburn and itself would result in frequent tie votes.  IT was suggested that the Emperor of Treburn, who initially proposed the Conclave and was the man who brought  the four powers to the table to discuss the concept should be the fifth, tie breaking vote, but he declined so as to avoid placing his lineage back in a position of actual, rather than symbolic, authority or creating the impression that the Conclave is biased towards Treburne interests.  He proposed offering the fifth seat to the recently formed Rimward Confederacy over the objections of both Pan Galactic and Humanis, but with strong support from Esperus.  After the 1st Drantak war, Pan Galactic and Humanis both eventually removed their objections and the Conclave was formally adopted after 18 years of discussion (and four years of serious consideration and debate).   It has now been in operation for twenty-five years and has coordinated a combined humanity wide response to two alien incursions, the 2nd Drantak and 5th Spug war, settled innumerable trade disputes and spearheaded a number of local survey efforts. 

Humanis Prime: Well organized, highly militarized human exclusive nation focused on gradual expansion, consolidation.  Conquers and subdues worlds.  Sentient aliens are either quarantined, eradicated or enslaved as they are “less than” or dangerous (First contact was with the militaristic alien “Spugs”)  

(Church of Enlightenment, Church of Reaping, Church of Founders)

(Homeworlds: 

Prime, population 12 billion, overcrowded cities, polluted, heavily industrialized, (Use Ghanan names and Central African appearances)

Voss: population 6 billion, mixed, settlement patterns, breadbasket) (Use German names and Slavic appearances)

Humanis: Governed by the high admiralty, which appoints from among its ranks a single Lord Commander.  He appoints, with admiralty approval, sector commanders who govern all military and colonization efforts in that region.  There are sub offices of the admiralty that handle “civilian” matters, labor, production, justice, education, but the main focus is military preparedness.  Ascension through government is meritocracy based, promotion through performance.

Marriage and Family: The nuclear family is the normal household type.  Individuals are encouraged to marry for love, provided that genetic screening does not reveal some sort of dangerous recessive trait likely to cause physical birth defects among any offspring.  Civilians are expected to raise their children in the home, house them and send them to state sponsored day schools to learn basic trade skills.  Military families are encouraged to enroll their children in high quality, government run boarding schools where they may be trained from an early age for military service.  Civilian parents aspire to have their children admitted into these schools a as well, but priority is always given to the children of military personnel.  raise children send them to school, house them at home.  Adult civilians often marry shortly after establishing themselves as economically self sufficient.  This typically takes place between ages 22 and 30.  Members of the military often defer marriage until after age 26.  Same sex marriage is legally recognized, and though procreation though such a union is impossible, military couples will often adopt orphaned children of other military personnel, or even children whose civilian parents hope that transfer to a military family will open better opportunities for their offspring.  In these cases, both the natural civilian parents and the adoptive military parents maintain a shared interest in the child’s future well being, though legally, the military parents are the legal guardians.

Housing: On most worlds, civilian families (mother, father, minor children) live in  small domiciles attached to a common area that serves other family domociles. The common area contains kitchen and dining facilities as well as a communal recreational area.  The family’s sleeping domicile is considered “private”, but residents of any domicile can invite guests to the shared facilities.  Unmarried civilian typically live in structurally similar building, but instead of sharing a domicile with a spouse and children, they will share with two or three other unmarried adults.  Unmarried military personnel are lodged similarly, though often in larger barracks housing a larger number of individuals.  Married and high ranking military personnel my have what Federation members would recognize as truly private quarters with individual bedrooms for household members, and semi private shared spaces to which the head of household maintains access control.   bedrooms for each child, a shared room for the adults, a kitchen, and a communal shared space for household members. 

Diet: Humans, being omnivores, can eat a wide range of foods. The Humanis diet relies heavily on animal proteins and enriched grains.  Loaf breads, sliced meats roasted until tender, or salted, canned and preserved are common.  Food tends to be fairly bland to the taste of most foreign palletes, but is hearty, filling, long lasting and easy to prepare.   

Education: The Humanis operate communal schools to train the civilian population for work and possible recruitment into the military.  Civilian children from roughly age three years to eighteen, depart from their family homes each morning, spend six to eight hours being taught reading, writing, mathematics, history and physical fitness.  At age twelve, civilian students are given an assessment to determine occupational fitness, and then begin receiving specific career training that balances personal talent, state need, and parental input, with the needs of the state being of primary consideration.  Selection for military service is culturally considered desirable, though there are individual differences of opinion.  The children of miliary households are enrolled directly into military boarding schools with similar curriculum to those of civilian schools, but with more rigorous physical fitness, longer hours and additional martial and tactical training from the earliest ages.  Occasionally a student might “wash out” and be expelled to civilian life as an adult, bringing shame to their parents, but most are funneled directly into the armed forces at the age of 18.  While broad careers are determined by the needs of the state and training provided throughout adolescent years, most training is broad enough that there is room for some personal choice in specific assignments as an adult. 

Medicine: Health care is provided by the state.  Availability of care depends on planetary resources, local tech and the patient’s (or their parent’s if a minor) value to the state.  Military service and rank have their privileges.  There is no cost to the individual for state provided health care.  If the state denies care, it is perhaps possible to discreetly hire a physician to do some work or prescribe some medicine illicitly, but this can be a risky and expensive undertaking. 

Law: Laws against property theft and interpersonal violence are strictly enforced.  Law enforcement is a military function, and cases are heard by military officers assigned to enforce civil peace.  Capital punishment is employed against any criminal whose actions “endanger or undermine” the state.  Financial penalties, forced servitude, transfer to hazardous duty stations or imprisonment are penalties for lesser offense.  Sentences are “for life” or until good service redeems the condemned. 

Fashion: Functional practicality defines Humanis fashion.  Civilians tend to wear single piece jump suits in a work environment or multipiece pants, tunic and undershirt combinations that mimic the style of dress for enlisted military personnel’s work fatigues.  That is the same style of clothing worn by military personnel in daily wear, but is replaced by close fitting, crisp lined, and well decorated dress uniforms in formal settings.  While daily wear is nearly devoid of ornamentation aside from rank, name and unit insignia, formal wear tend to be adorned with symbols that detail a person’s entire career.  Colors are muted, generally matching the planet’s flora, earth and skyline.    Male and female attire are identical in basic style, though cut varies to fit the body type. 

Humanis wear hair buzzed short and despise facial hair.  Arm tattoos indicating corporate or unit affiliation are popular, though on convicts, such markings are blotted out, and if not present, a block is inked on in the usual spot so convict status is clear.  Humanis shun jewelry as well.  Makeup use, aside from combat camo, is non existent.

Weapon Restrictions: Civilians may not own weapons in Humanis space except under special dispensation on certain colonies.  Veterans may own personal service weapons, but can only pass them on to military or fellow veteran heirs.  Veterans may openly carry handguns, knives or long blades, as may off duty military personnel.  Restrictions are lessened in colonial environments where indigenous threats may exist. 

Religious Practice: The three major religions in Federation space are the Church of Founder, Church of Enlightenment, and the Church of Reaping as they are legally recognized schools of thought. 

Work Culture:  Humanis utilizes a seven day “work week” with three standard “watches”.  Most personnel work one watch, rest one watch, then sleep one watch for ten consecutive days followed by four consecutive days for training and recreation.   The length of a shift varies based on local custom, though the navy follows the shift schedule of Prime.  Military personnel are often granted a six week leave period once per year for personal recreation and travel.  Civilian personnel may receive week long leave periods as rewards for good and loyal service, and these rewards typically become more common after lengthy periods of service.  Work assignments are made by the state, and personnel may not unilaterally separate themselves from their work assignment (see undermine the state) but may request assignment transfers which may or may not be granted depending on the needs of the state and the local commander’s consideration of the application and applicant’s character, loyalty and proven work ethic.

Entertainment:  Humanis work hard and play hard.  Music is popular among all segments of the population, but not for listening, but to drive vigorous and intense dancing.  While many songs have lyrics, it is the beat that matters most.  Competitive team sports are popular past times and are organized between rival military units at an installation or between civilian work groups planetside.  While there are some high tempo low or non-contact sports, like Federation football, Humanis also practice high contact sports where physical strength and overpowering one’s opponents is fair play.  Additonally, non-lethal bloodsports are also enjoyed, like boxing, wrestling and other combat sports.  “Low-contact” sports generally include both male and female on the same teams in matching ratios for competing teams, but high contact and bloodsports are normally restricted to “like” adversaries.

PanGalactic Federation: Well organized human dominated nation focused on interstellar trade, cooperation, expansion.  Includes absorption/enculturation of compatible sentient species (First contact was with peaceful alien neighbors, the Hydrissians)

(Church of Founder, Church of Enlightenment, Church of Galactic Consciousness)

Homeworlds: 

Mara: Population 8 billion, industrial, advance tech, highest standard of living in known human space. No major land masses the size of earth continents (Use Spanish names and Appearances)

Sagitar: Population 4 billion, mixed settlement patterns, breadbasket world, high standard of living (Use: Use Indian names,  Indian/West Asian appearances

Governance: Governed by a high council made up of one representative from each world over 1 billion in population, and low Council made up of one representative per billion sapiens in a region of space (one rep from multiple adjacent small systems, or multiple reps from a single densely populated Lord).  Matters of war, trade and law are decided by the agreement of both bodies, and policies are executed by the tribunes.  Three individuals elected from within those bodies (and replaced upon election).  One focuses on commerce and foreign policy, one on law, education and domestic policy, the last on colonization and military policy 

Marriage and Family: The nuclear family is the normal household type.  Individuals are encouraged to marry for love, raise children send them to school, house them at home.  Children are highly valued by society, parenthood glorified, tax breaks provided to support child rearing, and education.    Same sex and interspecies marriage are not recognized, but unusual living relationships are not punished or prohibited.   Adults often marry shortly after establishing themselves as economically self sufficient.  This typically takes place between ages 22 and 30.  Marriage is often pledged for life, but serial monogamy is common as divorce is a recognized resolution to insurmountable personality conflicts within a household. 

Housing: On most worlds, families (mother, father, minor children) live in  small domiciles complete with all of the amenities required to support  family, individual bedrooms for each child, a shared room for the adults, a kitchen, and a communal shared space for household members.  These may be free standing “houses” on low population worlds, or apartment type structures in high population centers.  These living spaces are considered “private” and while guests are often received in communal areas, sleeping areas are considered “intimate” and non-family members are not normally welcome there. 

Diet: Humans, being omnivores, can eat a wide range of foods. However, in the Federation, diet leans heavily towards vegetable and grain products, with pasta/noodle based meals, often infused with ground insect protein supplements and vitamins are the stable core of most meals.  Mara consumes a high volume of fish, and this is the primary type of protein in Federation dishes.  Cheeses, eggs and milk are also consumed.  Mammalian animals are not consumed, and following the discovery of Hydrissians, reptiles also fell off the list of valid protein sources.  There is a movement to removed fish and insects from consumable diet as well, though the “fish free” faction, pointing towards Selkies as “fish can be people too” has much greater support than the “insect free” faction as Spugs are noticeably larger than anything normally encountered in human space. 

Education: The Federation operates communal schools to train its younger members.  Children from roughly age three years to eighteen, depart from their family homes each morning, spend six to eight hours being taught reading, writing, mathematics, history, political and hard sciences, then returning home in the evenings.  After age eighteen, children are expected to leave their family home  and either enter University for advanced training or embark directly into a career.    Careers are chosen by the individual based on personal talents, interest and the willingness of an employer to hire them.  Family connections and personal references help a great deal.

Medicine: Health care is provided by private institutions and physicians are respected professionals.  Availability of care depends not only on planetary resources and local tech, but also on the financial resources of individuals seeking care or the willingness of their employers, friends and family to contribute to covering costs.

Law: Laws against property theft and interpersonal violence are strictly enforced and protection extends to both humans and to recognized sapient non-humans who are legally within Pan Galactic space.  Civilian law enforcement agencies are part of local governments, and a judiciary whose judges are appointed by the state hears all matters of criminal cases and civic contract disputes.  Capital punishment is reserved for crimes of murder. Otherwise, financial penalties or imprisonment for fixed terms based on a schedule of crimes and appropriate punishments are the norm.

Fashion: Humans in the Federation favor snug leggings and a tunic or dress over the torso.  Bright colors are favored, as are embroidered patterns.  Where ease of movement is necessary or hazardous machinery are present, the tunic is replaced with a close fitting shirt.

Pan Galactic males typically wear their hair no longer than shoulder length, females maybe to mid shoulderblade.  Hairstyle is “whatever nature decides” though combed and maintained, and tied up when necessary.  Tattoos are uncommon, but reflect personal interests.  They are generally concealable.  Rings, earrings and bracelets are popular, while facial piercings significantly less so.Make up use is for modest accents 

Weapon Restrictions: Weapons are not normally carried by civilians in Federation space.  Private ownership of handguns and shotguns, as well as long and short blades are allowed for home protection, however, carrying such weapons within a community is largely prohibited.  Hunting (and fishing) are not legal pastimes in Federation space, so even single shot rifles are not legally owned by civilians.  Veterans may own personal service weapons and pass them down to their heirs.  Restrictions are lessened in colonial environments where indigenous threats may exist. 

Religious Practice: The three major religions in Federation space are the Church of Founder, Church of Enlightenment, and the Church of Galactic Consciousness as they are legally recognized schools of thought. 

Work Culture:  The Federation recognizes a seven day week and a five day “work week” with three standard shifts.  Most people will work five standard shifts per week, each on a different, usually consecutive day, and then have two full days off work for family, entertainment, worship or other personal reasons.  The length of a shift varies based on local custom or that of the homeworld of the original colonizers of a world.  Most employers also grant longer leave periods and allow time off for illness with a certain maximum number of days that varies according to an employees skills and tenure as part of the employment contract.  Employment is arranged by contract for a predetermined period of time.  Breach of contract either by neglect of duties, sudden resignation, or sudden termination by the employer, is a breach of civil law and subject to adjucation and potential fines and compensation towards the injured party. 

Entertainment:  Federation members enjoy a range of auditory and visual entertainment, most notably music and “film”, as well as live performances on stage of both visual stories and music.  Physical sports are second in popularity with many communities having “football” teams that compete against those of other communities, often to be broadcasts and as the focus of gambling and community pride, and smaller teams that compete locally in less formal games between families, friends, local schools, work groups and the like.  Bloodsport is not legal in Federation space, and competitions of a physical nature are restricted to “like” adversaries: Male vs Male human, Female vs Female human, Hydrissian vs Hydrissian (for who can tell male and female apart). 

Esperus Collective: Small human power ruled by a psychic aristocracy that holds humanity is but one step in a greater ascension.   Otherwise, functions as a militaristic state.  Aliens are assigned value based on psychic resonance, either revered or enslaved

(Church of the Mind, Church of Founders, Church of Galactic Consciousness)

(Homeworld: Espar, Population 6 billion, islands, no major earth size continents, high ocean protein diet) (Use English names, North European Appearances)

Esperus: Governed by a high council of powerful psychics, new memberss invited by the sitting council for psi power and wisdom.  They determine matters or war, commerce, and foreign relations as well as domestic policy.  For negotiations, a “Voice of the Council” can be appointed, infused with the thoughts of the council members such that they can speak for all.  There are also lesser emissaries who are infused with thoughts of a lesser group of council members.  Dealing with such individuals is unnerving as their voice and mannerisms shift as they speak the thoughts of different people whom they represent

Esperus- arranged based on genotyping and psychic enhancement potential.  Same sex marriage not recognized, Children raised in family, prime talents raised in boarding schools part time.  Children encouraged and incentived for strong psychic families.

Marriage and Family: The nuclear family is the normal household type however, marriages must be approved by the state and childbirth permits are also required.  Most women one Esperus are issued two such permits. Those with strong psychic capability are issued as many as they would like, even after a pregnancy is detected.  Non-psychics may be issued a third permit in exchange for valuable service by their family.  Unauthorized reproduction generally results in removal of the unauthorized child and forced sterilization of both parents , though a woman with strong psychic potential having an illicit child by a non-psychic partner will usually be spared sterilization personally.  The state conducts regular psychic evaluation of its residents, along with genetic testing, and based on data analysis will suggest suitable partners.  Those with the greatest psychic potential tend to have the fewest options, while mundane individuals have countless billions of “approved” partners.  These lists are not “who should you marry” but if someone isn’t on it, that is a person you “cannot marry.”  From the approved list, people are encouraged to find a suitable partner.  Psychic talents are very strongly encouraged to find suitable partners and cash, housing and professional incentives are part of that encouragement.  Parents are expected to raise their children in the home, house them and send them to state sponsored day schools to learn reading, writing, history, science, physical fitness, and undergo psychic study, processing and testing.    As children age and psychic potential is discovered, stronger talents are routed towards more advanced and highly specialized training to develop those talents, while untalented individuals are taught basic trade skills.  Most individuals marry some time after completing their professional education and establishing themselves in a career, often some time between ages 22 and 30.  Unusually strong psychic talents are often encouraged to marry while still undergoing secondary education, between ages 18 and 22. A  first child is often born within two years of marriage.  Same sex marriage is not recognized or authorized.  If one has strong psychic potential and appears to be involved in a same sex relationship in lieu of marriage, there my be suggestions implanted that perhaps one is not really attracted to that individual and a traditional marriage is more to one’s liking.  Non-psychics violation of this norm is generally ignored as there is no “wasted” psychic potential in such unions. 

Housing: On most worlds, civilian families (mother, father, minor children) live in  small domiciles with their own private common areas, kitchens and the like.  Households with strong psychic potential are typically alotted larger, newer, more spacious homes, while those without such potential find lodging where they can on the private market.  Individual’s bedrooms are considered private spaces, and guests are commonly received in living and kitchen areas.  Generally, spouses share a bedroom, though it is not unusual for some spouses to sleep in separate bedrooms most of the time.  Children may have individual rooms or double up.  Guest rooms are very uncommon in Esperus designs.  

Diet: Humans, being omnivores, can eat a wide range of foods. The Esperus diet is rich in fish protein, and fiber/chloraphyl from kelp and algae farms, heavily processed for taste and texture.  The ability to colonize other worlds and obtain different food crops has done wonders for Esperus cuisine, at least for those on the upper end of the social spectrum.  The native Esperus diet tends to taste monotonously bland but is quite healthy overall. 

Education: The Esperus operate communal schools to train people for working life.  Mental and intellectual development is highly prized to studies are rigorous, as is physical conditioning, for a healthy body sustains a healthy mind.  Beginning at roughly age six, students are expected to attend school for about eight hours per day, though psychic assessments are performed as early as age three to help determine which school a child should attend and whether a family should relocate in order to make a superior education easier to sustain.  Studies focus on reading, writing, history, science, physical fitness and  psychic training, which to outsiders, appears to be classes in art, music, game play, gambling or other “bizarre” past times but are actually being used to test different sensitivities.  At age eighteen, general education is complete and young adults either enter a profession of their choice, or if talented, are invited to undergo advanced education, and on completion, given a choice of state approved uses for one of their talents.  Throughout the school years, there are annual assessments, and strong talents are rerouted to more rigorous schools to provide ever increasing challenges and psychic development.  Families may be relocated as necessary. 

Medicine: Health care is provided by the state.  Availability of care depends on planetary resources, local tech and the patient’s known or perceived psychic potential.  There is no cost to a psychic talent for state provided health care, non talented residents are expected to cover health care costs, thought they are often aided by their employer. 

Law: Laws against property theft and interpersonal violence are strictly enforced.  Law enforcement is a function of the state, and cases are heard by state appointed judges.  It is not uncommon for a judge to simply read the minds and memories of parties involved in order to determine the “truth” of a matter and the intent behind an action.  Capital Punishment is rare and reserved for murderers. Most crimes are punished through fines, imprisonment or forced servitude. Some crimes are punished by a psychic “memory wipe”, which may inadvertently alter or erase personality as well, depending on the skill of the skill of the “head cleaner”.  Such punishment is rare.   

Fashion: Esperus view clothing and fashion as a high form of self expression.  Males typically wear comfortable leggings, flowing shirts, and heavily embroidered jackets.  Females prefer dresses and gowns that accent curves without being overly revealing.  Clothing is colorful, and often patterned and embroidered.  This is daily and formal wear.  Workplace attire is more “mundane” in many careers, but while the common jumpsuit is a familiar sight in many Esperus worksites, even these get a splash of color and personal adornment.   

Esperian females commonly wear their hair to mid back, often braided or done up in high fashion atop the head rather than allowed to flow free.  Males commonly cut their hair at neck length.  Tattoos are considered deviantly bizarre, but jewelry is popular.  And while Tatoos are “bizarre” makeup in vibrant colors, even across the face, is a popular form of adornment, though….removable.  Other cultures use makeup more modestly to accent facial features, Esperians use it as a temporary canvas.  

Weapon Restrictions: Civilians may own and carry knives, and blades on their person. Single shot hunting rifles, shotguns and handguns may be owned and kept at home for self defense. Authorized psychics may be allowed to carry handguns for personal protection at all times.  Veterans may own personal service weapons but must keep them at home.  Hunting is permitted and any legally owned handgun may be taken to and from hunting grounds for sport.  Restrictions are lessened in colonial environments where indigenous threats may exist. 

Religious Practice: The three major religions in Esperus are the Church of the Mind, Church of Founders, and the Church of Galactic Consciousness.  Individuals are free to indulge in the teachings and practices of any of these. 

Work Culture:  Esperus utilizes a seven day “work week” with three standard “shifts”.  Most personnel work one shift, rest one shift, then sleep one shift for five consecutive days and then enjoy two days of rest and recreation.  Psychic talents often only work three or four shifts per week, with an additional day devoted to psychic training and the remaining days for personal recreation.  Individuals are often granted two weeks or more annually for vacation, though psychic talents typically receive double the allotment received by mundane colleagues in similar fields experience.  Sick leave is granted as needed.  Work contracts are typically for one year terms with regular renewals being at the discretion of the employer.  Summary termination for violations and breach of contract is at the leisure of employer and can often be documented through psychic probes.  Such actions are actually quite rare, but always a possibility and the fear of termination and possible blacklisting from future jobs helps ensure people do their jobs with proper diligence and devotion. 

Entertainment:  Esperus prize individuality and intellect.  Board games, especially those requiring deep strategy, are very popular, as are games where predicting an opponent’s behavior and strategy, like gambling, are also very popular.  In sport, individual competition is favored over team activities, with swimming, diving, racquetball and the like being most preferred, though some tandem sports, where two individuals must closely coordinate action and movement, are also intriguing as a psychic connection can greatly enhance performance. 

“The Visitors”-Roughly every 100 years since Esperus was founded, there have been widespread reports of inhuman beings attempting to communicate with numerous individuals across the world through their dreams.  Every time, there is usually some great scientific “leap” that follows.  Following the “dreams” of 96 to 106, the pulse laser was introduced, ultimately replacing ballistic weapons on starcraft.  From -5 to 5, visionaries on multiple worlds simultaneously imagined how to create the “warp drive”.  Following the visitations from -105 to -115, nuclear fission replaced petroleum as the major power supply across Esperus, and according to historical records, on other human “homeworlds” as well.  Earlier visitations led to advances that are corroborated in other histories as well.  Esperus keeps this information confidential, as they are unsure what these “Visitors” intend, but they are clearly shepherding humans in some way for some as yet unknown purpose. 

“The Conclave”  While Treburne proposed and brought the other human powers together to form the Conclave, Esperus was the first to encourage Treburne to put forth the idea, but then withdrew from negotiations lest the representatives of other powers feel that Esperus was “nudging” approval and cooperation.  Esperus rarely attends Conclave meetings in order to avoid being accused of manipulating thoughts and emotions, though it is their greatest hope that their fellow men are united as one when whatever the “visitors” are preparing mankind for comes to pass, for in numbers and unity, there is strength. 

Treborn League: Human dominated nation with little interest in expansion except as a means to increase access to resources, perfectly content to trade with anyone and anything.  Aliens are outsiders, but homeworlds are neither enculturated nor eradicated.  Normally just…allowed to exist as potential non member trading partners

(Church of Enlightenment, Church of the Perpetual Soul, Church of Founders)

(Homeworld:

Treborn Alpha: Population 5 billion Industrial world, mixed settlement patterns (Use Korean names and Appearances)

Treborn Beta:  Population 3 billion, Tech Research Node, mixed settlement pattern (Use Polynesian names and Samoan appearances)

League: Ruled by a  corporate syndicate council, whose members are self appointed by mutual recognition, wealth and defacto power.  Governs matters of trade, taxes, expansion and security (projecting military power is a weakness).  Technically, there is also an Emperor and a Duke over each planet, but their powers are entirely ceremonial in nature.  The original unifiers of Treborn Alpha and Beta’s successors ceded military control to commercial interests for the sake of peace and prosperity, eventually becoming mere figure heads 

Marriage and Family: Treborn value family as the foundational element of society with many Treborn living in multigenerational households where a working age adult or couple live not only with their own children, but with one or both sets of parents, and occasionally with unmarried siblings as well. Parental respect and respect for prior generations is a primary value of society, and while individuals may seek out a spouse for love, actual marriage is arranged by the interested individual’s parents.  Sometimes even long before a couple meet, though in such cases, arrangements planned by parents may be voided by the engaged parties without harm before a union is formally legalized, though often with a great deal of yelling and shouting by one or both individuals’ parents.  Families are for creating children and carrying on the father’s family’s name, and the memory of the mother’s family.  Same sex marriage is prohibited and viewed as devianlty pointless, though there is no criminal punishment associated with living with a same sex partner, just lots of guilt from one’s parents.    Families are expected to raise their children in ther home , house them, and send them to state operated schools starting around age six and ending around age eighteen when the child is considered an adult.  Adults often being looking for a suitable spouse around age fourteen, and then marriages are often arranged over the next few years, and then formalized between ages 18 and 22, with a first child being born within a couple of years after that.  For an adult to remain unmarried past age 30 is considered an anomaly, and potentially embarrassing.  For all of a parent’s children to remain unmarried and childless is considered a great insult to the parent as it represents the end of a lineage. 

Housing: Housing is built to serve the individual household plus….guests!  A married couple will have it’s own sleeping room, children may have individual or shared rooms, and there will inevitably be a guest room for at least one set of grandparents, and perhaps, if wealth and space allow, a second guest room for the other set of grandparents or the sibling of one of the married parties.  While bedrooms are considered “private” in the sense that non family members are not expected to intrude there, if grandma moved in, she might just wander into the master bedroom whenever she feels like it outside of sleeping hours.  Communal living and dining spaces that serve the entire household are used by non family guests, and while doors may have locks on them, most families share keys with kin who do not actually live within the house, so coming home from work, one is not surprised to see that a sibling who lives nearby has let themselves in because they want to visit in the evening.  These design considerations are most easily met in single family detached structures, but even apartment units are designed for such purposes.  There are domiciles built for single, unmarried persons as well, but generally they are small, inexpensive and thought of as “sad, temporary housing” for people assigned to remote work where family cannot come along, or as transitional spaces for young adults who have not yet married.   

Diet: Humans, being omnivores, can eat a wide range of foods. Treborn eat a lot of ricelike grain in a natural, unprocessed form that is  held together by thick sauces for ease of consumption using suitable dining utensils.  This is supplemented by finely chopped meats and vegetables mixed in to these dished, and is often heavily seasoned.  Terbron food is considered the most flavorful of all cuisines, though not as hearty and filling as Humanis dishes.     

Education:  Children are sent to state run schools starting around age six where they study reading, writing, mathematics, social history, business and economics for roughly six hours per day.  After school, they typically spend a few hours with a grandparent or other family elder, learning family history and domestic skills.  Beginning around age twelve, the standard four day per week school system shifts to a three day school week with the child accompanying a parent to work on the fourth day, provided that the work environment is “safe” for a child to be present and useful.  Employers for hazardous professions will normally provide “simulation and safety” sites to teach job skills to the children of workers without exposing them to direct danger.  Most children then grow up to follow in the profession of one of their parents, though over the course of study, a child may discover unique talents or interest that prompt them to pursue a different career.  How well this is received depends on how far from home this career might take them and the personalities involved.  While many cultures consider military service honorable, the Treborn tend to dread the potential loss of their children to foreign wars.   

Medicine: Health care is provided by well respected private physicians.  Employers will often assist their employees and their employee’s family members with paying for medical treatment, and if such aid is insufficient, one’s extended family will raise funds, call in favors and generally do anything necessary to help out.  Family takes care of family, and for a family to have a physician among its kinship network is not merely a badge of honor, but a near certain guarantee of superior healthcare access! 

Law: Laws against property theft and interpersonal violence are strictly enforced.  Law enforcement is a primary function of the civilian government and cases are heard by a local panel of judges seated from among the oldest members of the community, with any kin to the parties involved excluded from a particular case.  Capital punishment is enforced for crimes of rape and murder, but otherwise, punishment are restricted to financial fines, imprisonment, or in severe cases, banishment to a remote, high risk colony, alone without the support of family.  Most consider this to be a fate worse than death.

Fashion: While functional practicality may rule in the work place, with jump suites being common in hazardous professions,  style is everything otherwise, and male and female fashion are instantly distinguishable.  Males wear baggy pants and tunics, often with a belt around the waist, and snug overcoat for formal occasions.  Women wear dresses or skirts with blouses and cuts that accentuate curves and sensuality.  Clothing is colorful and often heavily embroidered or patterned to catch the eye.  Family, fertility and nature themes are common in the art of many outfits. 

Treborn females wear their hair as long as they can safely grow it, braiding it or tying it up as necessary for convenience and wearing ribbons and hair clips for adornment.  Males often wear their hair down past the shoulders as well, with braids and ties for convenience and safety as needed.  Rings, earrings, nose rings, bracelets are all desirable marks of wealth, station beauty and affection.  Tattoos reflecting personal interests and family legacies in equal measure are common for both men and women, though the face is largely left clear of such markings.  Daily make up use is for modest accents, but actual canvas treatments are common for special occasions 

Weapon Restrictions: Civilians may own handguns, shotguns, single round rifles, knives and long blades.  The latter may be carried in public for fashion or personal defense. Other weapons are for home security.   Veterans may also own personal magazine fed rifles or even submachine guns, passing them down to their children.  Likewise, these are restrict to home security purposes.  Rifles and shotguns may be used for hunting as well. Restrictions are lessened in colonial environments where indigenous threats may exist. 

Religious Practice: The three major religions in League space are the Church of Enlightenment, Church of the Perpetual Soul, Church of Founders as they are legally recognized schools of thought. 

Work Culture:  Businesses within the League are “family owned” and like to portray themselves as “one large extended family”, though that is often more a public relations effort than a true workplace attitude.  However, since people tend to follow their parent’s profession, ownership and management is usually passed down from one generation to the next, and many generations may end up working for the same employer creating intergenerational loyalty and a true family feeling within many companies.  Sometimes, the notion actually becomes reality.  Following the customary human seven day work week, Treborn tend to take a “relaxed” view of work by other people’s standards.  They follow the standard three shift daily schedule, but most Treborn only work four days per week, with the other three days spent with family for recreation and rejuvenation.  In order to maintain production levels comparable to non-Treborn rivals, workforces tend to be larger than in other nations.  The length of each shift varies by local custom but Treborn Alpha’s schedule is followed out of system.  Work arrangements are voluntary by nature, but the expectation is that families work together and remain loyal to each other.  For a person to quit a job where one’s parents worked embarrasses the parents, and for an employee to fire an employee may cause that person’s kin to quit or go on strike in protest if the action is considered unjust.  Paid leave is typically offered at a rate of about two weeks per year for purely recreational purposes, though medical leave is issued as needed.  Further family members can “fill in” for each other if one person needs time off, and a relative with the appropriate skills is willing to take the shift.  It is of no matter to most employers as long as the work is done. 

Entertainment:  Treborn enjoy their family time.  Board games, story telling and sharing music and celebratory dance are popular forms of entertainment.  Most songs tell stories of the past, and every family has its own songs that recited family history. These songs are constantly being added to as each generation adds to the tales.  Competitive individual sports are very popular as it allows families to encourage their members to show off their own prowess while everyone watches and cheers them on!  Foot and swimming races are always popular, as are judged dance and diving competitions, singing contests and the like are favorites as well.  More passive entertainment such as watching video programming at home as part of a household is also enjoyable, with programming being built around the notion that mixed age households will discuss the stories being told as they unfold.  The pacing, with frequent silences after major scenes, strikes Federation viewers of Treborn programming as odd. 

Merchant Ships from Treborn span known human systems, often far from home.  These ships are generally crewed by close kin from one or two long affiliated families with a captains children, siblings, nieces nephews or cousins making up the bulk of the crew with a second family brought in alongside if needed.  From a Pan Galactic or Humanis perspective, Treborn vessels are notoriously “over crewed”.  If losses are incurred far from home, a local replacement may be hired to help get the vessel back home, but they are inevitably released from service once the ship returns to Treborn space and can pick up relatives of the remaining crew members.  Outsiders stranded in Treborn space often have difficulty finding work without family connections and may have to wait until a foreign craft comes into port to hire back out.  Experienced spacers either avoid joining Treborn crews as non relatives, or negotiate for high passage back home as part of the work contract.

The Conclave: Following the second PanGalactic War the Emperor of Treborn proposed the creation of a high council of human powers that would settle disputes, peacefully, thereby preventing future human on human bloodshed.  He proposed a seven member high council made up of a single representative from each human homeworld, and a General Assembly made up of one representative from each member world of over one billion inhabitants.  This was negotiated down to one billion “human” inhabitants, and a high council consisting of one representative per the four nations of Pan Galactic, Humanis Prime, Esperus Collective and Treborn League.  The Voice of Esperus refused to join with an even number of members, and the Emperor of Treborn declined to be the Fifth seat to serve as tie breaker.  So the separatists from Rimward Confederation were granted  a seat in the High Council in spite of having a low population, no homeworld, and lacking a single world over one billion in population and thus no seat in the General Assembly. 

Rimward Confederation: Human dominated nation forged from separatist worlds that rebelled from both Humanis Prime and The PanGalactic Federation during the second Pan Galactic world 50 years ago.  Focus on trade and mutual cooperation with no desire to create or sustain a unified culture.  More of a mutual defense pact than a true nation, only the military leadership seems to agree on anything, and that is non expansionist protection of member states.  High corporate power.

(Church of the  Perpetual Soul, Church of Founders, Church of Enlightenment)

(Homeworlds:  None

Avarstan: Population 500 Million is the defacto “capital”, Industrial world (mixed population leaning towards heavy Humanis influences)

Kreigor: Population 250 Million is secondary

Confederation: A council led by one rep from each member world appoints a military commander to oversee defense, a judicial minister to settle internal trade disputes, but otherwise leaves other matters to local governors to direct.

Marriage and Family: The nuclear family is the normal household type.  Individuals are encouraged to marry for love, raise children send them to school if available, teach them at home if it is not, and them at home.  Children are highly valued by their families, but there are no governmental tax breaks or incentives.  Same sex and interspecies marriage are not recognized, but unusual living relationships are not punished or prohibited.   Most people have better things to worry about than other people’s private lives.  Adults often marry shortly after establishing themselves as economically self sufficient.  This typically takes place between ages 22 and 30.  Marriage is often pledged for life, but serial monogamy is common as divorce is a recognized resolution to insurmountable personality conflicts within a household. 

Housing: On most worlds, families (mother, father, minor children) live in  small domiciles complete with all of the amenities required to support  family, individual bedrooms for each child, a shared room for the adults, a kitchen, and a communal shared space for household members.  These may be free standing “houses” on low population worlds, or apartment type structures in high population centers.  These living spaces are considered “private” and while guests are often received in communal areas, sleeping areas are considered “intimate” and non-family members are not normally welcome there.  Worlds with a humanis background often have “barracks” style housing for single persons, though over time, these are often torn down in favor of the Pan Gal private accommodations. 

Diet: Humans, being omnivores, can eat a wide range of foods. Noodles, breads, fish, fowl and meat from a range of animals are all popular in Rimward quisine.  Food is often heavily seasoned as flavors are mixed and new accents discovered. 

Education: The Confederation operates communal schools to train its younger members, at least on older more heavily populated worlds.  On low population worlds with smaller, remote communities, education is handled within the home through remote video instruction and parental guidance.  Children from roughly age six years to eighteen, are expected to spend six to eight hours each days learning reading, writing, mathematics, history, political and hard sciences five days a week.  After age eighteen, children are expected to enter a career, and after establishing themselves financially, establish their own homes.  Often young adults will establish non marital households with members of their peer group until later deciding to marry either that peer or some other individual with whom they are compatible.   Advanced University Education is not available within the Confederacy, though there are Humanis and Pan Galactic institutions that occasionally accept Confederation students who score high enough on admissions exams and can afford transportation, tuition and lodging.  Careers are chosen by the individual based on personal talents, interest and the willingness of an employer to hire them.  Family connections and personal references help a great deal.

Medicine: Health care is provided by private institutions and physicians are respected professionals.  Availability of care depends not only on planetary resources and local tech, but also on the financial resources of individuals seeking care or the willingness of their employers, friends and family to contribute to covering costs.

Law: Laws against property theft and interpersonal violence are strictly enforced and protection extends to both humans and to recognized sapient non-humans who are legally within Rimward territory.  Civilian law enforcement agencies are part of local governments, and a judiciary whose judges are appointed by the state hears all matters of criminal cases and civic contract disputes.  Capital punishment is reserved for crimes of murder. Otherwise, financial penalties or imprisonment for fixed terms based on a schedule of crimes and appropriate punishments are the norm.

Fashion: Humans in the Rimward enjoy both Humanis and Pan Galactic fashions.  Pseudo combat fatigue style clothing with close fitting undershirts are common daily wear.  Jumpsuits are common work clothing.  Snug leggings and a tunic or dress are considered “fancy wear”.  Colors tend to be brighter than Humanis patterns, but not so bold as Pan Galactic prefers.  Ease of movement and functionality are high priorities

Rimwarders mix both Pan Galactic and Humanis traditions, as usual.  Hair is grown natural by men and women as is Pan Galactic custom, though military styles aren’t seen as unusual.  Jewelry use is modest, but common.  Tattoos are either unit related or reflect personal interests, but are concealable and relatively uncommon. Make up use is for modest accents 

Weapon Restrictions: Civilians may openly carry handguns, knives, and blades in most environments, and keep shotguns and single shot rifles in their vehicles.  Magazine fed rifles and submachine guns may be privately owned and kept at home for security against indigenous threats or human criminals. 

Religious Practice: The three major religions in the Confederation are the Church of the  Perpetual Soul, Church of Founders, Church of Enlightenment but most people don’t care who worships what as long as they mind their own business. 

Work Culture:  The Confederation uses a seven day week and a five day “work week” with three standard shifts.  Most people will work five for six standard shifts per week, each on a different, usually consecutive days, and then have one or two full days off work for family, entertainment, worship or other personal reasons.  The length of a shift varies based on arrangement with ones employer and agreed upon wages and hours.  Most employers also grant longer leave periods and allow time off for illness with a certain maximum number of days that varies according to an employees skills and tenure as part of an employment contract.  Employment is arranged by contract for a predetermined period of time.  Breach of contract either by neglect of duties, sudden resignation, or sudden termination by the employer typically damages the worker’s reputation more than the employers and may result in an employee being unable to easily find future work.  Employers rarely suffer from suddenly terminating an employee, as other people are usually eager for a decent job.    

Entertainment:  Confederation members thrive on physical entertainment.  Competitive team and individual physical sports are very popular with many having “football” teams that compete against those of other communities with a level of physical contact that is often shocking to Pan Galactic observers.  Non lethal combat sports are also enjoyed.  Competitions of a physical nature are restricted to “like” adversaries: Male vs Male human, Female vs Female human, Hydrissian vs Hydrissian (for who can tell male and female apart).  Music and dance are popular forms of entertainment, especially high energy forms of expression that leave listeners shaking their heads in rhythm or dancers covered in sweat, and perhaps a few bruises. 

Separatists:  The Rimward Confederation was formed by a handful of Humanis and Pan Galactic worlds rebelling against the warfare between the two powers, supported by local fleet commanders who backed the planetary governors with force of arms.  Though initially confused by the sudden “freedom” Humanis settlers in the region largely adopted Pan Galactic views styles of housing, and views on personal freedom, while Pan Galactic residents embraced some of the more physical aspects of Humanis culture and broadened their culinary pallete.  Many residents still hew to the old ways, but a new identity is slowly forming. 

Platian Selkies- Aare an aquatic species indigenous to the planet “Platos”, as Pan Galactic explorers have named it. 

Platos is a rather large planet, known for its impressive, but hard to extract without native assistance, iron deposits.    The primary difficulty in mining stems from the simple fact that almost the entire world is covered in liquid water dotted by small, volcanic islands, with the remainder of the world being covered in ice. Median ocean depth is less than two hundred feet, but there are large regions far deeper than this.  Underwater mining requires different techniques than those commonly used on terrestrial environments, and given the rate at which water corrodes iron ore, speedy extraction of a newly discovered vein is a critical factor.   The second major difficulty is that it possesses higher gravity than most human worlds due to its large size and its dense mineral composition.  Frequent volcanic activity constantly brings new material to the ocean floor, but working near such activity is a risky prospect.  Fortunately, the abundant supply of potable water, a breathable atmosphere, abundant (and edible) sea life, and rich mineral deposits (though sometimes hard to access) have made it a planet of tremendous interest. 

The native species, most commonly referred to as Selkies, is actually fairly advanced.  In spite of living an aquatic environment, they developed metallurgy (using natural volcanic vents, and gathered phosphorous  as a heating source rather than conventional fire) centuries ago, and compelled by natural curiosity to explore what dry land is present on the planet, the Selkies crafted hostile environment suits that resist not only the corrosive effects of submersion in water, but also provide life support and mobility for sea creatures desiring to walk about on dry land.  Such native constructed devices are powered by chemical fuels and rely upon fluid filled tubes whose pressure levels can be manipulated mechanically, rather than by the electrical circuitry that comparable human equipment normally uses. 

Flight is a new concept to them, introduced by human colonists, but Selkies seem to have an innate talent for it when control devices have been modified for their use.  This is not surprising given that their aquatic home requires greater 3-dimensional awareness than humans are accustomed to. 

Physically, the resemble seals, but with many significant differences.  They have a single “tusk” like bone formation at the front of their head, the size and shape of which are a primary determinant of “beauty”  in the eyes of most Selkies.  This tusk is used as a trowel by farmers and hunters, and butting each other with a tusk is a common method of resolving heated arguments.  Behind this tusk, four eye nobs protrude from the side of the head.  Two are set on top of the protrusions, and two are set below.  Except that each nob contains a pair of eyes, some have compared this feature the eye sockets of a “Black Moor” goldfish.  The eyes above are used for distance viewing and to keep watch out for natural predators (not that there are many that would approach a Selkie settlement), while those below observe the working of the “hand” and what is within reach of the mouth.  Beneath the tusk are the “hand” and “mouth”.  The hand is a long muscular appendage that is alternatively referred to as a trunk or tongue by human naturalists.  At the end of this muscle, it splits into a number of fine tendrils about the width of human fingers, but just as boneless as the trunk itself.  With these, the Selkie can grip and manipulate objects with tremendous dexterity.  The mouth is located just behind the “hand”  and it consists of three, large grinding plates, surrounded by a dozen of the fingerlike tendrils.  The mouth can distend about eight inches from the body, and the trunk can extend about three feet out, or contract to within six inches…within the protective cover of the tusk.  Using the “hand” and the mouth together, a Selkie can grip and manipulate objects with ease, and observe the work being done with its lower pairs of outset eyes. 

Being fully aquatic, the creatures have gills, flippers (strong enough to pull the animal across open ground…slowly, though this must be exhausting work), and a long tail fin which is vertically oriented, like a fish, rather  than horizontal, like a mammals.  This tail can be curled up and wrapped over the body like a blanket, though maintaining such a position for prolonged periods is uncomfortable. 

They have two sexes, male and female.  They birth live young, usually one at a time around, after about a seven month gestation period, and young are raised communally with their peer group.   (Most “pregnant” females in a community will give birth within a month of one another, so members of a peer group are very close in age).  Childrearing and enculturation are tended, overall, by the eldest adults in a community with short duration assistance by other adults whose specialized skills or knowledge are needed.  After seven years or so, peer groups are dispersed and their members are “apprenticed” to those trades in which the individual seems to possess some talent.  At fourteen years, the youth is physically and sexually mature, after passing some rite of passage no naturalist has yet observed, becomes an adult.  There is no indication that this rite has any measurable mortality rate and it is likely of a religious nature rather than a test of physical prowess.

Selkies do not appear to have family groups or recognize biological kinship.  While the mother/child relationship is vaguely comprehensible, they have difficulty imagining husband, wife, uncle, cousin, and even grandparent (as the child is unaware of his mother, though the mother may remember the child).  However, this “familial” relation is replaced by a “peer” identification, which the Selkies will equate to the “brothers/sisters” relationship described by human visitors…except that when mating occurs, it is usually within this peer group, and Selkie suggestions that brother/sister humans must obviously do the same have been the cause of much embarrassment to the naturalists explaining human family structure to them.

Selkies generally live in shallow waters and raise/harvest the equivalent of clams, mussel, sea cucumbers and other small animals.  Vegetable matter is not a significant portion of their natural diet, though hard shelled nuts have been accepted as an interesting novelty food when imported from earth.  Militarily, they are amateurs.  After inventing “firearms” (chemical powered projectile weapons) and hunting most of their natural competitors to near extinction, they apparently abandoned and lost most of their need for such weapons.  While occasionally a squabble between communities might be settled by “warfare”, this appears to be a rarity among the Selkies. 

The Drantak
The Drantak are an omnivorous mammalian race comparable in size to humans, males standing about 2.3 meters tall on average, females roughly 1.8 meters tall. With two arms, two legs and no tails, their basic body shape is humanoid. They have three fingers and a poseable thumb, but their fingers are roughly twice the width of a humans. Feet have four toes, aligned in a similar manner to humans, but concealed, two each with a cloven hoof. Their faces are distinctly non human as well, two eyes, set out from the head on a short optical stalk with independent tracking. While 360 vision is technically possible, in practice, one eye will look one direction, the other in another, but depth perception suffers badly when eyes are looking in at different things. Their face is “snoutlike” with the jaw protruding about six to eight inches from the base of the neck, with sharp incisors, four canines on each side of the mouth, and wide molars. Their nostrils are wide and set flush against the flesh, but their olfactory senses are superior to humans. Ears are small and set back behind the ear near they juncture of skull and neck, and also independently mobile, shifting to better track individual sounds. Drantak are coated in a short layer of fur, barely a half inch thick, usually a monochromatic pattern. Those with piebald patterns are viewed as “odd” by others of the species. Communication is verbal and written, easily comprehensible to trained humans even if specific sounds are difficult to replicate.
Drantak evolved into the top tier predators of their homeworld. While capable of living on both on plants and animals, they developed a carnivorous bent over time as richer protein content improves fertility and the viability of their young, in addition to the benefit that hunting and consuming predatory rivals has for reducing threats and increasing the abundance of game. After establishing food chain dominance, Drantak continued to sustain a high protein diet though livestock breeding and management, though plant cultivation and consumption is a valuable secondary source of nutrition.
Drantak have two sexes, male and female, and even in without the height difference between male and female, the genitalia of nude specimens is easily recognizable by humans. While not genetically compatible, “recreational intercourse” between the two species is physically possible.
Drantak have live births, like most mammals, typically bearing one child at a time. Children are nursed by their mothers, growing steadily and becoming sexually mature around seventeen years of age. Natural life expectancy is close to seventy five years.
Drantak society is volatile, and “family” groups are temporary by human standards. Though technology has evolved, Drantak are still basically “pack like” in their thinking. A male will physically dominate and cow other males into submission, and females instinctively congregate around the most dominant males that will accept them under his “protection”. He sires their children and supports them economically, and the females strive to raise them and maintain the sires’ protection. But while in pre industrial ages, Domination involved brutal physical combat between males, now economic dominance, control of access to employment works just as well…not that physical brawls are uncommon.
Females will remain with a “dominant” male until a more dominant male becomes available to and willing to accept them and their children. Then they and any juvenile children he will accept join his “pack.”
This means that even the most dominant male cannot support a large number of mates and will often reject females with juveniles attached, as each additional mate strains the ability to support the others. Take too many and risk losing all!
Older, weaker males often die alone, regardless of how strong and successful they were in their prime.
With the temporary nature of “fatherhood”, Drantak form unusually strong attachments to their mothers. Juveniles and unmated males will will follow their mothers into new “packs” should she change sires. Juveniles expect to be supported, while young adults strive to contribute, their mother’s loyalty determining theirs! And while the new sire will favor his own offspring over those brought into the pack from outside, even the outside offspring add to his strength.
Males dominate decision making and risk taking in Drantak culture. Physically stronger than females, they are naturally expected to lead and provide, and they are driven to consistently prove themselves worthy of existing and potential mates. This drives them towards military conquest, financial risk taking, and a desire to always prove and improve themselves. Life is but one continuous test. Unmated males will attach themselves to their mother’s sire’s pack to serve them until such time as they can attract mates and form packs of their own.
Females focus on their offsprings. Seeking powerful males who can provide for and protect them. While females may learn trades, child rearing is their biological imperative, for children will always support their mother, and never abandon her. A female who rears multiple successful sons has many options when she outlives her own fertility as it is considered a great honor to have ones mother living as part of one’s pack as an adult.
Drantak art is musical, visual or performative, and comprehensible to humans even if the subject matter is not fully understood. It tends to glorify prowess and success. Warnings about “over reaching” are few and far between, as to reach for more is nearly ingrained into Drantak culture.
Drantak society is dominated by its warriors, not as a caste, but as individual leaders of fighting companies, starships and fleets. They are just as likely to fight each other as anyone else, constantly seeking to prove themselves and eager to take advantage of perceived weaknesses of their rivals. Drantak males are always testing each other, mentally and physically, seeking to intimidate others, and reassure themselves and their rivals of their place in the societal pecking order. Signs of weakness or uncertainty are quickly exploited and for this reason, peace missions are difficult with Drantak, for one who makes peace may be seen as weak by his followers. Generally, one has better luck approaching a warriors mother than the warrior himself as “protection of younger siblings by my mother’s request” is better received than “it is time to stop fighting”.
First Contact:
Pan Galactic vessels first detected Drantak starcraft near the world now called “Folly”, which was along the edge of Pan Galactic and Esperian space. Hoping for friendly relations, Pan Galactic vessels attempted peaceful communication and at first, things seemed promising. Trade and communication were established and there was peace for several years. Then…Drantak leadership realized that there were two different human powers in the region and neither was particularly strong, nor their worlds tightly held. By surprise attack, Drantak shut down interstellar commerce, crippled fleets and bombarded multiple systems into submission, asserting dominance over weakness and proviing the strength of a great many Drantak warriors before humanity could hit back. There are now many humans living as slaves under Drantak dominion.

Hydrisian Protectorate

Hydrisians are a race whose first contact with humanity was marked by guarded curiosity between both species.  Humanoid “reptilians” who stand between two and two hand a meters tall, depending on one’s measures, with two arms, two legs with a small head, a neck that is easily stretched or retracted based on the individual’s mood, habits and momentary need, roundish torso and snub tail.  They have three fingers and an opposable thumb on each hand, and three front facing, one rear facing toe on each foot, with hooflike nails on each toe.  Their flesh feels silky smooth to the touch, but is actually made up of tiny, mostly hexagonal, scales.  It visually glistens but is dry to the touch.  They have a pair of eyes situated on the side of their heads, with similar visual acuity to humans but a nearly 360 degree field of vision.  Small nostrils which are less discerning than a humans, and ear membranes behind the base of the jaw with a similar auditory range to man’s.  Adults have a “crest” along the back of their neck that grows larger over time and changes colors reflecting intense emotions of the individual.  This crest contains hollow, longbones that are used to “whistle”. While Hydrissians vocalize and “talk” with their mouths, they “sing” though their crest, expressing a much wider range of meaning and feelings, augmenting their words with musical notes behind them. 

Hydrissians evolved from a peaceful, highly intelligent herbivore species that found safety in numbers and environmental awareness, crafting tools for protection against faster, stronger natural predators, and ultimately developing agriculture, metallurgy and eventually space travel while eradicating or domesticating those creatures that threatened their ancestors. 

Hydrissians have two sexes, male and female, and bear live young, one at a time.  Males and females are physically indistinguishable to casual human observers as male genetilia is retractable, only emerging from a genital slit during mating.  The female has a corresponding slit design to receive the male organ in face to face “intercourse.” 

Young are fed by their parents who, when the child is young and helpless, regurgitate food from their forestomach into the child’s mouth much the way birds do.  Hydrissians born to a mated pair will remain with their parents throughout their lives, resulting in ever growing family groups.   There is no expectation that a mature adult will, or even should, leave home.  Economic realities or curiosity are the primary causes of children leaving home.   Other factors, like resource scarcity  or the architectural limitations force a family group to break apart and while periods of “wandering” are not uncommon, family is forever! 

Hydrissians form lifelong pair bonds based on personal desire and attraction, but due to their family structure and unity, these bonds are usually formed with siblings or cousins within the family group, usually between kin close to one another in age.  The resulting “inbreeding” does not seem to cause the sort of genetic defects one sees when human populations engage in such practices over multiple generations.  When a mate dies, the survivor does not take a new one, though some hydrissians exposed to human culture might be tempted to do so, it is considered a violation of the memory of the lost spouse. 

Hydrissians have a natural lifespan around 100 years, and achieves sexual maturity around age twenty.  Growth is continuous, in that there is no molting our shedding of skin, just  a general slow maturation. 

While culturally family oriented, Hydrissians are distinctive as individuals. Members of a family have personal names, talents and interests, and are in many ways, very “human like”.  Experiencing love and devotion, raising children personally rather than collectively, and also perfecty capable of rage, anger, and fear as well.  Even jealousy is a hydrissian emotion sometimes experienced when two compete for the same mate, though it fades quickly after a mated union is formed, for such unions cannot be broken.  Infidelity  and sexual promiscuity are horrible taboos, and casual acceptance of such practices by humans is grotesque to the Hydrissian mind. 

Hydrissian art is visual or musical in nature, and often understandable, at least visually and audibly, by humans, even if the subject matter is obscure.  Hydrissian technology is largely equivalent to human tech, and for this reason, trade is generally “peer to peer”.

First Contact: Hydrissians explorers from Bone Rattle discovered a Maran human colony on a world Humans call “Sophia”.  Marans had already made contact with other humans from Sagitar and assumed that these strange spacecraft their sensors detected were another race of men.  For their part, Hydrissians had previously documented other sentient species, notably the “Selkies” of Platas, and were curious as to human’s efforts to communicate. 

Though there were linguistic difficulties, both peoples repeatedly attempted to hail each other, eventually finding mutual radio signals, and beginning some rudimentary translation before Hydrissian emissaries disembarked on a the human world.  Goodwill and peaceful intent allowed some early trading, and eventually peaceful relations were established.

Second Contact: About seventy years after contact with Mara and Sagitar was established, half a dozen Hydrissian worlds were attacked by Human Prime warships. Hydrissia, though not a warlike race, had already encountered minor hostile alien populations and was able to mount an…ineffectual defense, and sent emissaries to Mara demanding an explanation of the sudden betrayal.  Thus began the first Pan Galactic (or Humanis) War (depending one one’s point of view) as Pan Galactic mustered its fleets to defend their outgunned Hydrisian trading partners. A great many Hydrissian worlds were lost before peace was achieved, and many Hydrissians live under Humanis control as enslaved labor (though there have been efforts to transplant many back into Hydrissian or Pan Galactic territory). 

Spug Hiveworlds

Spugs are a race whose first contact with humanity was violent from the start.  Humanoig “insects” standing roughly two meters tall with two arms, two legs, elongated heads  and a stubby “tail”, they are distinctly inhuman in appearance.  With a thick carapace and no externally visible sex organs, the race does not wear “clothing” as humans understand it, though harnesses, straps and holsters, often netlike in design, are occasionally used to convieniently carry and transport tools  They have two large compound eyes set back halfway up their heads providing nearly 360 degree line of sight with a very short visual range compared to humans, though seeing quite  bit more into the ultraviolet and infrared. Hands and feet each consist of two fingers and a thumb, thought the feet “toes” are not flexible enough for grasping and fine manipulation.  Their “faces” are indistinctly bland to human eyes, no unique facial features that human eyes can normally detect.  Examined under ultraviolet light, each spug has a nearly unique pattern of markings across the whole of their body allowing Spugs to easily recognize individuals.  The center of the head, running down from between the eyes to the mouth, has a line of six paired nostrils, flat against the carapace.  The “tail” possesses six pairs along either side as well, for eighteen pairs of nostrils on a healthy spug.  The “mouth” consists of a retractable probiscus, which can extend to a distance of about ½ meter.  This is a sharply pointed, hollow tube about 1 centemeter diameter on an adult which is used to pierce food, inject digestive acids and then suck partially digested food back into the Spug’s main stomach.  Spugs have no ears, and do not “hear” in the conventional sense, but their sensitive footpads easily detect ground vibrations.  Nor do they have vocal chords or the ability to speak, though they are not “silent” creatures. They can make sounds by clacking their fingers together, but that is not normal behavior as Spugs can’t hear such sounds.  Stomping on the other hand, can sometimes be used to communicate “long” distances through earth when necessary.

Spugs communicate primarily through the release of pheromones, which are primarily produced though “sweat” glands located beneath the armpits and crotch area.  Moods and even specific words and detailed information are relayed though sudden shifts in pheromone components, and sequence of scent release.  Additionally, secretions from the probiscus sometimes add urgency or intimacy to a message.    Communation by this means is “communal” by nature in that it is very hard to have a “private” conversation, thus groups of Spugs are privy to each other’s moods and messages in a way that humans may find incomprehensible and one with a keen nose can even pick up on recent conversations a fellow might have had. 

Where wind, distance or physical separation interfere with communication, “thumping” the ground and communicating via vibration is also sometimes used for general warnings or calls for help.  Some rudimentary physical sign language by hand gesture also exists, but usually if one is close enough to see a fellow spug, one simply uses pheromones if wind currents allow. 

Spugs are naturally subterranean creatures, having evolved on a homeworld rich in biological material but with harsh surface weather.  They are almost exclusively carnivorous, having evolved as apex predators in a world where other insectoid creatures feed on native undergound fungus growths.  They have cultivated many species of “bug cattle” and have brought them across the starts with them, planting fungal farms, releasing the cattle to feed from it, then eating cattle as they always have.  Spug held worlds are often rich in transplanted fungal growth and cattle, which is obvious from low orbit, but Spug settlements, being subterranean, were initially unnoticed by human explorers prior to first contact.  Now humans are area of the indicators.

Spugs are a hermaphrodital egg laying species.  When a colony possesses surplus food supplies that allow its members to “overeat” regularly, “spores” begin to form beneath the “tail” of its members.  These spores are fertilized by other Spugs in response to a pheremonal “invitation” that prompts two spugs to eject a mistlike cloud of semen from their “tail” towards their partner, each fertilizing the other’s eggs.  Self fertilization is technically possible, but roughly 90% of all spores are fertilized by another spug and self fertilized spores are rarely viable.  Fertilized spores continue to grow and then detach when they reach roughly a three inch diameter, to be buried by those they fall from for safe keeping. 

Spugs hatch as smaller versions of adults, and are tended to by others within their “hive”.  Adults bring food to the nymphlings, tending to their needs as they grow, moult, grow and moult again until after a dozen years and twice as many moltings they become mature members of the community. 

While living communally and sharing emotions and “secrets”, Spugs are individually self aware with unique interests and talents.  While most Spugs are “farmers”, some develop a talent for trade, for fighting, for creating works of art (visual or olfactory pieces) or leadership. 

Leaders are chosen by the willingness of others to follow them, which is often predicated by the strength of an individual’s scent glands as much as it is by any objective measure of intelligence.  A stronger scent easily persuades the rest of a hive to change it’s moods and understand the “speaker”. 

Spugs developed metallurgy much as humans did, and space travel as a response to population pressure at home.  Spugs are eager colonists, though not intrinsically “hostile” ones, contrary to Humanis interpretation  of Spug behavior.

Spugs have a natural life expectancy of about fifty years with sexual maturity achieved by age 12.  This is often extended by colonies going “dormant” on occasion, when food supply an environmental conditions are poor.  This has enabled Spugs to “seed” worlds, allowing their fungal farms and cattle populations to grow while colonists lay dormant for ten or twenty years, then awakening to plentiful food across the world.  This has led to some first contact difficulties. 

First Contact:

Humanis first encountered Spugs on the  world now designated “SP 1101 (Hellion)” .  Colonists landed on a world with a breathable air, sustainable climate, rich in gigantic edible fungus, but inhabited by large, very aggressive “giant insects”.  The colonists soon took to killing these dangerous native fauna, unknowingly slaughtering Spug  “Cattle”. 

Spug colonists, dormant when humans first arrived, awoke to discover an unexpected invasive species on the surface of their new world slaughtering their livestock, and these aliens were either unable or unwilling to respond to scent or thumping, so Spugs took up arms to exterminate them.

Humans, set upon by subterranean aliens who, though armed and obviously intelligent, appeared unable and unwilling to speak, but quite willing to kill and suck the blood and internal organs from their victims, naturally fought back. 

Reinforcing spacecraft arrived from both races, and the first Spug/Humanis war began.  Eventually, Humanis decided that Spugs must be communicating telepathically, but later investigation by Esperus researchers dispelled that theory.   Communication between the two races is still difficult, and mostly conducted via radio transmission and visual signaling. 

The Mephalians

The Mephalians are an omnivorous reptilian race visibly comparable in size to humans, apparently standing around 2 metres tall, but this is only due to the natural slouch of their walk that they usually lean their elongated heads and necks far in front of their body. Were a Mephalian to ever stand straight up with human posture, they would be closer to three meters tall.  They have long, gangly arms and double kneed legs which make them powerful leapers.  They have four fingers and an opposable thumb on each hand, five toes on each foot, and their hands and feet both look astonishingly human in appearance.  Their necks are roughly half a meter long, and their head has a cranial lobe about the same length.  They stand with their face (the front of the head) down below shoulder level.  They have long pointed ears that are pressed tight against their cranial dome with unusually keen hearing,  slit like noses at the front of their face with human like olfactory senses, and two tiny eyes with a short visual range and seemingly no ability to distinguish color.  They have eight incisors top and lower jaw, a single pair of canines and long rows of molars, and a long, tongue that seems to possess olfactory sensors as well.  They make a nearly continuous whistling noise through their nostrils which appears to be used for echo location, making up for their poor eyesight.  Faces are “inhuman” to look at, but have individual distinctiveness sufficient enough to recognize specific individuals if one sees enough Mephalian to start to notice minor variances in features. 

Mephalian seem to have evolved on a world with harsh climactic extremes as they seemt o be resistant to both excessive heat and cold and are believed to have come from a world inside the habitable zone of their home system, where it would be too warm to support human life, but perhaps living on the “dark” side of a world whose spin never resulted in a full day passing.  They are known to consume both animal and plant products with little or no discernable advanct preparation, simply ripping flesh from bone from a living creature and eating it directly. 

Mephalians appear to have two sexes but no visibly discernable external genetailia.  Females seem to produce eggs within themselves which are then expelled and fertilized by nearby males after expulsion.  Eggs are carefully collected into communal nursing areas, tended and kept safe from environmental threats and predators until they hatch) 

Based on bone and tissue analysis, Mephalians have approximately a thirty year life expectancy, with sexual maturity and adult size reached after approximately five years.  Eggs, after being laid, take about five years to mature and hatch. 

Mephalians are, by nature, a nomadic hunting people that does not settle, build or inhabit areas for long.  By the time eggs hatch, parents may be thousands of miles away, so Mephalians form “clutch” families that fend for themselves, hunting and learning as a group.  Fortunately, Mephalians grow quickly and learn practical skills even faster.  Mephalians are not “creative” in the sense of being able to visualize and imagine philosophical things, but they are very creative in figuring out cause and effect, and how things actually work. 

Mephalian’s primary drive is merely to survive.  Find food, shelter, eat and then find more food and shelter, so one can continue to eat and survive.  Members of a clutch work together to accomplish this task, helping injured members, sharing food, working together to find safe places for the entire brood and to shelter the eggs that must inevitably be left behind. 

Mephalians do possess language which is communicated by varying whistling patterns and humans can learn to understand those portions that are within the range of human hearing.  They also appear to “sing” simply emitting sounds in rhythmic patterns to which all members of a clutch may sway back and forth with for no apparent purpose other than, perhaps, entertainment or relaxation.  The sounds have been recorded by human researchers and are both eerily haunting and indecipherable as language. 

Mephalians are a collaborative species. They do not compete with one another over food or mates.  When eggs are laid, nearly every male present will attempt to fertilize them in an effort to ensure a clutch of eggs will hatch.  There is no recognition of a “mate”, only “kin” within the clutch, and “our kind” on encountering another group.  When two clutches meet, they will often examine each other closely, communicate briefly, sharing information, and then parting company in a way neither came from to find food and resources in some other direction yet to be recently exploited. 

There does not seem to be any sort of leadership within a Mephalian group. Instead, when a decision must be made, there is a brief period of physical stillness accompanied by considerable whistling that seems to be some sort of debate and discussion of potential courses of action, then…the group seems to follow one course as though  a vote was taken and a path agreed upon. 

Mephalians do not seem capable of inventing space travel, or crafting advanced weaponry, yet they appeared at the edge of Treborn space, waged war for several years, then vanished back into the warp.  The systems they seemed to hail from still possess Mephalian populations, but they seem primitive, lacking tools, equipment, cities, space craft, weapons.  It is theorized that several Mephalian clutches “found” craft created by some earlier civilization, figured out how to operate it, and blundered into human space, then…moved on! 

It is further theorized that Mephalians may be a designed slave race, or another people “seeded” into the galaxy by some founder civilization.

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